;////////////////////////////////////////////////////////////////////////////// ;FILE: SoundEffects.ini /////////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ;============================================= AudioEvent GenericTankMoveLoop Priority = low Control = loop all Sounds = vgenlo2a vgenlo2b vgenlo2c Attack = vgenlo1a Decay = vgenlo3a Volume = 40 Limit = 2 Type = world shrouded everyone End AudioEvent Explosion Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = interrupt random Priority = low Limit = 2 PitchShift = -10 10 VolumeShift = -20 Volume = 90 LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent GenericTankGunFire Sounds = vcruweaa vcruweab vcruweac PitchShift = -5 5 VolumeShift = -10 Limit = 2 Volume = 90 Control = interrupt random Priority = low Type = world shrouded everyone End AudioEvent CarAlarm Sounds = gcaralaa vgendiea vgendieb vgendiec Volume = 80 Type = world shrouded everyone End AudioEvent F15MoveLoop Control = loop all Sounds = vb52lo2a vb52lo2b vb52lo2c ; Attack = vb52lo1a Decay = vb52lo3a Priority = low Volume = 60 VolumeShift = -10 PitchShift = -10 10 MinRange = 100 MaxRange = 600 Type = world shrouded everyone End AudioEvent ParachuteDrop Sounds = sparadra VolumeShift = -15 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent AirRaidSiren Sounds = gairraid Volume = 70 MinVolume = 50 Priority = critical MinRange = 500 MaxRange = 5000 Type = world everyone End AudioEvent GenericMachineGunFire Sounds = iseaatta iseaattb Priority = low Volume = 60 ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 Type = world shrouded everyone End AudioEvent HeroUSAKnifeAttack Sounds = iheuknia iheuknib Control = random Limit = 2 Priority = low Volume = 60 ; MinRange = 100 ; MaxRange = 500 PitchShift = -10 10 Type = world shrouded everyone End AudioEvent BuildingDestroy Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = random interrupt Priority = normal VolumeShift = -10 PitchShift = -2 2 Limit = 2 Type = world shrouded everyone End AudioEvent BuildingDamage Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = random interrupt Limit = 2 PitchShift = -3 3 VolumeShift = -20 Volume = 65 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionDirt Sounds = gexpdira gexpdirb gexpdirc Priority = LOW Control = interrupt random Limit = 2 VolumeShift = -10 PitchShift = -2 2 Priority = normal LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent BuildingShatter Sounds = gexpglaa gexpglab Control = random Priority = normal VolumeShift = -10 PitchShift = -2 2 Type = world shrouded everyone End AudioEvent MolotovCocktailShatter Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf Control = interrupt random Priority = normal VolumeShift = -10 PitchShift = -20 40 Volume = 35 Limit = 3 Type = world shrouded everyone End AudioEvent GUIClick Sounds = umenucla Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIClickDisabled Sounds = umenucle Volume = 30 Priority = high Type = ui player End AudioEvent GUIComboBoxClick Sounds = umenuclb Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIMessageReceived Sounds = umenucld Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIBlip Sounds = umenuclc Priority = high Volume = 40 Type = ui everyone End AudioEvent GUIShawoosh Sounds = ccoloriz Volume = 30 Type = ui everyone End AudioEvent GUITypeText Sounds = utext1a Priority = HIGH VolumeShift = -10 Volume = 30 Type = ui everyone End AudioEvent GUIBlop Sounds = umenucle Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIBlipityBlip Sounds = umenucld Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIStatic Sounds = umenusta Priority = high Volume = 90 Type = ui everyone End AudioEvent GUIBoarderFadeIn Sounds = uboarder Priority = high Volume = 55 Control = interrupt Limit = 1 Type = ui everyone End AudioEvent GUITransitionFade Sounds = ubutton2 Priority = high Volume = 45 Control = interrupt Limit = 1 Type = ui everyone End AudioEvent GUIButtonsFadeIn Sounds = ubuttons Priority = high Control = interrupt Volume = 45 Limit = 2 Type = ui everyone End AudioEvent GUILogoShrink Sounds = ulogoshr Priority = high Volume = 30 Type = ui everyone End AudioEvent GUILogoMouseOver Sounds = ulogomou Priority = high Volume = 55 Control = interrupt Limit = 2 Type = ui everyone End AudioEvent GUILogoSelect Sounds = ulogosel Priority = high Volume = 40 Type = ui everyone End AudioEvent GUISliderBeep Sounds = uslider Priority = high Volume = 30 Type = ui everyone End AudioEvent GUIScoreScreenPictures Sounds = uscoscra Control = interrupt Priority = high Volume = 40 Limit = 4 Type = world everyone End AudioEvent GUIScoreScreenTick Sounds = uscortic Priority = high Volume = 30 Control = interrupt Limit = 1 Type = world everyone End AudioEvent GUICommunicatorOpen Sounds = ucomopen Priority = high Volume = 40 Type = ui everyone End AudioEvent GUICommunicatorIncoming Sounds = ucominco ;ucommess- this is the real name Priority = high Volume = 40 Type = ui everyone End AudioEvent GUICommandBarClick Sounds = umenuclf ;ucombo Priority = high Volume = 45 Type = ui everyone End AudioEvent GUIGenShortcutClick Sounds = ubutton3 ;ucombo Priority = high Volume = 55 Type = ui everyone End AudioEvent RadarEvent Sounds = Priority = high Volume = 55 Type = ui player End AudioEvent PlaceBuilding Sounds = gconst1a Attack = bgenplace Volume = 65 ;45 Type = world player Priority = low End AudioEvent CarMount Sounds = gcarmoua gcarmoub gcarmouc Volume = 80 VolumeShift = -10 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent CarCrush Sounds = gcarcrua Control = interrupt Limit = 2 VolumeShift = -20 PitchShift = -10 10 Volume = 90 Priority = low Type = world shrouded everyone End AudioEvent TurretMoveLoop Control = loop all random Sounds = Attack = Decay = PitchShift = -26 -16 MinRange = 100 MaxRange = 600 Volume = 10 Priority = low Type = world shrouded everyone End AudioEvent TurretMoveLoopLoud Control = loop all random Sounds = Attack = Decay = PitchShift = -70 -50 MinRange = 100 MaxRange = 600 Volume = 30 Priority = low Type = world shrouded everyone End AudioEvent CrushTree Sounds = gtreimpa gtreimpb gtreimpc gtreimpd Volume = 55 VolumeShift = -20 PitchShift = -10 10 ; MinRange = 100.00 ; MaxRange = 250.00 Priority = low Type = world shrouded everyone End AudioEvent FireHydrantBreak Sounds = ghydimpa VolumeShift = -20 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent GasStationDie Sounds = gexpgasa Volume = 110 Limit = 1 VolumeShift = -10 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent LampPostShear Sounds = glamimpa Volume = 55 VolumeShift = -20 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent InfantryCrush Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf Volume = 90 VolumeShift = -20 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent VehicleDebris Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe Control = random Priority = lowest Volume = 40 Limit = 3 VolumeShift = -20 PitchShift = -10 10 Type = world shrouded everyone End AudioEvent StreetSignImpact Sounds = gsigimpa Control = interrupt Volume = 70 Limit = 3 VolumeShift = -20 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent EMPPulseWhoosh Sounds = sempexpl Volume = 110 Limit = 2 Priority = high Type = world shrouded everyone End AudioEvent TreeBounce Sounds = gtreboua Volume = 60 Limit = 2 VolumeShift = -10 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 250 Priority = low Type = world shrouded everyone End AudioEvent LampPostBounce Sounds = glamboua Volume = 65 Limit = 2 VolumeShift = -10 PitchShift = -5 5 Priority = low Type = world shrouded everyone End AudioEvent NeutronMissileRelease Sounds = bneutlau Priority = high Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent NapalmMissileMoveLoop Control = loop all Sounds = iroclo2a iroclo2b iroclo2c Attack = iroclo1 Decay = iroclo3 Volume = 40 MinRange = 100 MaxRange = 600 Limit = 2 PitchShift = -5 5 Priority = lowest Type = world shrouded everyone End AudioEvent FireStormMissileWeapon Sounds = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf Control = interrupt random Priority = low Limit = 2 VolumeShift = -20 PitchShift = -4 4 Volume = 80 Type = world shrouded everyone End AudioEvent FireStorm Sounds = gfiresta Priority = high Volume = 105 Limit = 1 VolumeShift = -10 PitchShift = -10 10 Type = world shrouded everyone End AudioEvent BlackNapalmFireStorm Sounds = gfiresta Priority = high Volume = 105 Limit = 1 VolumeShift = -10 PitchShift = -10 10 Type = world shrouded everyone End AudioEvent ExplosionBarrel Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf Control = interrupt random Limit = 2 VolumeShift = -20 PitchShift = -20 20 Volume = 100 Priority = low LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent CINE_ExplosionBarrel01 Sounds = gbridama gbridamb gexpdirb Control = interrupt random Limit = 2 VolumeShift = -20 PitchShift = -20 20 Volume = 100 Priority = low LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent CINE_ExplosionBarrel02 Sounds = gbridama gexpcard gexpglab Control = interrupt random Limit = 2 VolumeShift = -20 PitchShift = -20 20 Volume = 100 Priority = low LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent PoliceCarDie Sounds = vcopdia Volume = 60 Limit = 2 ; MinRange = 100 ; MaxRange = 400 Priority = low Type = world shrouded everyone End AudioEvent GarrisonEnter Sounds = ggarenta ggarentb ggarentc Control = random PitchShift = -10 10 Volume = 70 VolumeShift = -20 Priority = normal Type = world shrouded everyone End AudioEvent GarrisonExit Sounds = ggarexia ggarexib ggarexic Control = random PitchShift = -10 10 VolumeShift = -20 Volume = 80 Priority = low Type = world shrouded everyone End AudioEvent EnterPOWTruck Sounds = ggarenta Volume = 80 VolumeShift = -20 Priority = low Type = world shrouded everyone End AudioEvent ExitPOWTruck Sounds = ggarexia VolumeShift = -20 Volume = 80 Priority = low Type = world shrouded everyone End AudioEvent EnterPrison Sounds = ggarenta Volume = 80 VolumeShift = -20 Priority = low Type = world shrouded everyone End AudioEvent ExitPrison Sounds = ggarexia VolumeShift = -20 Volume = 80 Priority = low Type = world shrouded everyone End AudioEvent RallyPointSet Sounds = uralset1 Priority = high Volume = 60 Type = world player End AudioEvent UnableToSetRallyPoint Sounds = uralsetn ; MinRange = 200 ; MaxRange = 500 MinVolume = 70 Priority = high Type = world player End AudioEvent NoCanDoSound Sounds = uralsetn MinVolume = 30 Priority = high Type = ui player End AudioEvent NoCanPurchase Sounds = uralsetn MinVolume = 30 Priority = high Type = ui player End ;===================================================== AudioEvent RangerCombatDropKillSound Sounds = iranweaa iranweab iranweac iranwead iranweae iranweaf iranweag Control= random Priority = low PitchShift = -1 1 VolumeShift= -15 Limit = 4 Volume = 75 ;55 test MinRange = 400 MaxRange = 800 Type = world everyone End AudioEvent RangerWeapon Sounds = iranweaa iranweab iranweac iranwead iranweae iranweaf iranweag ; Sounds = irebweaa irebweab irebweac irebwead irebweae irebweaf irebweag Control= random Priority = normal PitchShift = -1 1 VolumeShift= -15 Limit = 3 Volume = 75 ;55 test ; MinRange = 200 ; MaxRange = 800 Type = world shrouded everyone End AudioEvent CrusaderTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent CrusaderTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = random PitchShift = -2 2 Delay = 0 600 VolumeShift= -15 Volume = 60 Priority = low Type = world shrouded everyone End AudioEvent CrusaderTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = random Volume = 55 PitchShift = -2 2 Delay = 0 1000 VolumeShift= -10 Priority = low Type = world shrouded everyone End AudioEvent MilitiaTankWeapon Sounds = vcruweaa vcruweab vcruweac Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent MilitiaTankMoveStart Sounds = vcrustaa vcrustab vcrustac vcrustad Control = random PitchShift = -2 2 Delay = 0 600 VolumeShift= -10 Volume = 50 Priority = low Type = world shrouded everyone End AudioEvent MilitiaTankMoveStartDamaged Sounds = vv3lstaa vv3lstab vv3lstac Control = random Volume = 55 PitchShift = -2 2 Delay = 0 1000 VolumeShift= -10 Priority = low Type = world shrouded everyone End AudioEvent BattleDroneMoveStart Sounds= Priority=low Delay=0 800 PitchShift= -10 10 VolumeShift= -10 Volume=50 Type = world shrouded everyone End AudioEvent BattleDroneVoiceCreate Sounds = vdrocrea vdrocreb Control = random Limit = 3 Delay = 0 800 Volume = 55 PitchShift= -10 10 VolumeShift= -10 Priority = normal Type = world shrouded everyone End AudioEvent BattleDroneDie Sounds = vdrodiea vdrodieb vdrodiec Control = random Limit = 3 Volume = 75 PitchShift= -10 10 VolumeShift= -10 Priority = normal Type = world shrouded everyone End AudioEvent ScoutDroneMoveStart Sounds= ;vsdrstaa vsdrstab vsdrstac vsdrstad Priority=low Delay=0 800 PitchShift= -2 2 VolumeShift= -10 Volume=60 Priority = low Type = world shrouded everyone End AudioEvent ScoutDroneVoiceCreate Sounds = vdr2crea vdr2creb Control = random Limit = 3 Delay = 0 800 Volume = 65 PitchShift= -10 10 VolumeShift= -10 Priority = normal Type = world shrouded everyone End AudioEvent ScoutDroneDie Sounds = vdr2diea vdr2dieb vdr2diec Control = random Limit = 3 Volume = 75 PitchShift= -10 10 VolumeShift= -10 Priority = normal Type = world shrouded everyone End AudioEvent SpyDroneCreate Sounds = vdr2crea vdr2creb Control = random Limit = 3 Delay = 0 800 Volume = 75 PitchShift= -10 10 VolumeShift= -10 Priority = normal Type = world player End