mahlendur/_work/Data/Scripts/System/SFX/SfxInst.d
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

2687 lines
189 KiB
D

// SFXINST.D
// Soundsystem related SFX-Instances
//------------------------------------------------------------------------------------------------
// Hier müssen die einzelnen Sounds eingetragen werden
//------------------------------------------------------------------------------------------------
// Logischer Name Dateiname Parameter
//==========================\\
//==========================\\
// NEW IN GOTHIC II \\
//==========================\\
//==========================\\
INSTANCE GAMESTART (C_SFX_DEF) {file="gamestart.wav"; vol=127; };
INSTANCE NEWGAME (C_SFX_DEF) {file="nosound.wav"; vol=0; };
INSTANCE OCEAN_WARN (C_SFX_DEF) {file="ocean_warn.wav"; vol=127; };
INSTANCE OPEN_PORTAL (C_SFX_DEF) {file="openportal.wav"; vol=127; };
INSTANCE THRILLJINGLE_01 (C_SFX_DEF) {file="ThrillJingle_01.wav"; vol=127; };
INSTANCE THRILLJINGLE_02 (C_SFX_DEF) {file="ThrillJingle_02.wav"; vol=127; };
INSTANCE THRILLJINGLE_03 (C_SFX_DEF) {file="ThrillJingle_03.wav"; vol=127; };
// ==== ENVIRONMENT ========\\
// OLDWORLD
INSTANCE OLDWORLD_Wood_BirdAmbience1 (C_SFX_DEF) {file= "OLDWORLD_Grasshopper.wav"; vol = 90; };
INSTANCE OLDWORLD_Wood_BirdAmbience1_A1 (C_SFX_DEF) {file= "OLDWORLD_Flie.wav"; vol = 90; };
INSTANCE OLDWORLD_OW_Bird8 (C_SFX_DEF) {file= "OLDWORLD_rustling1.wav"; vol = 80; };
INSTANCE OLDWORLD_OW_Bird8_A1 (C_SFX_DEF) {file= "OLDWORLD_rustling2.wav"; vol = 80; };
INSTANCE OLDWORLD_OW_Bird8_A2 (C_SFX_DEF) {file= "OLDWORLD_rustling3.wav"; vol = 80; };
INSTANCE OLDWORLD_OW_Bird8_A3 (C_SFX_DEF) {file= "OLDWORLD_rustling4.wav"; vol = 80; };
// DAY
INSTANCE ENV_Day_DistantWater (C_SFX_DEF) {file="ENV_Day_DistantWater.wav"; vol=127; };
INSTANCE ENV_Day_BirdsAndWind01 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind01.wav"; vol=127; };
INSTANCE ENV_Day_BirdsAndWind02 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind02.wav"; vol=127; };
INSTANCE ENV_Day_BirdsAndWind03 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind03.wav"; vol=127; };
// NIGHT
INSTANCE ENV_Day_WoodAmbience01 (C_SFX_DEF) {file="ENV_Day_WoodAmbience01.wav"; vol=127; };
// WATER
INSTANCE ENV_Water_WideOcean (C_SFX_DEF) {file="ENV_Water_WideOcean.wav"; vol=127; };
INSTANCE ENV_Water_Coast (C_SFX_DEF) {file="ENV_Water_Coast.wav"; vol=127; };
INSTANCE ENV_Water_HiddenPier (C_SFX_DEF) {file="ENV_Water_HiddenPier.wav"; vol=127; };
INSTANCE ENV_Water_DungeonEntrance (C_SFX_DEF) {file="ENV_Water_DungeonEntrance.wav"; vol=127; };
// ==== VOBS ===============\\
INSTANCE VOB_Windmill (C_SFX_DEF) {file="VOB_Windmill.wav"; vol=127; };
// ==== MDS ===============\\
INSTANCE Piss_Start (C_SFX_DEF) {file= "piss_start.wav"; vol = 10; };
INSTANCE Piss_Loop (C_SFX_DEF) {file= "piss_loop.wav"; vol = 10; };
INSTANCE Piss_End (C_SFX_DEF) {file= "piss_end.wav"; vol = 10; };
//////////////////////
// TEST //
//////////////////////
// soundtestlevel //
//////////////////////
/* TestAMB */
INSTANCE Test1 (C_SFX_DEF) {file= "test1.wav"; vol = 127; };