AudioEvent TomahawkMoveStart Sounds= vtomstaa vtomstab vtomstac Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -20 Volume=55 Type = world shrouded everyone End AudioEvent MedicMoveStart Sounds= vpristaa vpristab vpristac Priority= low Delay=0 800 PitchShift= -10 10 VolumeShift= -10 Volume=50 Type = world shrouded everyone End AudioEvent DozerUSAMoveStart Sounds= vtrostaa vtrostab vtrostac vtrostad Delay=0 800 Priority= low PitchShift= -10 10 VolumeShift= -10 Volume= 60 Type = world shrouded everyone End AudioEvent NukeCannonMoveStart Sounds= vnukstaa vnukstab vnukstac vnukstad Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume=60 Type = world shrouded everyone End AudioEvent OverlordTankMoveStart Sounds= vovestaa vovestab vovestac vovestad Delay= 0 800 Priority= low Limit = 3 PitchShift= -5 5 VolumeShift= -10 Volume= 70 Type = world shrouded everyone End AudioEvent InfernoCannonMoveStart Sounds= vinfstaa vinfstab vinfstac vinfstad Control = random Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume=65 Type = world shrouded everyone End AudioEvent DragonTankWeaponLoop Control = loop random Sounds = vdralo2a vdralo2c vdralo2d ;vdralo2b Attack = vdralo1a Decay = vdralo3a PitchShift = -10 0 VolumeShift= -15 Volume = 50 MinRange = 100 MaxRange = 600 Limit = 2 Priority= high Type = world shrouded everyone End AudioEvent DragonTankMoveStart Sounds= vdrastaa vdrastab vdrastac vdrastad Control = random Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume=55 Type = world shrouded everyone End AudioEvent TroopCrawlerMoveStart Sounds= vtrostaa vtrostab vtrostac vtrostad Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -15 Volume=70 Type = world shrouded everyone End AudioEvent ScudLauncherMoveStart Sounds= vscustaa vscustab vscustac Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume= 65 Type = world shrouded everyone End AudioEvent BattleMasterTankMoveStart Sounds = vbmastaa vbmastab vbmastac vbmastad vbmastae PitchShift = -10 0 Delay = 0 800 Volume = 55 Priority= low Type = world shrouded everyone End AudioEvent BattlemasterTankWeapon Sounds = vbatweaa vbatweab Control = interrupt random PitchShift = -5 5 VolumeShift = -20 Volume = 105 Limit = 3 Priority= normal Type = world shrouded everyone End AudioEvent PaladinTankMoveStart Sounds = vpalstaa vpalstab vpalstac vpalstad vpalstae vpalstaf vpalstag Control = random PitchShift = -2 2 Delay = 0 600 VolumeShift= -10 Volume = 60 Priority= low Type = world shrouded everyone End AudioEvent PaladinTankWeapon Sounds = vpalweaa vpalweab vpalweac Control = interrupt random PitchShift = -10 10 VolumeShift = -20 Volume = 115 Limit = 2 Priority= normal Type = world shrouded everyone End AudioEvent RebelWeapon Sounds = irebweaa irebweab irebweac irebwead irebweae Control = random interrupt Limit = 3 Priority = normal PitchShift = -2 2 VolumeShift = -10 Volume = 65 Type = world shrouded everyone End AudioEvent RebelWeaponTranquilizer Sounds = irebtraa Control = random interrupt Limit = 2 Priority = normal PitchShift = -10 10 VolumeShift = -10 Volume = 90 Type = world shrouded everyone End AudioEvent InfernoCannonWeapon Sounds = vinfweaa vinfweab vinfweac Control = interrupt random PitchShift = -10 10 VolumeShift = -10 Volume = 105 Limit = 2 Priority= normal Type = world shrouded everyone End AudioEvent ScorpionTankMoveStart Sounds= vscostaa vscostab vscostac vscostad vscostae Control = random Delay=0 400 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume= 60 Type = world shrouded everyone End AudioEvent MarauderTankMoveStart Sounds= vmarstaa vmarstab vmarstac Control = random Delay=0 400 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume= 65 Type = world shrouded everyone End AudioEvent MarauderTankWeapon Sounds = vmarweaa vmarweab vmarweac vmarwead Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 90 Type = world shrouded everyone End AudioEvent ScorpionMissileWeapon Sounds = vscowe2a vscowe2b Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 100 Type = world shrouded everyone End AudioEvent StingerMissileWeapon Sounds = bstiweaa bstiweab bstiweac ; Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 85 Type = world shrouded everyone End AudioEvent ComancheMissileWeapon Sounds = vcomweaa vcomweab vcomweac Control = interrupt random Priority = normal Limit= 2 VolumeShift = -20 PitchShift = -4 4 Volume = 80 Type = world shrouded everyone End AudioEvent ComancheRocketPodWeaponSound Sounds = vcomweaa vcomweab vcomweac Control = interrupt random Priority = normal Limit= 2 VolumeShift = -20 PitchShift = -4 4 Volume = 80 Type = world shrouded everyone End AudioEvent RocketBuggyWeapon Sounds = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf Control = interrupt random Priority = normal Limit= 4 VolumeShift = -20 PitchShift = -4 4 Volume = 70 Type = world shrouded everyone End AudioEvent RocketBuggyMoveStart Sounds= vrocstaa vrocstab vrocstac Control = random Limit = 3 Delay=0 400 Priority= low PitchShift= -2 2 VolumeShift= -10 Volume = 50 Type = world shrouded everyone End AudioEvent ToxinTractorMoveStart Sounds = vtoxstaa vtoxstab vtoxstac Delay = 0 400 Priority = low PitchShift = -5 5 VolumeShift = -10 Volume = 60 Type = world shrouded everyone End AudioEvent TechnicalWeapon Control = random interrupt Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae Limit = 2 VolumeShift = -20 PitchShift = -5 5 Volume =55 Priority= normal Type = world shrouded everyone End AudioEvent TechnicalWeaponLoop1 Control = loop all random Sounds = vteclo1a vteclo1b vteclo1c vteclo1d Decay = vteclo1e VolumeShift = -10 Volume = 70 Limit = 2 Type = world shrouded everyone End AudioEvent TechnicalWeaponLoop2 Control = loop all random Sounds = vteclo2a vteclo2b vteclo2c Decay = vteclo2d VolumeShift = -10 Volume = 70 Limit = 2 Type = world shrouded everyone End AudioEvent TechnicalMoveStart Sounds= vtecstaa vtecstab vtecstac Control= random Limit = 3 Priority= low Delay=0 1400 PitchShift= -10 10 VolumeShift= -10 Volume= 55 Type = world shrouded everyone End AudioEvent BombTruckMoveStart Sounds= vbomstaa vbomstab vbomstac vbomstad vbomstae Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume=60 Type = world shrouded everyone End AudioEvent QuadCannonWeapon Sounds = vquaweaa vquaweab vquaweac vquawead vquaweae vquaweaf vquaweag Control = interrupt random PitchShift = -10 10 Limit = 2 VolumeShift = -15 Volume = 75 Priority= normal Type = world shrouded everyone End AudioEvent QuadCannonMoveStart Sounds= vquastaa vquastab vquastac Delay=0 700 Priority= low PitchShift= -2 2 VolumeShift= -10 Volume= 60 Type = world shrouded everyone End AudioEvent SupplyTruckMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 50 PitchShift = -5 5 Delay = 0 500 VolumeShift = -20 Control = random Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent DozerChinaMoveStart Sounds= vtrostaa vtrostab vtrostac vtrostad Delay=0 800 Priority= low PitchShift= -5 5 VolumeShift= -10 Volume= 60 Type = world shrouded everyone End ;-----------BUILDING SELECT SOUNDS----------------- AudioEvent CommandCenterUSASelect Sounds= bcmasela Limit= 1 Volume= 35 Type = ui player End AudioEvent CommandCenterChinaSelect Sounds= bcmcsela Limit= 1 Volume= 35 Type = ui player End AudioEvent CommandCenterGLASelect Sounds= bcmgsela Limit= 1 Volume= 35 Type = ui player End AudioEvent WarFactoryUSASelect Sounds= bwaasela Limit= 1 Volume= 35 Type = ui player End AudioEvent WarFactoryChinaSelect Sounds= bwacsela Limit= 1 Volume= 40 Type = ui player End AudioEvent WarFactoryGLASelect Sounds= bwagsela Limit= 1 Volume= 40 Type = ui player End AudioEvent BarracksUSASelect Sounds= bbaasela Limit= 1 Volume= 40 Type = ui player End AudioEvent BarracksChinaSelect Sounds= bbacsela Limit= 1 Volume= 40 Type = ui player End AudioEvent BarracksGLASelect Sounds= bbagsela bbargsel Control = random Limit= 1 Volume= 40 Type = ui player End AudioEvent SupplyCenterUSASelect Sounds= bsuasela Limit= 1 Volume= 40 Type = ui player End AudioEvent SupplyCenterChinaSelect Sounds= bsucsela Limit= 1 Volume= 40 Type = ui player End AudioEvent SupplyCenterGLASelect Sounds= bsugsela Limit= 1 Volume= 40 End AudioEvent ColdFusionReactorSelect Sounds= bcolsela Limit= 1 Volume= 40 Type = ui player End AudioEvent NuclearReactorSelect Sounds= bnursela Limit= 1 Volume= 40 Type = ui player End AudioEvent UndergroundGeneratorSelect Sounds= bundsela Limit= 1 Volume= 40 Type = ui player End AudioEvent AirfieldUSASelect Sounds= baiasela Limit= 1 Volume= 40 Type = ui player End AudioEvent AirfieldChinaSelect Sounds= baicsela Limit= 1 Volume= 35 Type = ui player End AudioEvent StrategyCenterSelect Sounds= bstrsela Limit= 1 Volume= 40 Type = ui player End AudioEvent StrategyCenter_BombardmentPlanUnpackSound Sounds= Limit= 2 Volume= 60 Priority= low Type = world global everyone End AudioEvent StrategyCenter_BombardmentPlanPackSound Sounds= Limit= 1 Volume= 30 Priority= low Type = ui player End AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack Sounds= Limit= 1 Volume= 60 Priority= low Type = world global everyone End AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop Sounds= Limit= 2 Volume= 40 Priority= low MinRange = 100 MaxRange = 500 Type = ui player End AudioEvent StrategyCenter_SearchAndDestroyPlanPack Sounds= Limit= 1 Volume= 40 Priority= low Type = ui player End AudioEvent StrategyCenter_HoldTheLinePlanUnpack Sounds= Limit= 2 Volume= 60 Priority= low Type = world global everyone End AudioEvent StrategyCenter_HoldTheLinePlanPack Sounds= Limit= 1 Volume= 40 Priority= low Type = ui player End AudioEvent StrategyCenter_TurretMoveLoop Control = loop all random Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a MinRange = 100 MaxRange = 500 VolumeShift = -10 Volume = 55 Priority = lowest Type = world shrouded everyone End AudioEvent StrategyCenter_ArtilleryRound Sounds = bstrweaa bstrweab Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent PropagandaCenterSelect Control = random Sounds= bprosela Limit= 1 Volume= 40 Type = ui player End AudioEvent SupplyDropZoneSelect Sounds= bsupsela Limit= 1 Volume= 40 Type = ui player End AudioEvent PalaceSelect Sounds= bpalsela Limit= 1 Volume= 40 Type = ui player End AudioEvent BunkerSelect Sounds= bbunsela Limit= 1 Volume= 40 Type = ui player End AudioEvent DetentionCampSelect Sounds= bdetsela Limit= 1 Volume= 40 Type = ui player End AudioEvent ParticleCannonSelect Sounds= bparsela Limit= 1 Volume= 40 Type = ui player End AudioEvent PatriotBatterySelect Sounds= bpatsela Limit= 1 Volume= 40 Type = ui player End AudioEvent StingerSiteSelect Sounds= bstisela Limit= 1 Volume= 40 Type = ui player End AudioEvent ScudStormSelect Sounds= bscusela Limit= 1 Volume= 40 Type = ui player End AudioEvent PrisonSelect Sounds= bprisela Limit= 1 Volume= 40 Type = ui player End AudioEvent NuclearMissileSelect Sounds= bnumsela Limit= 1 Volume= 40 Type = ui player End AudioEvent RadioStationSelect Sounds= cradio01 Limit= 1 Volume= 40 Type = ui player End AudioEvent SpeakerTowerSelect Control = random Sounds= bspesela bspeselb bspeselc Limit= 1 Volume= 40 Type = ui player End AudioEvent TunnelNetworkSelect Sounds= btunsela Limit= 1 Volume= 40 Type = ui player End AudioEvent GattlingCannonSelect Sounds= bgatsela Limit= 1 Volume= 40 Type = ui player End AudioEvent BlackMarketSelect Sounds= bblasela Limit= 1 Volume= 40 Type = ui player End ;AudioEvent AmbientForest ; Control = loop random ; Priority = LOWEST ; Volume = 35 ; VolumeShift = -10 ; PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 250 ; Delay = 6000 10000 ; SoundsMorning = abirm01a abirm01b abirm01c ; Sounds = abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g ; SoundsEvening = acri01a acri01b acri01c ; SoundsNight = aowl01a aowl01b aowl01c aowl01d aowl01e aowl0f ; Type = world shrouded everyone ;End AudioEvent ComancheAmbientLoop Control = loop all random Sounds = vcomlo2a vcomlo2b vcomlo2c vcomlo2d Attack = vcomlo1a Decay = vcomlo3a PitchShift = -5 5 VolumeShift = -10 MinRange = 100 MaxRange = 600 Volume = 60 Limit = 2 Priority= low Type = world shrouded everyone End AudioEvent ComancheDamagedLoop Control = loop all random Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Volume = 85 MinRange = 150 Limit = 2 Priority= low Type = world shrouded everyone End AudioEvent ComancheDamagedLoopGlobal Control = loop all random Sounds = vcomlo4a vcomlo4b Decay = vcomlo5a Type = world global MinVolume = 90 Limit = 2 Priority= low End AudioEvent CrowdPanic Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g Volume = 65 Limit = 2 Type = world shrouded everyone End AudioEvent CrowdPanicLong Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g Volume = 65 Limit = 2 Type = world shrouded everyone End AudioEvent CarBomberDie Sounds = vcardiea vcardieb vcardiec Control = interrupt random Volume = 60 Limit = 1 Priority = normal Type = world shrouded everyone End AudioEvent DemoTrapExplosion Sounds = gexpdema gexpdemb gexpdemc Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent RocketBuggyPowerslide Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih Control = random VolumeShift = -10 PitchShift = -10 10 Volume = 40 Limit = 2 Priority = lowest Type = world shrouded everyone End AudioEvent RocketBuggyLand Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = random VolumeShift = -10 PitchShift = -10 10 Volume = 50 Limit = 2 Priority = lowest Type = world shrouded everyone End AudioEvent CarDie Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent TerroristSuicides Sounds = gexpmina