/* Test3D */
INSTANCE Test2 (C_SFX_DEF) {file= "test2.wav"; vol = 127; };
/* Special */
INSTANCE LevelUp (C_SFX_DEF) {file= "levelup.wav"; vol = 55; };
INSTANCE Geldbeutel (C_SFX_DEF) {file= "Geldbeutel.wav"; vol = 90; };
INSTANCE SFX_Circle (C_SFX_DEF) {file= "mfx_thunderball_cast.wav"; vol = 50; };
INSTANCE SFX_HealObsession (C_SFX_DEF) {file= "MFX_BreathOfDeath_Cast.wav"; vol = 50; };
INSTANCE SFX_INNOSEYE (C_SFX_DEF) {file= "SFX_INNOSEYE.wav"; vol = 50; };
INSTANCE LogEntry (C_SFX_DEF) {file= "LogEntry.wav"; vol = 80; };
INSTANCE FoundRiddlersBook (C_SFX_DEF) {file= "Info_CorKalom_BringBook_Success_15_01.wav"; vol = 80; };//Björn
INSTANCE FoundRiddler (C_SFX_DEF) {file= "theriddle_tot_15_01.wav"; vol = 80; };//Björn
INSTANCE LastDoorEvent (C_SFX_DEF) {file= "LastDoorEvent.wav"; vol = 100; };//Björn
//ADDON
INSTANCE Ravens_Earthquake1 (C_SFX_DEF) {file= "CS_Prayer_FokusFinal.wav"; vol = 90; };//ADDON
INSTANCE Ravens_Earthquake2 (C_SFX_DEF) {file= "CS_Prayer_WaveInsanity.wav"; vol = 90; };//ADDON
INSTANCE Ravens_Earthquake3 (C_SFX_DEF) {file= "CS_Prayer_MineCollide01.wav"; vol = 90; };//ADDON
INSTANCE Ravens_Earthquake4 (C_SFX_DEF) {file= "CS_Prayer_MineCollide02.wav"; vol = 90; };//ADDON
INSTANCE TELEPORTSTATIONSOUND (C_SFX_DEF) {file= "magic_deep02.wav"; vol = 20; };//ADDON
INSTANCE MFX_BeliarWeap (C_SFX_DEF) {file= "MFX_BeliarWeap_01.wav"; vol = 80; };
INSTANCE MFX_BeliarWeap_A1 (C_SFX_DEF) {file= "MFX_BeliarWeap_02.wav"; vol = 80; };
INSTANCE MFX_BeliarWeap_A2 (C_SFX_DEF) {file= "MFX_BeliarWeap_03.wav"; vol = 80; };
INSTANCE MFX_BeliarWeap_A3 (C_SFX_DEF) {file= "MFX_BeliarWeap_04.wav"; vol = 80; };
INSTANCE MFX_BeliarWeap_A4 (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 80; };
INSTANCE MFX_GhostVoice (C_SFX_DEF) {file= "MFX_pyrokinesis_targetvoice.wav"; vol = 90; };
INSTANCE TREEFALLING (C_SFX_DEF) {file= "TREEFALLING.wav"; vol = 90; };
INSTANCE TREEDOWN (C_SFX_DEF) {file= "TREEDOWN.wav"; vol = 90; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// CUTSCENES /////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* InExtremo */
INSTANCE CS_Inextremo (C_SFX_DEF) {file= "CS_Inextremo.wav"; vol = 127; };
INSTANCE CS_Inextremo_wave (C_SFX_DEF) {file= "CS_Inextremo_wave.wav"; vol = 127; };
//Final Pr.
/*
INSTANCE CS_Prayer_FokusAmbient (C_SFX_DEF) {file= "CS_Prayer_FokusAmbient.wav"; vol = 127; };
INSTANCE CS_Prayer_FokusPrepare (C_SFX_DEF) {file= "CS_Prayer_FokusPrepare.wav"; vol = 127; };
INSTANCE CS_Prayer_FokusFinal (C_SFX_DEF) {file= "CS_Prayer_FokusFinal.wav"; vol = 127; };
INSTANCE CS_Prayer_EarthQuake (C_SFX_DEF) {file= "CS_Prayer_EarthQuake.wav"; vol = 127; };
INSTANCE CS_Prayer_BodyFall (C_SFX_DEF) {file= "CS_Prayer_BodyFall.wav"; vol = 90; };
INSTANCE CS_Prayer_BodyKnee (C_SFX_DEF) {file= "CS_Prayer_BodyKnee.wav"; vol = 90; };
INSTANCE CS_Prayer_OrcVision (C_SFX_DEF) {file= "CS_Prayer_OrcVision.wav"; vol = 127; };
INSTANCE CS_Prayer_MineCollide01 (C_SFX_DEF) {file= "CS_Prayer_MineCollide01.wav"; vol = 127; };
INSTANCE CS_Prayer_MineCollide02 (C_SFX_DEF) {file= "CS_Prayer_MineCollide02.wav"; vol = 127; };
*?