gexpminb Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionRocketBuggyMissile Sounds = gexpifva gexpifvb gexpifvc Control = random interrupt VolumeShift = -20 PitchShift = -15 15 Volume = 85 Limit = 2 Priority = normal LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent BuildingToppleDelayMetal Sounds = btopp01a Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 70 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent BuildingToppleDelayStone Sounds = btopp02a Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 70 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent BuildingFallingMetal Sounds = bfall01a Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 90 ; MinRange = 200 ; MaxRange = 500 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent BuildingFallingStone Sounds = bfall02a Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 90 ; MinRange = 200 ; MaxRange = 500 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent BuildingDestroyStone Sounds = bgendief Control = random interrupt Priority = low VolumeShift = -10 PitchShift = -2 2 Limit = 1 Type = world shrouded everyone End AudioEvent ExplosionGeneric Sounds = gexp14a gexp14b gexp14c gexp14d gexp15a Control = interrupt random Limit = 1 PitchShift = -10 10 VolumeShift = -20 Volume = 90 Priority = normal LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent BuildingCollapse1 Sounds = bcoll01a bcoll01b bcoll02a bcoll03a Control = interrupt random Limit = 1 PitchShift = -5 5 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent BuildingCollapse2 Sounds = bcoll02a bcoll03a Control = interrupt random Limit = 1 PitchShift = -5 5 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent BuildingCollapse3 Sounds = bcoll03a Limit = 1 PitchShift = -5 5 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent CarDamagedMoveLoop Sounds = gcardama gcardamb gcardamc gcardamd gcardame gcardamf gcardamg gcardamh gcardamai gcardamj Control = random loop Limit = 2 Delay = 4000 10000 PitchShift = -5 5 VolumeShift = -10 Volume = 70 Priority = low Type = world shrouded everyone End AudioEvent ComancheCrash Sounds = vcomcraa Limit = 3 PitchShift = -5 5 Volume = 70 VolumeShift = -10 Priority = normal Type = world shrouded everyone End AudioEvent ComancheCrashGlobal Sounds = vcomcraa Limit = 3 PitchShift = -5 5 Type = world global Priority = normal MinVolume = 80 End AudioEvent ComancheDie Sounds = vcomdi1a Limit = 3 PitchShift = -5 5 VolumeShift = -10 Priority = normal Type = world shrouded everyone End AudioEvent MIGDie Sounds = vcomdi1a Limit = 3 PitchShift = -10 0 VolumeShift = -10 Priority = normal Type = world shrouded everyone End AudioEvent MIGAfterburner Sounds = vmigweaa vmigweab Control = interrupt random Priority = low Volume = 70 PitchShift = -10 10 Limit = 3 Type = world shrouded everyone End AudioEvent VehicleImpactLight Sounds = gvehimpa gvehimpb gvehimpc gvehimpd gvehimpe gvehimpf gvehimpg gvehimph gvehimpi Control = random interrupt Priority = low Limit = 3 PitchShift = -5 5 VolumeShift = -10 ; MinRange = 200.00 ; MaxRange = 800.00 Volume = 45 Priority = normal Type = world shrouded everyone End AudioEvent VehicleImpactHeavy Sounds = gvehim2a gvehim2b gvehim2c gvehim2d gvehim2e gvehim2f gvehim2g gvehim2h gvehim2i Control = random interrupt Limit = 3 PitchShift = -5 5 VolumeShift = -20 Volume = 80 ;60 test Priority = normal Type = world shrouded everyone End AudioEvent DaisyCutterWeapon Sounds = vdaiweaa Limit = 3 Priority = high PitchShift = -5 5 VolumeShift = -10 Volume = 60 ;do not modify -mp Type = world shrouded everyone End AudioEvent ComancheSpinExplosion Sounds = vcomdi2a Limit = 3 PitchShift = -5 5 VolumeShift = -10 Priority = normal LowPassCutoff = 60 Type = world shrouded everyone End AudioEvent BEAVIS_Boing Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh Control = random interrupt VolumeShift = -10 PitchShift = -5 5 Volume = 55 Limit = 2 Type = world shrouded everyone End AudioEvent DaisyCutterGas Control = interrupt Sounds = sdaigasa Priority = high Limit = 1 Type = world shrouded everyone End AudioEvent DaisyCutterIgnite Control = interrupt Sounds = sdaiigna Priority = high Limit = 1 Volume = 110 Type = world shrouded everyone End AudioEvent ExplosionDaisyCutter Sounds = gexpdaia Priority = High Control = interrupt Limit = 1 Volume = 140 LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent TechnicalWeaponUpgrade Sounds = gsalvage Limit = 1 Volume = 70 Priority = high Type = world shrouded everyone End AudioEvent DebrisBigMetal Sounds = gdebr01a gdebr01b Control = random Limit = 2 VolumeShift = -10 PitchShift = -5 5 Volume = 55 Priority = low Type = world shrouded everyone End AudioEvent VehicleSkid Sounds = gskid01a Volume = 90 Priority = low Type = world shrouded everyone End AudioEvent QuadCannonCatchFire Sounds = vquadiea Limit = 1 VolumeShift = -10 PitchShift = -5 5 Volume = 90 Priority = low Type = world shrouded everyone End AudioEvent TankDie Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel Control = random interrupt VolumeShift = -10 PitchShift = -10 10 Volume = 105 Limit = 4 Priority = normal Type = world shrouded everyone End AudioEvent BuildingImpactHeavy Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h Control = random interrupt Limit = 2 PitchShift = -3 3 VolumeShift = -20 Volume = 65 Priority = low Type = world shrouded everyone End AudioEvent BuildingImpactLight Sounds = gbuiim1a gbuiim1b gbuiim1c gbuiim1d gbuiim1e gbuiim1f gbuiim1g gblank gblank gblank gblank gblank gblank Control = random Priority = low Limit = 3 PitchShift = -3 3 Delay = 0 500 VolumeShift = -10 Volume = 55 Type = world shrouded everyone End AudioEvent TechnicalBodyfall Sounds = vtecfala vtecfalb Control = random Limit = 3 PitchShift = -3 3 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 300 Volume = 60 Priority = low Type = world shrouded everyone End AudioEvent ChinookAmbientLoop Control = loop all random Sounds = vchilo2a vchilo2b vchilo2c vchilo2d Attack = vchilo1a Decay = vchilo3a PitchShift = -5 5 VolumeShift = -10 Volume = 45 MinRange = 100 MaxRange = 600 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent DamAmbientLoop Control = loop all random Sounds = gdamlo1b gdamlo1c ;gdamlo1d Attack = gdamlo1a Limit = 1 Volume = 65 MinRange = 100 MaxRange = 800 Priority = normal Type = world shrouded everyone End AudioEvent DamDamageLoop1 Control = loop all random Sounds = gdamlo2b gdamlo2c gdamlo2d Attack = gdamlo2a Limit = 1 PitchShift = -5 5 Volume = 80 MinRange = 200 MaxRange = 900 Priority = normal Type = world shrouded everyone End AudioEvent DamDamageLoop2 Control = loop all random Sounds = gdamlo3b gdamlo3c gdamlo3d Attack = gdamlo3a Limit = 1 PitchShift = -5 5 Volume = 80 MinRange = 250 MaxRange = 2000 Priority = normal Type = world shrouded everyone End AudioEvent DamDamageLoop3 Control = loop all random Sounds = gdamlo5b gdamlo5c gdamlo5d Attack = gdamlo5a Limit = 1 PitchShift = -5 5 Volume = 80 MinRange = 250 MaxRange = 2000 Priority = normal Type = world shrouded everyone End AudioEvent DamBreakWaveLoop Control = loop all random Sounds = gdamlo4b gdamlo4c gdamlo4d gdamlo4e Attack = gdamlo4a Limit = 1 PitchShift = -5 5 Volume = 130 MinRange = 600 MaxRange = 5000 Priority = normal Type = world shrouded everyone End AudioEvent DamBreakStage1 Sounds = gdambre1 Type = world everyone Volume = 120 MinRange = 250 MaxRange = 2000 Priority = normal MinVolume = 100 End AudioEvent DamBreakStage2 Sounds = gdambre2 Volume = 120 Priority = normal MinVolume = 100 MinRange = 250 MaxRange = 2000 Type = world everyone End AudioEvent DamBreakStage3 Sounds = gdambre3 Volume = 120 Priority = normal MinVolume = 100 MinRange = 250 MaxRange = 2000 Type = world everyone End AudioEvent WaveRandomSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 Volume = 100 Priority = normal Type = world shrouded everyone End AudioEvent ToxicGooSplash Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e Limit = 2 Volume = 50 Priority = low Type = world shrouded everyone End AudioEvent RedGuardWeapon Sounds = iredweaa iredweab iredweac iredwead Control= random interrupt Priority = normal VolumeShift= -15 PitchShift = -10 10 Limit= 2 Volume= 95 ;75 test Type = world shrouded everyone End AudioEvent DamAfterWake Sounds = gdamafte Volume = 65 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionNeutron Sounds = sneutexp Priority = high Control = interrupt Limit = 1 Volume = 110 Priority = critical MinRange = 500 MaxRange = 5000 Type = world everyone End AudioEvent OverlordTankWeapon Sounds = voveweaa voveweab voveweac vovewead Control = interrupt random PitchShift = -10 10 VolumeShift = -10 Volume = 110 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent BuildingNeutronMissileOpen Sounds = bneutrea Priority = high Delay = 1300 1300 Volume= 110 Type = world global everyone End AudioEvent BuildingNeutronMissileLaunch Sounds = bneutlau Priority = high MinVolume = 80 Volume = 110 Type = world global everyone End AudioEvent BuildingNeutronMissileHiss Control = loop all random Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2 2 MinRange = 100 MaxRange = 500 Volume = 55 Priority = low Type = world shrouded everyone End AudioEvent RedGuardCheer Sounds = iredcheb ;iredchec iredchea Control = random Limit = 2 PitchShift = -5 5 Volume = 70 Type = ui player End AudioEvent BattleCrySound Sounds = iredchea iredcheb iredchec Control = random Limit = 2 PitchShift = -5 5 Volume = 55 Type = ui player End AudioEvent MissionAccomplishedSound Sounds = ucheer Volume = 75 Type = ui player End AudioEvent GenericFireLargeLoop Sounds = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g Attack = gfirlo1h gfirlo1i Decay = gfirlo1j Control = random loop all Priority = low Limit = 3 Volume = 65 Type = world shrouded everyone End AudioEvent GenericFireMediumLoop Sounds = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g Attack = gfirlo1h gfirlo1i Decay = gfirlo1j Control = random loop all Priority = low Limit = 3 Volume = 65 Type = world shrouded everyone End AudioEvent RaptorJetMissileWeapon Sounds = vmigweaa vmigweab Control = interrupt random Priority = low Volume = 70 PitchShift = -10 10 Limit = 3 Type = world shrouded everyone End AudioEvent StealthJetMissileWeapon Sounds = vmigweaa vmigweab Control = interrupt random Priority = normal Volume = 70 PitchShift = -10 10 Limit = 3 Type = world shrouded everyone End AudioEvent AuroraJetMissileWeapon Sounds = vmigweaa vmigweab Control = interrupt random Priority = normal Volume = 70 PitchShift = -10 10 Limit = 3 Type = world shrouded everyone End AudioEvent A10ThunderboltMissileWeaponSound Sounds = vmigweaa vmigweab Control = interrupt random Priority = normal Volume = 70 PitchShift = -10 10 Limit = 3 Type = world shrouded everyone End AudioEvent ExplosionJetMissile Sounds = gexpifva gexpifvb gexpifvc Priority = normal Control = random interrupt VolumeShift = -20 PitchShift = -5 5 Volume = 75 Limit = 1 LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent StealthFighterAmbientLoop Sounds = vstelo2a vstelo2b vstelo2c vstelo2d vstelo2e Attack = vstelo1a Decay = vstelo3a Control = loop all random Volume = 60 Limit = 3 MinRange = 75 MaxRange = 700 PitchShift = -3 3 Priority = low Type = world shrouded everyone End AudioEvent AuroraBomberAmbientLoop Sounds = vaurlo2a vaurlo2b vaurlo2c Attack = vaurlo1a Decay = vaurlo3a Control = loop all random MinRange = 75 MaxRange = 700 Volume = 70 Limit = 3 PitchShift = -3 3 Priority = low Type = world shrouded everyone End AudioEvent RaptorAmbientLoop Sounds = vraplo2a vraplo2b vraplo2c Attack = vraplo1a Decay = vraplo3a Control = loop all random MinRange = 75 MaxRange = 700 Volume = 60 Limit = 2 PitchShift = -3 3 Priority = low Type = world shrouded everyone End AudioEvent B52AmbientLoop Sounds = vb52lo2a vb52lo2b vb52lo2c ; Attack = vb52lo1a Decay = vb52lo3a Control = loop all random Volume = 70 Limit = 3 MinRange = 75 MaxRange = 700 Priority = low Type = world shrouded everyone End AudioEvent CINE_B52AmbientLoop Sounds = vb52lo2a vb52lo2b vb52lo2c ; Attack = vb52lo1a Decay = vb52lo3a Control = loop all random Volume = 90 Limit = 3 MinRange = 75 MaxRange = 700 Priority = low Type = world shrouded everyone End AudioEvent C130AmbientLoop Sounds = v130lo2a v130lo2b Attack = v130lo1a Decay = v130lo3a Control = loop all random Volume = 80 Limit = 3 MinRange = 75 MaxRange = 700 Priority = low Type = world shrouded everyone End AudioEvent MigAmbientLoop Sounds = vmiglo2a vmiglo2b vmiglo2c Attack = vmiglo1a Decay = vmiglo3a Control = loop all random Volume = 55 Limit = 3 MinRange = 75 MaxRange = 700 PitchShift = -3 3 Priority = low Type = world shrouded everyone End AudioEvent MigJetNapalmWeapon Sounds = vmigweaa vmigweab Control = interrupt random Priority = low Volume = 70 PitchShift = -10 10 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent BattleshipWeapon Sounds = vbshweaa vbshweab Priority = high Control = interrupt random PitchShift = -10 10 VolumeShift = -20 Volume = 110 MinRange = 300 MaxRange = 1000 Limit = 3 LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent ExplosionBattleshipTarget Sounds = gexpbsha gexpbshb gexpbshb Priority = high Control = interrupt random Limit = 2 MinRange = 200 MaxRange = 900 PitchShift = -10 10 Volume = 120 Type = world shrouded everyone End AudioEvent BattleshipAmbientLoop Sounds = vbshlo2a vbshlo2b vbshlo2c Attack = vbshlo1a Decay = vbshlo3a Control = loop all random Volume = 60 Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent ScorpionTankWeapon Sounds = vscoweaa vscoweab vscoweac vscowead Volume = 85 Limit = 3 PitchShift = -10 10 VolumeShift = -20 Control = interrupt random Priority = normal Type = world shrouded everyone End AudioEvent HumveeWeapon Sounds = vhumweaa vhumweab vhumweac vhumwead Volume = 70 PitchShift = -5 5 VolumeShift = -10 Limit = 3 Control = interrupt random Priority = normal Type = world shrouded everyone End AudioEvent HumveeWeaponTOW Sounds = vhumwe2a vhumwe2b vhumwe2c vhumwe2d Control = interrupt random Priority = low Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent AmphibiousTransportMoveLoop Control = loop all random Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a Volume = 60 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent FerryMoveLoop Control = loop all random Sounds = vamplo2a vamplo2b vamplo2c Attack = vamplo1a Decay = vamplo3a Volume = 100 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent HumveeMoveStart Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae Volume = 60 PitchShift = -5 5 Delay = 0 500 VolumeShift = -10 Control = random Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent TomahawkWeapon Sounds = vtomweaa Control = interrupt random Delay = 0 300 Priority = normal Limit = 2 VolumeShift = -20 PitchShift = -4 4 Volume = 80 Type = world shrouded everyone End AudioEvent POWTruckUSAMoveStart Sounds = vpoastaa vpoastab vpoastac vpoastad Volume = 55 PitchShift = -2 2 Delay = 0 500 VolumeShift = -10 Priority = low Type = world shrouded everyone End AudioEvent LockonTick Sounds = glockon Limit = 2 MinVolume = 45 Type = world player End AudioEvent DefectorTimerTick Sounds = ucapture ;sdeftica Control = interrupt Limit = 2 Volume = 50 VolumeShift = -10 MinRange = 200 MaxRange = 1200 Priority = high Type = world shrouded everyone End AudioEvent CaptureTick Sounds = ucapture Control = interrupt Limit = 2 Volume = 70 MinRange = 200 MaxRange = 1200 Type = world shrouded everyone End ;Radar event occurred showing a unit of ours is under attack AudioEvent RadarNotifyUnitUnderAttack Sounds = uwarning Volume = 25 Type = ui player End ;Radar event occurred showing a harvester of ours is under attack AudioEvent RadarNotifyHarvesterUnderAttack Sounds = uwarning Volume = 35 Type = ui player End ;Radar event occurred showing a structure of ours is under attack AudioEvent RadarNotifyStructureUnderAttack Sounds = uwarning Volume = 35 Type = ui player End ;Radar event occurred showing one of our objects (not unit/structure) under attack AudioEvent RadarNotifyUnderAttack Sounds = uwarning Volume = 35 Type = ui player End ;Radar event occurred showing one of our objects (not unit/structure) under attack AudioEvent RadarNotifyInfiltration Sounds = ;aangr01b MinVolume = 55 Type = ui player End AudioEvent HeroGLAWeapon Sounds = ihegweaa Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 3 Volume = 90 Type = world shrouded everyone End AudioEvent HeroUSAWeapon Sounds = ihegweaa Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 3 Volume = 90 Type = world shrouded everyone End AudioEvent AmbientInfantryCharge1 Control = loop all random Sounds = ainfa01a ainfa01b ainfa01c ainfa01d ainfa01e Decay = ainfa01f Priority = High Limit = 2 PitchShift = -5 5 MinRange = 200 MaxRange = 700 Volume = 90 Type = world shrouded everyone End AudioEvent AmbientCrowdAngryArabs1 Control = loop all random Sounds = aangr01a aangr01b aangr01c aangr01d Decay = ainfa01e Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 500 Volume = 25 Priority = lowest Type = world shrouded everyone End AudioEvent ScriptJetFlyBy1 Sounds = cjetf01a Control = interrupt random Priority = high Volume = 80 Type = ui player End AudioEvent ScriptShellScream1 Sounds = sshel01a sshel01b Control = interrupt Priority = high PitchShift = -10 10 Volume = 60 Type = ui player End AudioEvent ScriptShellScream2 Sounds = sshel02a sshel02b Control = interrupt Priority = high PitchShift = -10 10 Volume = 60 Type = ui player End AudioEvent TunnelRocketWeapon Sounds = btunweaa btunweab btunweac btunwead Control = interrupt random Priority = normal Limit= 2 VolumeShift = -20 PitchShift = -4 4 Volume = 90 Type = world shrouded everyone End AudioEvent RPGTrooperWeapon Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 90 Type = world shrouded everyone End AudioEvent MissileDefenderWeapon Sounds = imisweaa imisweab imisweac Control = random Priority = normal Limit= 5 VolumeShift = -20 PitchShift = -5 5 Volume = 80 Type = world shrouded everyone End AudioEvent TankHunterWeapon Sounds = itanweaa itanweab itanweac itanwead Control = interrupt random Priority = normal Limit= 2 VolumeShift = -20 PitchShift = -4 4 Volume = 80 Type = world shrouded everyone End AudioEvent GattlingCannonWeapon Control = random interrupt Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10 Volume = 80 MinRange = 175 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent GattlingTankWeapon Control = random interrupt Sounds = bgatweaa bgatweab bgatweac bgatwead VolumeShift = -10 Volume = 80 MinRange = 175 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent AngryMobWeaponPistol Control = random interrupt Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e PitchShift = -10 10 VolumeShift = -10 Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent AngryMobWeaponMolotov Control = random interrupt Sounds = iangwe2a iangwe2b PitchShift = -20 10 VolumeShift = -10 Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent AngryMobAmbientLoop Control = loop all random Sounds = ianglo2a ianglo2b ianglo2c ianglo2d Attack = ianglo1a Decay = ianglo3a Priority = normal MinRange = 100 MaxRange = 500 Limit = 2 PitchShift = -5 5 Volume = 50 Type = world shrouded everyone End AudioEvent GattlingWeaponLoopLevel1 Control = loop all random Sounds = bgatlo2a bgatlo2b Attack = bgatlo1a Decay = bgatlo3a Volume = 60 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent GattlingWeaponLoopLevel2 Control = loop all random Sounds = bgatlo5a bgatlo5b Attack = bgatlo4a Decay = bgatlo6a Volume = 60 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent GattlingWeaponLoopLevel3 Control = loop all random Sounds = bgatlo8a bgatlo8b Attack = bgatlo7a Decay = bgatlo9a Volume = 60 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent ToxinTractorContaminate Control = random interrupt Sounds = vtoxcona vtoxconb vtoxconc VolumeShift = -20 PitchShift = -5 5 Volume = 70 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent ToxinTractorWeaponLoop Control = loop random all Sounds = vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -10 0 VolumeShift= -15 Volume = 70 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent ConvoyTruckMoveStart Sounds = vconstaa vconstab Control = random interrupt Limit = 2 Volume = 55 PitchShift = -2 2 Delay = 0 500 VolumeShift = -10 Priority = low Type = world shrouded everyone End AudioEvent ConvoyTruckMoveLoop Control = loop all random Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a VolumeShift = -10 Volume = 75 Priority = high Type = world shrouded everyone End AudioEvent ConvoyTruckSelect Sounds = vconsela vconselb Control = random Volume = 60 VolumeShift = -10 Type = world shrouded everyone End AudioEvent ExplosionCarpetBomb Sounds = gexpcara gexpcarb gexpcarc gexpcard Control = interrupt random Limit = 2 PitchShift = -10 10 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent RadarVanMoveStart Sounds = vradstaa vradstab vradstac Volume = 55 PitchShift = -5 5 Delay = 0 500 VolumeShift = -10 Control = random Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent CarMoveStart Sounds = vcarstaa vcarstab vcarstac Volume = 55 PitchShift = -5 5 Delay = 0 500 VolumeShift = -10 Control = random Limit = 3 Priority = low Type = world shrouded everyone End ;AudioEvent HijackDriver ; Sounds = ihijweaa ; Control = interrupt random ; Limit = 2 ; VolumeShift = -10 ; Volume = 80 ; Type = world shrouded everyone ;End AudioEvent ScudLauncherWeapon Sounds = vscuweaa Delay = 0 300 Priority = normal Limit= 2 VolumeShift = -20 PitchShift = -4 4 Volume = 100 Type = world shrouded everyone End AudioEvent HeroUSAChargePlace Sounds = iheuchar Priority = high Volume = 100 Type = world shrouded everyone End AudioEvent HeroUSAChargeBeep Sounds = iheubeep Volume = 100 Type = world shrouded everyone End AudioEvent HeroUSATimeBombClick Sounds = iheutima iheutimb Volume = 100 Type = world shrouded everyone End AudioEvent StealthOn Sounds = gstealon Volume = 70 Limit = 1 Type = world shrouded everyone End AudioEvent StealthOff Sounds = gstealof Volume = 70 Limit = 1 Type = world shrouded everyone End AudioEvent HackerWeaponLoop Control = loop all random Sounds = ihaclo2a ihaclo2b ihaclo2c Attack = ihaco1a Decay = ihaclo3a PitchShift = -10 10 VolumeShift= -15 Volume = 60 MinRange = 100 MaxRange = 500 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent BattleDroneWeapon ;Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Sounds = vdroweaa vdroweab vdroweac vdrowead vdroweae Control= random interrupt Priority = normal PitchShift = -5 5 VolumeShift= -15 Limit = 3 Volume = 70 ; MinRange = 200 ; MaxRange = 600 Type = world shrouded everyone End AudioEvent ExplosionScudExplosive Sounds = gexpscu1 Control = interrupt Limit = 2 PitchShift = -10 10 VolumeShift = -10 Volume = 100 Priority = normal Type = world shrouded everyone End AudioEvent TerroristCarBomb Sounds = itercara Control = interrupt random Limit = 2 VolumeShift = -10 Volume = 80 Priority = normal Type = world shrouded everyone End AudioEvent TerrorCellActivated Sounds = sambusha Control = interrupt random Limit = 2 VolumeShift = -10 Volume = 110 MinRange = 300 MaxRange = 2000 Priority = normal Type = world shrouded everyone End AudioEvent RebelAmbushActivated Sounds = sambusha Control = interrupt random Limit = 2 VolumeShift = -10 Volume = 130 PitchShift = 0 20 MinRange = 300 MaxRange = 2000 Priority = high Type = world shrouded everyone End AudioEvent MilitarySubtitlesTyping Sounds = utext1a Control = random Priority = HIGH VolumeShift = -10 Volume = 15 Type = ui player End AudioEvent RaptorDie Sounds = vrapdiea Control = interrupt random Limit = 2 PitchShift = -10 10 Volume = 95 Priority = normal Type = world shrouded everyone End AudioEvent RaptorCrash Sounds = vrapcraa Control = interrupt random Limit = 2 VolumeShift = -10 PitchShift = -10 10 Volume = 80 Priority = normal Type = world shrouded everyone End AudioEvent CargoJetFlambe Sounds = gexpfira gexpfirb gexpfirc Control = interrupt random VolumeShift = -20 PitchShift = -10 10 Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent GattlingTankMoveStart Sounds = vgatstaa vgatstab vgatstac vgatstad Control = random PitchShift = -2 2 Delay = 0 600 VolumeShift= -10 Volume = 45 Priority = low Type = world shrouded everyone End AudioEvent RaptorAfterburner Sounds = vjetafta Control = interrupt random Limit = 2 VolumeShift = -10 PitchShift = -10 10 Volume = 100 Priority = low Type = world shrouded everyone End AudioEvent RadarLockOnTone Sounds = cloctone Volume = 20 Type = ui player End AudioEvent BinkHandle Volume = 40 Type = ui player End AudioEvent ExecuteDemoralize Sounds = uconst1a Priority = high Volume = 15 Type = ui player End AudioEvent RangerFlashBangWeapon Sounds = iranflaa iranflab PitchShift = -5 5 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionFlashBang Sounds = gexpflaa gexpflab gexpflac PitchShift = -5 5 VolumeShift = -10 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent A10ThunderboltAmbientLoop Sounds = va10lo2a va10lo2b va10lo2c Attack = va10lo1a Decay = va10lo3a Control = loop all random Volume = 70 MinRange = 50 MaxRange = 700 Limit = 3 PitchShift = -10 10 Priority = low Type = world shrouded everyone End AudioEvent A10ThunderboltDive Sounds = va10diva va10divb Control = random Volume = 100 Limit = 1 PitchShift = -5 5 MinRange = 250 MaxRange = 1000 Priority = high Type = world shrouded everyone End AudioEvent ExplosionA10ThunderboltMissile Sounds = gexpifva gexpifvb gexpifvc Priority = normal Control = random interrupt VolumeShift = -20 PitchShift = -5 5 Volume = 85 Limit = 1 Type = world shrouded everyone End AudioEvent PreDirtyNukeDetonation Sounds = gairraid Volume = 70 Type = world global everyone End AudioEvent ScudStormLaunch Sounds = vtomweaa Control = interrupt random Priority = high Limit= 4 PitchShift = -5 5 Volume = 105 Type = world shrouded everyone End AudioEvent ScudStormInitiated Sounds = sscuread Priority = high Volume = 90 Type = world global everyone End AudioEvent PilotSoundEject Sounds = gejecta Type = world shrouded everyone End ;Played when bomb truck successfully disguises self. AudioEvent BombTruckDisguiseStarted Sounds = vbomdisa Priority = high Type = world shrouded everyone End ;Played when bomb truck is revealed but attacking AudioEvent BombTruckDisguiseRevealedSuccess Sounds = ;iredchea iredcheb iredchec Control = random Limit = 2 PitchShift = -5 5 Volume = 55 Priority = normal Type = ui End ;Played when bomb truck disguised but revealed and not trying to attack ;Basically caught with his pants down. AudioEvent BombTruckDisguiseRevealedFailure Sounds = ;gejecta Type = world global everyone End AudioEvent PaladinPointDefenseLaserPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = random interrupt PitchShift = -10 10 VolumeShift = -10 Volume = 75 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent BeaconPlaced Sounds = uralset1 Priority = high Volume = 70 Type = world player End AudioEvent BeaconPlacementFailed Sounds = uralsetn ; MinRange = 100 ; MaxRange = 500 MinVolume = 80 Priority = high Type = world player End ;When point defense lasers shoot down missiles AudioEvent GenericMissileDisintegration Sounds = gexpifva gexpifvb gexpifvc Control = random interrupt VolumeShift = -20 PitchShift = -5 5 Volume = 85 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent PatriotBatteryWeapon Sounds = btunweaa btunweab btunweac btunwead Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -10 10 Volume = 100 Type = world shrouded everyone End AudioEvent PathfinderWeapon Sounds = ijarwe1a Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 3 Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent JarmenKellWeapon Sounds = ijarwe1a Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 3 Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent JarmenKellWeaponSnipe Sounds = ijarwe2a Control = interrupt random PitchShift = -5 5 VolumeShift = -10 Limit = 3 Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent BridgeDamaged Sounds = gbridama gbridamb Control = random Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End ;The regular un-upgraded bomb truck bomb when it blows. AudioEvent BombTruckDefaultBombDetonation Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = interrupt random Limit = 2 PitchShift = -10 10 VolumeShift = -20 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent BridgeRepaired Sounds = gbrirepa Volume = 90 Priority = normal Type = world shrouded everyone End ;The bomb truck with BIO-BOMB weapon upgrade. It's possible ;to have both this bomb and the high explosive sound ;play when both upgrades are active simultaneously AudioEvent BombTruckBioBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = interrupt random Limit = 2 PitchShift = -10 10 VolumeShift = -20 Volume = 90 Priority = normal Type = world shrouded everyone End ;The bomb truck with HIGH-EXPLOSIVE upgrade. It's possible ;to have both this bomb and the high explosive sound ;play when both upgrades are active simultaneously AudioEvent BombTruckHighExplosiveBomb Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief Control = interrupt random Limit = 2 PitchShift = -10 10 VolumeShift = -20 Volume = 90 Priority = normal Type = world shrouded everyone End AudioEvent ParticleUplinkCannon_PowerupSoundLoop Sounds = sparlo1b sparlo1c Attack = sparlo1a Control = random Control = loop all random MinRange = 100 MaxRange = 500 Limit = 2 Volume = 150 Priority = critical Type = world shrouded everyone End AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop Sounds = sparlo2b sparlo2c Attack = sparlo2a Control = loop all random MinRange = 100 MaxRange = 500 Volume = 150 Limit = 2 Priority = critical Type = world shrouded everyone End AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop Sounds = sparlo3b sparlo3c Attack = sparlo3a Decay = sparlo3d Control = loop all random MinRange = 100 MaxRange = 500 Volume = 150 Limit = 2 Priority = critical Type = world shrouded everyone End AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop Control = loop all random Sounds = sparlo4b sparlo4c sparlo4d Attack = sparlo4a Decay = sparlo4e MinRange = 500 MaxRange = 2000 Volume = 110 Limit = 2 Priority = critical Type = world shrouded everyone End AudioEvent FireArtilleryCannonSound Sounds = sartweaa Volume = 110 MinVolume = 70 Priority = high Type = world global everyone End AudioEvent TrainRunningLoop Control = loop all random Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a MinRange = 250 MaxRange = 1500 Volume = 90 Limit = 1 Priority = normal Type = world shrouded everyone End AudioEvent TrainClicketyClack Sounds = gtraclaa gtraclab gtraclac gtraclad Control = random PitchShift = 0 30 VolumeShift= -20 Volume = 70 Limit = 5 Priority = low Type = world shrouded everyone End AudioEvent ArtilleryBarrageIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Control = random Volume = 70 VolumeShift = -20 Limit = 4 MinRange = 300 MaxRange = 2000 PitchShift = -20 20 Priority = normal Type = world everyone End AudioEvent NukeCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 400 1000 Control = random Volume = 60 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent InfernoCannonIncomingWhistle Sounds = gshescra gshescrb gshescrc gshescrd Delay = 300 700 Control = random Volume = 60 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent TrainWhistle Sounds = gtrawhia Volume = 60 Limit = 1 Type = world shrouded everyone End AudioEvent MineExplosion Sounds = gexpmina gexpminb Control = interrupt random VolumeShift = -15 PitchShift = -15 15 Volume = 80 Limit = 3 Priority = high ; LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent MineClearedByWorker Sounds = gminecla gmineclb Control = interrupt random PitchShift = -20 20 VolumeShift = -15 Volume = 80 Limit = 3 Priority = high Type = world shrouded everyone End AudioEvent MineClearedByDozer Sounds = gminecla gmineclb Control = interrupt random PitchShift = -20 20 VolumeShift = -15 Volume = 80 Limit = 3 Priority = high Type = world shrouded everyone End AudioEvent MineFieldPlaced Sounds = gminepla Control = interrupt random Volume = 100 Limit = 1 Priority = high Type = world shrouded everyone End AudioEvent ExplosionClusterMine Sounds = scluster Control = interrupt random Volume = 100 Limit = 1 MinRange = 200 MaxRange = 1000 Priority = high Type = world shrouded everyone End AudioEvent ColonelBurtonPlantCharge Sounds = icolseta Control = interrupt random Volume = 80 Limit = 1 Delay = 5500 5500 Priority = high Type = world shrouded everyone End AudioEvent ColonelBurtonWeapon Sounds = icolweaa icolweab Control = random Limit = 2 Priority = normal PitchShift = -5 5 VolumeShift = -15 Volume = 95 Priority = high Type = world shrouded everyone End AudioEvent BlackLotusPack Sounds = iblasetb Volume = 90 PitchShift = -10 10 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent BlackLotusUnpack Sounds = iblaseta Volume = 90 PitchShift = -10 10 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent BlackLotusTrigger Sounds = Control = interrupt random Volume = 70 Limit = 1 Priority = normal Type = world shrouded everyone End AudioEvent BlackLotusPrepLoop Control = loop all random Sounds = ihaclo2a ihaclo2b ihaclo2c Attack = ihaclo1a Decay = ihaclo3a Priority = LOW Volume = 50 VolumeShift = -10 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent HackerPack Sounds = iblasetb Volume = 90 PitchShift = -10 10 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent HackerUnpack Sounds = ihacseta Control = interrupt random Volume = 70 PitchShift = -10 10 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent HackerPrepLoop Control = loop all random Sounds = ihaclo2a ihaclo2b ihaclo2c Attack = ihaclo1a Decay = ihaclo3a Priority = LOW Volume = 50 VolumeShift = -10 PitchShift = -10 10 Priority = normal Type = world shrouded everyone End AudioEvent HackerCashPing Sounds = ihaccasa ihaccasb Control = random VolumeShift = -5 Limit = 2 Volume = 20 Priority = lowest Type = world shrouded everyone End AudioEvent BombTickTimed Sounds = icoltima icoltimb icoltimc Control = random Limit = 3 VolumeShift = -10 Volume = 65 Priority = low Type = world shrouded everyone End AudioEvent BombTickRemote Sounds = icolbeep Control = interrupt Limit = 3 Volume = 65 Priority = low Type = world shrouded everyone End AudioEvent AvalancheCrack Sounds = btopp02a Control = interrupt PitchShift = -50 -50 Volume = 120 Limit = 10 Type = world shrouded everyone End AudioEvent IRPing Sounds = icolbeep Control = interrupt PitchShift = 100 100 Limit = 3 Volume = 25 Type = world shrouded everyone End AudioEvent IRPingLoud Sounds = icolbeep Control = interrupt PitchShift = 120 120 Limit = 3 Volume = 35 Type = world shrouded everyone End AudioEvent AngryMobWeaponAK47 Sounds = iangwe3a iangwe3b iangwe3c iangwe3d Control= random interrupt Priority = normal VolumeShift= -15 PitchShift = -10 10 Limit= 2 Volume=75 Type = world shrouded everyone End AudioEvent WallSandDie Sounds = gwalbdia Volume = 70 Limit = 3 Priority = lowest Type = world shrouded everyone End AudioEvent WallStoneDie Sounds = gwalsdia gwalsdib Control = random Volume = 70 Limit = 3 Priority = lowest Type = world shrouded everyone End AudioEvent WallWoodDie Sounds = gwalwdia gwalwdib Control = random Volume = 70 Limit = 3 Priority = lowest Type = world shrouded everyone End AudioEvent WallMetalDie Sounds = gwalmdia gwalmdib Control = random Volume = 70 Limit = 3 Priority = lowest Type = world shrouded everyone End AudioEvent POWTruckEnter Sounds = vpowenta Volume = 90 Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent POWTruckExit Sounds = vpowexia Volume = 100 Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent HumveeEnter Sounds = vhumenta vhumentb vhumentc Volume = 100 Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent HumveeExit Sounds = vhumexia vhumexib vhumexic Volume = 100 Limit = 3 Priority = low Type = world shrouded everyone End AudioEvent RailroadBridgeMetalFatigue Sounds = btopp01a Limit = 2 PitchShift = -40 -10 Volume = 110 Priority = low Type = world shrouded everyone End AudioEvent ComancheWeaponMachineGun Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d Control= random interrupt Priority = normal VolumeShift= -15 Limit = 3 Volume = 70 ; MinRange = 400 ; MaxRange = 800 Type = world shrouded everyone End AudioEvent RiverSplash5000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80 PitchShift = 10 30 Delay = 5000 5000 Priority = low Type = world shrouded everyone End AudioEvent RiverSplash6000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 100 PitchShift = 0 11 Delay = 6000 6000 Priority = low Type = world shrouded everyone End AudioEvent RiverSplash7000 Sounds = gdamspl1b gdamspl1d Limit = 2 Volume = 80 PitchShift = 30 70 Delay = 7000 7000 Priority = low Type = world shrouded everyone End AudioEvent RadarOn Sounds = gradarup Limit = 1 Volume = 45 Type = ui player End AudioEvent RadarOff Sounds = gradardn Limit = 1 Volume = 45 Type = ui player End AudioEvent ExplosionMiniNuke Sounds = gexpnuka Control = interrupt random Volume = 110 Limit = 3 Priority = normal LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent ExplosionFire Sounds = gexpfira gexpfirb gexpfirc Control = interrupt random VolumeShift = -20 PitchShift = -10 10 Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionArtilleryBarrage Sounds = gexparta gexpartb gexpartc Control = interrupt random VolumeShift = -20 PitchShift = -20 20 Volume = 100 Limit = 5 Priority = normal Type = world shrouded everyone End AudioEvent BuildingDisabled Sounds = gpowerdn Volume = 90 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent BuildingEnabled Sounds = gpowerup Volume = 80 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent PoliceCarSirenLoop Control = loop all random Sounds = vcoplo2a vcoplo2b Attack = vcoplo1 Priority = normal Limit = 2 MinRange = 100 ; MaxRange = 400 Volume = 60 Type = world shrouded everyone End AudioEvent CivilianChinaMaleDie Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij Volume = 100 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent CivilianChinaFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij Volume = 100 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent CivilianArabMaleDie Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij Volume = 100 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent CivilianArabFemaleDie Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij Volume = 100 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent OverlordTankTurretMoveLoop Control = loop all random Sounds = vovelo2a vovelo2b Attack = vovelo1a Decay = vovelo3a MinRange = 75 MaxRange = 600 VolumeShift = -20 Volume = 40 Limit = 2 Priority = low Type = world shrouded everyone End AudioEvent BuildingDie Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg Control = random interrupt VolumeShift = -10 PitchShift = -10 10 Limit = 2 Volume = 110 Priority = normal Type = world shrouded everyone End AudioEvent BuildingDamagedStateLight Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = random interrupt VolumeShift = -20 PitchShift = -10 10 Limit = 2 Volume = 110 Priority = normal Type = world shrouded everyone End AudioEvent VehicleDamagedState Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg Control = random interrupt VolumeShift = -20 PitchShift = -10 10 Limit = 2 Volume = 80 Priority = normal Type = world shrouded everyone End AudioEvent NukeCannonWeapon Sounds = vnukweaa Control = interrupt PitchShift = -5 5 VolumeShift = -20 Volume = 110 Limit = 2 Priority = normal Type = world shrouded everyone End AudioEvent ExplosionAnthraxBomb Sounds = santexpl Volume = 120 MinVolume = 80 Limit = 3 Priority = critical MinRange = 500 MaxRange = 5000 Priority = high Type = world global shrouded everyone End AudioEvent NukeCannonDeploy Sounds = vnukde1a Volume = 100 PitchShift = -20 0 Type = world shrouded everyone End AudioEvent NukeCannonUnDeploy Sounds = vnukde2a Volume = 100 PitchShift = -20 0 Type = world shrouded everyone End AudioEvent RepairSparks Sounds = gsparksa gsparksb Control = random Limit = 4 Volume = 50 PitchShift = -10 10 VolumeShift = -20 Type = world shrouded everyone End AudioEvent DieByFireUSA Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByFireGLA Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByFireChina Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByFireFemale Sounds = idiffira idiffirb idiffirc idiffird Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByToxinUSA Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByToxinGLA Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByToxinChina Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent DieByToxinFemale Sounds = idiftoxa idiftoxb idiftoxc idiftoxd Control = random Volume = 90 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent NukeCannonTurretMoveLoop Control = loop all random Sounds = vnuklo2a vnuklo2b Attack = vnuklo1a Decay = vnuklo3a ; MinRange = 100 ; MaxRange = 400 VolumeShift = -10 Volume = 45 Priority = low Type = world shrouded everyone End AudioEvent SalvageUpgrade Sounds = gsalvage Volume = 80 Priority = high Type = world shrouded player End AudioEvent OverlordExpansion Sounds = voveupgr Volume = 90 Priority = high Type = world shrouded player End AudioEvent SpySatellite Sounds = sspysate ugensela Control = random Volume = 100 Priority = high Type = world player End AudioEvent CrateCash Sounds = gcracash Volume = 100 Priority = high Type = world global player End AudioEvent FireStormLoop Sounds = gstolo1a gstolo1b gstolo1c Attack = gstolo1a Decay = gstolo3a Control = random loop all Priority = normal Limit = 3 Volume = 90 Type = world shrouded everyone End AudioEvent ToxinTractorDie Sounds = vtoxdiea vtoxdieb Delay = 300 500 Control = random PitchShift = -15 15 Volume = 100 Limit = 3 Priority = normal Type = world shrouded everyone End AudioEvent BuildingDebris Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp Control = random Limit = 3 VolumeShift = -10 PitchShift = -5 5 Volume = 55 Priority = low Type = world shrouded everyone End AudioEvent MoneyDeposited Sounds = ucredupa Control = random Limit = 3 Volume = 30 Priority = low Type = ui player End AudioEvent MoneyWithdraw Sounds = ucreddna Control = random Limit = 3 Volume = 30 Priority = low Type = ui player End AudioEvent CratePickupSound Sounds = gcramona Control = random Limit = 3 VolumeShift = -10 Volume = 120 Type = world shrouded player End AudioEvent CrateHeal Sounds = Control = random Limit = 3 VolumeShift = -10 Volume = 120 Type = world shrouded player End AudioEvent CrateShroud Sounds = Control = random Limit = 3 VolumeShift = -10 Volume = 120 Type = world shrouded player End AudioEvent CrateMoney Sounds = gcramona Control = random Limit = 3 VolumeShift = -10 MinRange = 150 Volume = 120 Type = world shrouded player End AudioEvent CrateFreeUnit Sounds = gcramona Control = random Limit = 3 VolumeShift = -10 Volume = 120 Type = world shrouded player End AudioEvent UnitPromoted Sounds = gunitpra Limit = 1 VolumeShift = -10 Volume = 90 Type = world shrouded player End AudioEvent CivPropPlaneAmbientLoop Sounds = vprolo1a vprolo1b vprolo1c vprolo1d vprolo1e vprolo1f Decay = vprolo1g Control = loop all random Priority = lowest Limit = 2 Volume = 60 ; MinRange = 200 ; MaxRange = 600 VolumeShift = -10 PitchShift = -10 10 Type = world everyone End AudioEvent CivAirportAmbience Sounds = bcivaira bcivairb bcivairc Control = loop random Delay = 15000 20000 Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent CivIndustrialPlantAmbientLoop Sounds = bindlo1a bindlo1b bindlo1c bindlo1d Decay = bindlo2a Control = loop all random Priority = lowest Volume = 85 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent ChemBunkerDamagedAmbientLoop Sounds = btoxlo1a btoxlo1b btoxlo1c btoxlo1d Decay = btoxlo2a Control = loop all random Priority = lowest Volume = 85 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent ToxicPoolAmbientLoop Sounds = gtoxlo2a gtoxlo2b gtoxlo2c gtoxlo2d Attack = gtoxlo1a Decay = gtoxlo3a Control = loop all random Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent ToxicPoolDie Sounds = gtoxlo3a Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent AnthraxPoolAmbientLoop Sounds = gantlo2a gantlo2b gantlo2c gantlo2d Attack = gantlo1a Decay = gantlo3a Control = loop all random Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent AnthraxPoolDie Sounds = gantlo3a Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent RadiationPoolAmbientLoop Sounds = gantlo2a gantlo2b gantlo2c gantlo2d Attack = gantlo1a Decay = gantlo3a Control = loop all random Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 PitchShift = -10 10 Type = world everyone End AudioEvent RadiationPoolDie Sounds = gantlo3a Priority = lowest Limit = 2 Volume = 85 VolumeShift = -20 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent HotelAmbientDiver Sounds = auhodi1a auhodi1b Control = loop random Delay = 8000 15000 Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent HotelAmbientSwimmerLoop Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e Control = loop all random Priority = lowest Volume = 65 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent HotelAmbientTennisLoop Sounds = auhote1a auhote1b auhote1c auhote1d Control = loop all random Priority = lowest Volume = 60 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent CraneAmbience Sounds = auiycr1a auiycr1b auiycr1c auiycr1d auiycr1e Control = loop all random Delay = 15000 20000 Priority = lowest Volume = 55 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent OilDerrickAmbientLoop Sounds = boillo2a boillo2b boillo2c Attack = boillo1a Decay = boillo3a Control = loop all random Delay = 8000 15000 Priority = lowest Volume = 55 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent FarmAmbientLoop Control = loop all random Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e Priority = lowest Volume = 65 Limit = 2 VolumeShift = -10 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent CowAmbience Sounds = addfco1a addfco1b addfco1c Control = loop random Delay = 15000 20000 Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent DocksWallaLoop Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f Control = loop all random Priority = lowest Volume = 75 Limit = 1 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent ParkChimes Sounds = aupach1a aupach1b aupach1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 55 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent DocksUrbanBirdsAmbience Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e Control = loop random Delay = 8000 15000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent IndustrialYardAmbientLoop Sounds = auiyam1a auiyam1b auiyam1c auiyam1d Control = loop all random Priority = lowest Volume = 80 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent ChinaNightClubLoop Sounds = aunccl1a aunccl1b Control = loop random Priority = lowest Volume = 80 VolumeShift = -5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent DocksVillageWaterLapping Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h Control = loop all random Priority = lowest Volume = 75 Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent PlaygroundAmbience Sounds = addvki1a addvki1b addvki1c addvki1d Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End ;====================AMBIENT OBJECT SECTION ================= AudioEvent Amb_DesertFarmGoat Sounds = addfgo1a addfgo1b addfgo1c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertFarmRooster Sounds = addfro1a addfro1b addfro1c Control = loop random Delay = 10000 15000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertFarmSheep Sounds = addfsh1a addfsh1b addfsh1c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketBell Sounds = addmbe1a addmbe1b addmbe1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 70 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketCarHorn Sounds = addmho1a addmho1b addmho1c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketDog Sounds = addmdo1a addmdo1b Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketDog2 Sounds = addmdo2a addmdo2b addmdo2c Control = loop random Delay = 3000 15000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketGoat Sounds = addmgo1a addmgo1b addmgo1c addmgo1d Control = loop random Delay = 6000 10000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 MinRange = 100 ; MaxRange = 800 Type = world everyone End AudioEvent Amb_DesertMarketMoped Sounds = addmmo1a Control = loop Delay = 9000 15000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertMarketWallaMusicLoop Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g Control = loop all random Priority = lowest Volume = 60 Limit = 2 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertMarketWallaLoop Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ;addmwl1i Control = loop all random Priority = lowest Volume = 60 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertMarketWallaWomenLoop Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i Control = loop all random Priority = lowest Volume = 60 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertNatureDayBirds Sounds = addnbi1a addnbi1b addnbi1c addnbi1d addnbi1e Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureDayBirds2 Sounds = addobi1a addobi1b addobi1c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureDayInsects Sounds = addnin1a addnin1b Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureDayInsects2 Sounds = addnin2a addnin2b addnin2c addnin2d Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureDayInsects3 Sounds = addnin3a addnin3b addnin3c addnin3d Control = loop random Delay = 6000 10000 Priority = lowest Volume = 100 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureWindThinLoop Sounds = addnwi1a addnwi1b addnwi1c addnwi1d Control = loop all random Priority = lowest Volume = 105 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertNatureWindTreesLoop Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g Control = loop all random Priority = lowest Volume = 75 Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureWindThickLoop Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e Control = loop all random Priority = lowest Volume = 90 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertVillageDayBirds Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g Control = loop random Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageDayBirds2 Sounds = addobi2a addobi2b addobi2c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageDayDog Sounds = addvdo1a Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageKids Sounds = addvki1a addvki1b addvki1c addvki1d Control = loop random Delay = 6000 10000 Priority = lowest Volume = 80 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageKids2 Sounds = addvki2a addvki2b addvki2c Control = loop random Delay = 6000 10000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageDayMenLoop Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f Control = loop all random Priority = lowest Volume = 65 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertVillageDayMoped Sounds = addvmo1a Control = loop random Delay = 10000 20000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageDayRooster Sounds = addvro1a addvro1b Control = loop random Delay = 10000 15000 Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageDayWallaLoop Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ;addvwl1g Control = loop all random Priority = lowest Volume = 65 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertNatureNightInsectLoop Sounds = adnnin1a adnnin1b adnnin1c Control = loop all random Priority = lowest Volume = 60 Limit = 2 PitchShift = -2 2 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertVillageNightCat Sounds = adnvca1a adnvca1b adnvca1c Control = loop random Delay = 10000 18000 Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageNightDog Sounds = adnvdo1a adnvdo1b adnvdo1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageNightDog2 Sounds = adnvdo2a adnvdo2b adnvdo2c adnvdo2d adnvdo2e Control = loop random Delay = 8000 15000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageNightDrummerLoop Sounds = adnvdr1a adnvdr1b adnvdr1c Control = loop all random Priority = lowest Volume = 75 Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertVillageNightInsect Sounds = adnvin1a adnvin1b adnvin1c Control = loop random Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageNightInsect2 Sounds = adnvin1a adnvin1b adnvin1c Control = loop random Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertVillageNightMenLoop Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h Control = loop all random Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_DesertVillageNightTrash Sounds = adnvtr1a adnvtr1b Control = loop random Delay = 15000 30000 Priority = lowest Volume = 70 VolumeShift = -20 PitchShift = -20 20 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanTrainStationAmbientLoop Sounds = autsamba autsambb autsambc autsambd Control = loop all random Priority = lowest Volume = 65 VolumeShift = -10 PitchShift = -10 10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanTrainStationAmbientLoop2 Sounds = autsam2a autsam2b Control = loop all random Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanBusStationAmbientLoop Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f Control = loop all random Priority = lowest Volume = 80 VolumeShift = -10 PitchShift = -10 10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanBusStationPAVoice Sounds = aubspa1a aubspa1b aubspa1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 80 VolumeShift = -10 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanBusStationBuses Sounds = aubsbr1a aubsbr1b aubsbu1a aubsbu1b aubsbu1c aubsbu1d aubsbu1e aubsbu1f Control = loop random Delay = 8000 15000 Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanCemetaryBell Sounds = aucebe1a Control = loop random Delay = 15000 25000 Priority = lowest Volume = 70 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanCemetaryDigging Sounds = aucesh1a aucesh1b aucesh1c aucesh1d aucesh1e aucesh1f aucesh1g Control = loop random Delay = 1000 20000 Priority = lowest Volume = 75 VolumeShift = -15 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanNightChinaBikeBell Sounds = auncbe1a auncbe1b Control = loop random Delay = 8000 15000 Priority = lowest Volume = 95 VolumeShift = -10 PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanNightChinaClub2 Sounds = aunccl2a Control = loop random Priority = lowest Volume = 80 VolumeShift = -10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanParkAmbientLoop Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e Control = loop all random Priority = lowest Volume = 85 VolumeShift = -10 PitchShift = -3 3 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanParkBirds Sounds = aupabi1a aupabi1b Control = loop random Delay = 8000 15000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 MinRange = 200 MaxRange = 800 Type = world everyone End AudioEvent Amb_UrbanParkChimes Sounds = aupach1a aupach1b aupach1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 65 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanParkDucks Sounds = aupadu1a aupadu1b aupadu1c aupadu1d Control = loop random Delay = 8000 15000 Priority = lowest Volume = 75 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanPoliceSiren Sounds = auposi2a Priority = lowest Volume = 90 VolumeShift = -10 PitchShift = -3 3 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanPoliceSirenLoop Sounds = auposi1a Control = loop all random Priority = lowest Volume = 90 VolumeShift = -10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanCityAmbientLoop Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f Control = loop all random Priority = lowest Volume = 75 MinRange = 75 MaxRange = 700 VolumeShift = -10 PitchShift = -10 10 Type = world everyone End AudioEvent Amb_UrbanCityAmbientLoop2 Sounds = aurbci2a aurbci2a aurbci2b aurbci2b Control = loop all random Priority = lowest Volume = 75 MinRange = 75 MaxRange = 700 VolumeShift = -10 Type = world everyone End AudioEvent Amb_UrbanDocksBirds Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e Control = loop random Delay = 5000 10000 Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanDocksAmbientLoop Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e Control = loop all random Priority = lowest Volume = 70 VolumeShift = -10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_UrbanDocksBouy Sounds = audobo1a audobo1b audobo1c audobo1d Control = loop random Delay = 15000 22000 Priority = lowest Volume = 65 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanDocksFoghorn Sounds = audoho1a Control = loop random Delay = 20000 25000 Priority = lowest Volume = 80 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanDocksMachineryLoop Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d Control = loop all random Priority = lowest Volume = 75 VolumeShift = -10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_WinterNatureWoodpecker Sounds = awdnbi1a awdnbi1b Control = loop random Delay = 12000 24000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_WinterNatureCrows Sounds = awdncr1a awdncr1b Control = loop random Delay = 10000 20000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_WinterNatureCrows2 Sounds = awdncr2a awdncr2b Control = loop random Delay = 10000 20000 Priority = lowest Volume = 70 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_WinterNatureWindLoop Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d Control = loop all random Priority = lowest Volume = 60 VolumeShift = -10 PitchShift = -10 10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_WinterNatureNightWolves Sounds = awnnwo1a awnnwo1b awnnwo1c awnnwo1d awnnwo1e Control = loop random Delay = 8000 15000 Priority = lowest Volume = 80 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanIndustrialYardPileDriver Sounds = auiypi1a auiypi1b auiypi1c Control = loop random Delay = 8000 15000 Priority = lowest Volume = 45 VolumeShift = -10 PitchShift = -10 10 MinRange = 100 MaxRange = 600 Type = world everyone End AudioEvent Amb_UrbanIndustrialYardGeneratorLoop Sounds = auiyge1a auiyge1b auiyge1c Control = loop all random Priority = lowest Volume = 55 VolumeShift = -10 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_WaterOceanWaves Control = loop all random Sounds = awocwava awocwavb awocwavc awocwavd Delay = 1000 3000 Priority = LOWEST Volume = 65 Limit = 3 PitchShift = -10 10 Type = world everyone End AudioEvent Amb_WaterLakeWaves Control = loop all Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10 PitchShift = -15 0 Delay = 3000 5000 Volume = 45 Type = world everyone End AudioEvent Amb_WaterRiverLoop Control = loop all random Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 PitchShift = -5 5 Volume = 50 MinRange = 75 MaxRange = 700 VolumeShift = -10 Type = world everyone End AudioEvent Amb_WaterStreamLoop Control = loop all random Sounds = awatstra awatstrb awatstrc Priority = LOWEST Limit = 2 PitchShift = -5 5 Volume = 45 VolumeShift = -10 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_WinterNatureWindCold Sounds = awind3a awind3b Control = loop random Priority = LOWEST Volume = 75 VolumeShift = -10 PitchShift = -10 10 Delay = 8000 16000 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_WinterNatureWind Sounds = awind2a awind2b awind2c Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -10 10 Delay = 8000 16000 Type = world everyone End AudioEvent Amb_DesertVillageDayDog2 Sounds = adog01a adog01b adog01c Control = loop random Priority = LOWEST Volume = 55 VolumeShift = -10 PitchShift = -5 5 Delay = 10000 15000 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_TemperateNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -5 5 Delay = 6000 10000 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_DesertNatureWindNight Sounds = awind1a awind1b awind1c Control = loop random Priority = LOWEST Volume = 65 VolumeShift = -20 PitchShift = -10 10 Delay = 12000 20000 Type = world everyone End AudioEvent Amb_TemperateMeadowAmbientLoop Sounds = ameado1a ameado1b ameado1c Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 65 MaxRange = 700 Volume = 50 Type = world everyone End AudioEvent Amb_TemperateMarshAmbientLoop Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 50 Type = world everyone End AudioEvent Amb_DesertMarketWallaLoop2 Control = loop all random Sounds = amarke1b amarke1c amarke1d amarke1e amarke1b amarke1c amarke1d amarke1e amarke1a ; Attack = amarke1f ; Decay = amarke1g Priority = LOWEST Volume = 45 Limit = 2 MinRange = 75 MaxRange = 700 PitchShift = -5 5 Type = world everyone End AudioEvent Amb_DesertMarketWallaLoop3 Control = loop all random Sounds = amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e Priority = LOWEST ; Attack = amarke2f ; Decay = amarke2g Volume = 45 Limit = 2 MinRange = 75 MaxRange = 700 PitchShift = -5 5 Type = world everyone End AudioEvent Amb_DesertVillageDayWallaLoop2 Control = loop all random Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 45 Type = world everyone End AudioEvent Amb_JungleDayDenseAmbientLoop Sounds = ajddamba ajddambb ajddambc ajddambd ajddambe Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_JungleDayDenseAmbientLoop2 Sounds = ajddam2a ajddam2b ajddam2c ajddam2d ajddam2e Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_JungleDayDenseAmbientBirds Sounds = ajddbira ajddbirb ajddbirc ajddbird Delay 10000 20000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 70 Type = world everyone End AudioEvent Amb_JungleDaySparseAmbientLoop Sounds = ajsdamba ajsdambb ajsdambc ajsdambd Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 75 Type = world everyone End AudioEvent Amb_JungleDaySparseAmbientAnimal Sounds = ajsdania ajsdanib ajsdanic ajsdbira Delay 10000 20000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 70 Type = world everyone End AudioEvent Amb_JungleNightAmbientLoop Sounds = ajsnamba ajsnambb ajsnambc ajsnambd ajsnambe ajsnambf Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_JungleNightAmbientLoop2 Sounds = ajsnam2a ajsnam2b ajsnam2c ajsnam2d Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_MountainNatureAmbientLoop Sounds = amndamba amndambb amndambc amndambd amndambe Control = loop all random Priority = LOWEST Limit = 2 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_MountainBell Sounds = amndbe1a Control = loop Delay = 15000 20000 Priority = LOWEST Limit = 2 ; MinRange = 200 ; MaxRange = 600 Volume = 70 Type = world everyone End AudioEvent Amb_MountainBirds Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h Control = loop random Priority = LOWEST Volume = 70 VolumeShift = -10 Delay = 6000 12000 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_MountainBirds2 Sounds = amndbi2a Control = loop random Priority = LOWEST Volume = 70 VolumeShift = -10 Delay = 6000 12000 ; MinRange = 200 ; MaxRange = 600 Type = world everyone End AudioEvent Amb_TemperateForestBirdsLoop Sounds = atfnbi1a atfnbi1b atfnbi1c atfnbi1d atfnbi1e atfnbi1f atfnbi1g atfnbi1h Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 100 Type = world everyone End AudioEvent Amb_TemperateForestBirds Sounds = atfnbi2a atfnbi2b atfnbi2c Delay = 6000 12000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 95 Type = world everyone End AudioEvent Amb_TemperateForestTreesLoop Sounds = atfwtre1a atfwtre1b atfwtre1c atfwtre1d Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 100 Type = world everyone End AudioEvent Amb_TemperateForestTrees Sounds = atfwtre2a atfwtre2b atfwtre2c atfwtre2d atfwtre2e Delay = 6000 12000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 95 Type = world everyone End AudioEvent Amb_TemperateMeadowBirdsLoop Sounds = atmnbi1a atmnbi1b atmnbi1c atmnbi1d atmnbi1e atmnbi1f atmnbi1g atmnbi1h atmnbi1i atmnbi1j Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 75 Type = world everyone End AudioEvent Amb_TemperateMeadowBirdsLoop2 Sounds = atmnbi2a atmnbi2b atmnbi2c atmnbi2d atmnbi2e atmnbi2f atmnbi2g Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 85 Type = world everyone End AudioEvent Amb_TemperateMeadowBirds Sounds = atmnbi3a atmnbi3b atmnbi3c atmnbi3d atmnbi3e atmnbi3f atmnbi3g atmnbi3h atmnbi3i Delay = 6000 12000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 85 Type = world everyone End AudioEvent Amb_UrbanChinaCourtyardLoop Sounds = auccamba auccambb auccambc auccambd Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 125 MaxRange = 800 Volume = 75 Type = world everyone End AudioEvent Amb_UrbanChinaCourtyardBirds Sounds = auccbi1a auccbi1b auccbi1c auccbi1d auccbi1e auccbi1f auccbi1g auccbi1g auccbi1h auccbi1i Delay = 6000 12000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 75 Type = world everyone End AudioEvent Amb_UrbanChinaCourtyardChimes Sounds = auccch1a auccch1b auccch1c auccch1d Delay = 6000 12000 Control = loop all random Priority = LOWEST Limit = 2 ; MinRange = 200 ; MaxRange = 600 Volume = 60 Type = world everyone End AudioEvent Amb_UrbanChinaCourtyardWallaLoop Sounds = auccwala auccwalb auccwalc Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 75 Type = world everyone End AudioEvent Amb_WaterFountainLoop Sounds = awatfo1a awatfo1b awatfo1c awatfo1d Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 30 Volume = 25 MinRange = 75 MaxRange = 700 Type = world everyone End AudioEvent Amb_WaterLakeAmbientLoop Sounds = awatla1a awatla1b awatla1c awatla1d awatla1e Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 70 Type = world everyone End AudioEvent Amb_WaterLakeLappingLoop Sounds = awatla2a awatla2b awatla2c awatla2d awatla2e awatla2f awatla2g Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 MinRange = 75 MaxRange = 700 Volume = 65 Type = world everyone End AudioEvent Amb_WaterLakeLapping Sounds = awatla3a awatla3b awatla3c awatla3d Delay = 6000 15000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 70 Type = world everyone End AudioEvent Amb_TemperateTownDayAmbientLoop Sounds = attdamba attdambb attdambc attdambd attdambe attdambf Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 Volume = 100 MinRange = 75 MaxRange = 800 Type = world everyone End AudioEvent Amb_TemperateTownDayPigDog Sounds = attddoga attddogb attddogc Delay = 8000 20000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 60 Type = world everyone End AudioEvent Amb_TemperateTownDayPig Sounds = attdpiga attdpigb attdpigc Delay = 8000 20000 Control = loop all random Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 60 Type = world everyone End AudioEvent Amb_DesertVillageMilitary Control = loop all random Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 200 ; MaxRange = 600 Volume = 65 Type = world shrouded everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientWavesLake Control = loop all Sounds = awavlaka awavlakb awavlakc awavlakd awavlake Priority = LOWEST VolumeShift = -10 ; MinRange = 100 ; MaxRange = 300 PitchShift = -15 0 Delay = 3000 5000 Volume = 45 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientWavesOcean1 Control = loop all random Sounds = awocwava awocwavb awocwavc awocwavd Delay = 4000 8000 Priority = LOWEST Volume = 70 Limit = 2 PitchShift = -10 10 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientRiver Control = loop all random Sounds = ariver1a ariver1b ariver1c Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 400 Volume = 45 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientWindCold Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 Delay = 4000 8000 Sounds = awind3a awind3b Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientWindMountain Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -10 10 ; MinRange = 100 ; MaxRange = 300 Delay = 4000 8000 Sounds = awind2a awind2b awind2c Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientDogBarking Sounds = adog01a adog01b adog01c Control = loop random Priority = LOWEST Volume = 65 VolumeShift = -10 PitchShift = -5 5 Delay = 6000 10000 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientNightOwl Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -5 5 Delay = 6000 10000 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientWindDesert Sounds = awind1a awind1b awind1c Control = loop random Priority = LOWEST Volume = 60 VolumeShift = -10 PitchShift = -10 10 Delay = 3000 7000 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientMeadow Control = loop all random Sounds = ameado1a ameado1b ameado1c Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 Volume = 50 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientMarsh Control = loop all random Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 Volume = 50 Type = world everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientArabMarket1 Control = loop all random Sounds = amarke1a amarke1b amarke1c amarke1d amarke1e Attack = amarke1f Decay = amarke1g Priority = LOWEST ; MinRange = 100 ; MaxRange = 200 Volume = 45 Limit = 2 PitchShift = -5 5 Type = world shrouded everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientArabMarket2 Control = loop all random Sounds = amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e Priority = LOWEST Attack = amarke2f Decay = amarke2g ; MinRange = 100 ; MaxRange = 200 Volume = 45 Limit = 2 PitchShift = -5 5 Type = world shrouded everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientArabMarket3 Control = loop all random Sounds = amarke3a amarke3b amarke3c amarke3d amarke3e Priority = LOWEST Attack = amarke3f Decay = amarke3g ; MinRange = 100 ; MaxRange = 200 Volume = 45 Limit = 2 PitchShift = -5 5 Type = world shrouded everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientVillage1 Control = loop all random Sounds = avill01a avill01b avill01c avill01d avill01e Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 200 Volume = 50 Type = world shrouded everyone End ;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE==== AudioEvent AmbientGLABase Control = loop all random Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e Priority = LOWEST Limit = 2 PitchShift = -5 5 ; MinRange = 100 ; MaxRange = 500 Volume = 50 Type = world shrouded everyone End ;============================================ ;------------ CINEMATIC SOUNDS--------------- ;============================================ AudioEvent Cin_ParadeAmbientLoop Control = loop all random Sounds = cparamba cparambb cparambc Priority = lowest Limit = 2 ; MinRange = 100 ; MaxRange = 500 Volume = 90 Type = world everyone End AudioEvent Cin_ParadeMarchingLoop Control = loop all random Sounds = cparmara cparmarb cparmarc cparmard Priority = lowest Limit = 2 MinRange = 100 Volume = 80 Type = world everyone End AudioEvent Cin_ParadeTank1 Sounds = cparta1a cparta1b cparta1c Control = random Priority = low Limit = 2 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 VolumeShift= -10 Volume = 85 Type = world everyone End AudioEvent Cin_ParadeTank2 Sounds = cparta2a cparta2b cparta2c cparta2d Control = random Priority = low Limit = 2 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 VolumeShift= -10 Volume = 70 Type = world everyone End AudioEvent Cin_ParadeTank3 Sounds = cparta3a cparta3b cparta3c Control = random Priority = low Limit = 2 ; MinRange = 100 ; MaxRange = 500 PitchShift = -5 5 VolumeShift= -10 Volume = 85 Type = world everyone End AudioEvent Cin_ParadePanicFemaleLoop Sounds = cparpa1a cparpa1b cparpa1c cparpa1d cparpa1e Control = random loop all Priority = low Limit = 2 PitchShift = -5 5 VolumeShift= -10 Volume = 90 Type = world everyone End AudioEvent Cin_ParadeCrowdLoop Sounds = cparcr2a cparcr2b cparcr2c Attack = cparcr1a Decay = cparcr3a Control = random loop all Priority = low Limit = 2 MinRange = 200 MaxRange = 800 VolumeShift= -10 Volume = 85 Type = world everyone End AudioEvent Cin_NukeAftermathAmbientFX Sounds = caftefxa caftefxb caftefxc caftefxd caftefxe Control = random loop all Priority = low Delay =2000 4000 Limit = 2 MinRange = 200 PitchShift = -5 5 VolumeShift= -10 Volume = 75 Type = world everyone End AudioEvent Cin_NukeAftermathAmbientLoop Sounds = caftlo2a caftlo2b caftlo2c Control = random loop all Priority = low Attack = caftlo1a Decay = caftlo3a Limit = 2 ; MinRange = 200 ; MaxRange = 600 PitchShift = -5 5 VolumeShift= -10 Volume = 70 Type = world everyone End AudioEvent CivilianPanicFemale Sounds = gpanfema gpanfemb gpanfemc Volume = 65 VolumeShift = -20 Limit = 2 Type = world shrouded everyone End AudioEvent CivilianPanicMale Sounds = gpanmala gpanmalb gpanmalc Volume = 65 VolumeShift = -20 Limit = 2 Type = world shrouded everyone End AudioEvent LoadScreenAmbient Sounds = uloalo2a uloalo2b uloalo2d ;uloalo2c Attack = uloalo1a Decay = uloalo3a Control = loop Volume = 80 Limit = 1 Type = ui everyone End AudioEvent Cin_BridgeDemoChargeBeep Sounds = cbribeea Control = loop Priority = high Delay = 500 500 ; MinRange = 100 ; MaxRange = 500 Volume = 60 Type = world shrouded everyone End AudioEvent Cin_ScudStormLaunchAlertLoop Sounds = cscudala Control = loop Priority = high Delay = 400 400 ; MinRange = 100 ; MaxRange = 500 Volume = 60 Type = world shrouded everyone End AudioEvent Cin_BaseAlarm Sounds = cbaseala Priority = high ; MinRange = 200 ; MaxRange = 1200 Volume = 90 Type = world shrouded everyone End AudioEvent Cin_MissileLaunchAlarm Sounds = cscudalb Priority = high Volume = 100 Type = world shrouded everyone End AudioEvent ParachuteOpen Sounds = gparacha gparachb gparachc Priority = low PitchShift = -10 10 VolumeShift = -15 Volume = 90 Type = world shrouded everyone End AudioEvent VehicleSnipeVictim Sounds = gvehsnia Priority = high VolumeShift = -15 Volume = 70 Type = world shrouded everyone End AudioEvent CIAIntelligenceActivate Sounds = sciainte Priority = high MinRange = 200 MaxRange = 1000 Volume = 120 Type = world player End AudioEvent RemoteDemoChargeExplosion Sounds = icolexpa Control = interrupt random VolumeShift = -15 PitchShift = -15 15 Volume = 90 Limit = 3 Priority = high LowPassCutoff = 50 Type = world shrouded everyone End AudioEvent RadarVanScan Sounds = vradscan Priority = high MinRange = 200 MaxRange = 800 Volume = 90 Type = world player End ;*************************************** ;****** Cinematic-only sound *********** ;*************************************** AudioEvent CINE_DaisyCutterWeapon Control = loop Sounds = vdaiweaa LoopCount = 6 Limit = 2 Priority = high PitchShift = -5 5 VolumeShift = -15 Volume = 60 ;do not modify -mp Type = world shrouded everyone End AudioEvent Cin_NukeTruckMoveStart Sounds = ctrustaa Control = random PitchShift = -2 2 Delay = 0 600 VolumeShift= -10 Volume = 85 Priority = low Type = world shrouded everyone End AudioEvent NukeTruckMoveLoop Control = loop all random ; Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d ; Attack = ctrulo1a ; Decay = ctrulo3a Sounds = ctr2lo2a ctr2lo2b Attack = ctr2lo1a Decay = ctr2lo3a VolumeShift = -10 Volume = 70 Priority = high Type = world shrouded everyone End AudioEvent Cin_MigFalling Sounds = cmigfala Priority = high Volume = 100 Type = world player End AudioEvent Cin_SonicBoom Sounds = csonicbo Priority = high Volume = 90 Type = ui End AudioEvent Cin_BattleSweetener Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef Control = random loop all Priority = high Volume = 100 VolumeShift = -2 PitchShift = -10 10 LowPassCutoff = 50 Type = world everyone End AudioEvent Cin_TrainFalling Sounds = ctrafall Priority = high Volume = 100 Type = ui End AudioEvent Cin_TrainBraking Sounds = ctrabrak Priority = high Volume = 90 Type = world shrouded everyone End AudioEvent Cin_TrainSteamRelease Sounds = ctrastea Priority = high Volume = 90 Type = world shrouded everyone End AudioEvent Cin_BaikonurRocketAmbientLoop Control = loop all random Sounds = croclo2a croclo2b croclo2c croclo2d Attack = croclo1a Decay = croclo3a VolumeShift = -10 Volume = 105 Priority = high Type = world shrouded everyone End AudioEvent Cin_BaikonurRocketPadHissLoop Control = loop all random Sounds = bneutlo2a bneutlo2b bneutlo2c Attack = bneutlo1a PitchShift = -2 2 Volume = 55 Priority = low Type = world shrouded everyone End AudioEvent Cin_InfantryFallingA Sounds = cinffala Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent Cin_InfantryFallingB Sounds = cinffalb Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent Cin_InfantryFallingC Sounds = cinffalc Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent Cin_InfantryFallingD Sounds = cinffald Volume = 100 Priority = high Type = world shrouded everyone End AudioEvent Cin_BaikonurMissileFlyBy Sounds = crocflya Priority = high Volume = 150 Type = ui End AudioEvent Cin_BaikonurMissileBreakApart Sounds = crocbrea Priority = high Volume = 150 Type = ui End AudioEvent Cin_BaikonurGLACheerSquad Control = loop all random Sounds = ianglo2a ianglo2b ianglo2c ianglo2d Attack = ianglo1a Decay = ianglo3a Priority = normal Limit = 2 PitchShift = -5 5 Volume = 80 Type = world shrouded everyone End AudioEvent Cin_AngryMobAmbientLoop Control = loop all random Sounds = ianglo2a ianglo2b ianglo2c ianglo2d Attack = ianglo1a Decay = ianglo3a Priority = normal Limit = 2 PitchShift = -5 5 Volume = 80 Type = world shrouded everyone End AudioEvent RadarPing Sounds = uradarpi Priority = high Volume = 50 Type = ui player End AudioEvent BaikonurTruckMoveLoop Control = loop all random Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d Attack = ctrulo1a Decay = ctrulo3a VolumeShift = -10 Volume = 55 Limit = 2 Priority = high Type = world shrouded everyone End AudioEvent Cin_TankAmbientLoop Control = loop all random Sounds = ctanlo2a ctanlo2b Attack = ctanlo1a Decay = ctanlo3a Priority = lowest Limit = 2 MinRange = 200 MaxRange = 3000 PitchShift = -15 15 VolumeShift = -10 Volume = 80 Type = world everyone End AudioEvent Cin_ScudMissileIncoming Sounds = cscuinco Priority = high Volume = 90 Type = world shrouded everyone End AudioEvent JetSkid Sounds = gjetskia gjetskib Control = random Priority = low Volume = 45 VolumeShift = -10 PitchShift = -5 5 Limit = 2 Type = world shrouded everyone End AudioEvent GLADemoChargeAlarm Sounds = gdembeep Priority = high Volume = 100 Limit = 2 Type = world shrouded everyone End AudioEvent Cin_BaseAlarmChina06 Sounds = cbaseala Priority = high ; MaxRange = 1200 Volume = 125 Type = world shrouded everyone End AudioEvent Cin_JarmenLaugh Sounds = cjarmlau Priority = high Type = world shrouded everyone End AudioEvent Cin_JarmenHeart Sounds = cjarmhea cjarmheb Priority = high Type = world shrouded everyone End AudioEvent Cin_JarmenPant Sounds = cjarmpant Priority = high Type = world shrouded everyone End AudioEvent Cin_NukeWhoosh Sounds = cnukewho Priority = high Limit = 1 Volume = 90 MinRange = 500 MaxRange = 5000 Type = world shrouded everyone End AudioEvent Cin_DirtRollingLoop Control = loop all random Sounds = cdirlo2a cdirlo2b cdirlo2c Attack = cdirlo1a Decay = cdirlo3a Priority = lowest Limit = 2 MinRange = 200 MaxRange = 3000 PitchShift = -15 15 VolumeShift = -10 Volume = 60 Type = world everyone End AudioEvent EmergencyRepairActivate Sounds = srepaira Priority = high Volume = 100 MinRange = 200 MaxRange = 1000 Type = world shrouded everyone End AudioEvent CheerGLA Sounds = ucheergl Priority = high Volume = 100 Type = ui everyone End AudioEvent UnderConstructionLoop Control = loop all random Sounds = gconlo2a gconlo2b gconlo2c gconlo2d gconlo2e gconlo2f Attack = gconlo1a Decay = gconlo3a Priority = lowest Limit = 2 MinRange = 100 MaxRange = 1000 VolumeShift = -10 Volume = 80 Type = world shrouded everyone End AudioEvent CashHackActivate Sounds = scashhac Priority = high Volume = 100 MinRange = 200 MaxRange = 1000 Type = world shrouded everyone End AudioEvent Cin_TrainRunningLoop Control = loop all random Sounds = gtralo2a gtralo2b gtralo2c Attack = gtralo1a Decay = gtralo3a MinRange = 500 MaxRange = 4000 Volume = 175 Limit = 1 Priority = normal Type = world shrouded everyone End AudioEvent StormAmbience Sounds = lightninghit thunder Control = random Priority = high Volume = 110 VolumeShift = -25 Type = world global everyone End AudioEvent RainAmbienceLoop Sounds = rainamb Control = loop random Priority = low Volume = 100 Type = world global everyone End AudioEvent AuroraSonicBoom Sounds = csonicbo Priority = normal Limit = 2 Delay = 5000 6000 Volume = 100 ;MinRange = 500 ;MaxRange = 4000 Type = world global everyone End AudioEvent PingSound Sounds = uloadsca Control = loop random Priority = low Delay = 1000 1000 Volume = 90 Type = world shrouded everyone End AudioEvent RodsExtendingAmbient Sounds = usarodsexta ;usarodsextb usarodsextc Volume = 65 Limit = 2 Priority= low Type = world shrouded everyone End AudioEvent SpyDroneSnapshot Sounds = cspydram Volume = 60 Delay = 0 1000 Priority = normal Type = world player End AudioEvent ScudStormReadyGoo Control = loop all random Sounds = vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d Attack = vtoxlo1a Decay = vtoxlo3a PitchShift = -2 2 MinRange = 100 MaxRange = 500 Volume = 60 Priority = low Type = world shrouded everyone End