/* Intro
INSTANCE INTRO_SPLASH (C_SFX_DEF) {file= "CS_Intro_Watersplash.wav"; vol = 127; }; */
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// MAGIE /////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// -----------------------------------
// - BARRIERE: -----------------------
// -----------------------------------
/* Barriere */ INSTANCE MFX_Barriere_Ambient (C_SFX_DEF) {file= "MFX_Barriere_Ambient.wav"; vol = 127; };
INSTANCE MFX_Barriere_Shoot (C_SFX_DEF) {file= "MFX_Barriere_Shoot.wav"; vol = 90; };//Joly:beliars weapon zu laut -> 90
// -----------------------------------
// - SPELLS: -------------------------
// -----------------------------------
/* Berzerk */ INSTANCE MFX_Berzerk_Cast (C_SFX_DEF) {file= "MFX_Berzerk_Cast.wav"; vol = 127; };
/* Berzerk */ INSTANCE MFX_BreathOfDeath_Invest (C_SFX_DEF) {file= "MFX_BreathOfDeath_Invest.wav"; vol = 127; };
INSTANCE MFX_BreathOfDeath_Cast (C_SFX_DEF) {file= "MFX_BreathOfDeath_Cast.wav"; vol = 127; };
INSTANCE MFX_BreathOfDeath_Target (C_SFX_DEF) {file= "MFX_BreathOfDeath_Target.wav"; vol = 127; };
/* Charm */ INSTANCE MFX_Charm_Cast (C_SFX_DEF) {file= "MFX_Charm_Cast.wav"; vol = 127; };
/* Control */ INSTANCE MFX_Control_StartInvest (C_SFX_DEF) {file= "MFX_Telekinesis_Cast.wav"; vol = 127; };
INSTANCE MFX_Control_Invest (C_SFX_DEF) {file= "MFX_Telekinesis_Bridge.wav"; vol = 127; loop=1; };
INSTANCE MFX_Control_Cast (C_SFX_DEF) {file= "MFX_Control_Cast.wav"; vol = 127; };
/* Destr.UD */ INSTANCE MFX_DestroyUndead_Cast (C_SFX_DEF) {file= "MFX_DestroyUndead_Cast.wav"; vol = 127; };
INSTANCE MFX_DestroyUndead_Collide (C_SFX_DEF) {file= "MFX_DestroyUndead_Collide.wav"; vol = 127; };
/* EarthQuake*/ INSTANCE MFX_EarthQuake (C_SFX_DEF) {file= "EarthQuake.wav"; vol = 127; };
/* Fear */ INSTANCE MFX_Fear_Cast (C_SFX_DEF) {file= "MFX_Fear_Cast.wav"; vol = 127; };
INSTANCE MFX_Fear_GhostEnd (C_SFX_DEF) {file= "MFX_Thunderball_Collide.wav"; vol = 127; };
/* Fireball */ INSTANCE MFX_Fireball_Cast (C_SFX_DEF) {file= "MFX_Fireball_Cast.wav"; vol = 80; };
INSTANCE MFX_Fireball_Collide1 (C_SFX_DEF) {file= "MFX_Fireball_Collide1.wav"; vol = 90; };
INSTANCE MFX_Fireball_Collide2 (C_SFX_DEF) {file= "MFX_Fireball_Collide2.wav"; vol = 105; };
INSTANCE MFX_Fireball_Collide3 (C_SFX_DEF) {file= "MFX_Fireball_Collide3.wav"; vol = 127; };
INSTANCE MFX_Fireball_Collide4 (C_SFX_DEF) {file= "MFX_Fireball_Collide4.wav"; vol = 127; };
INSTANCE MFX_Fireball_Invest1 (C_SFX_DEF) {file= "MFX_Fireball_Invest1.wav"; vol = 60; };
INSTANCE MFX_Fireball_Invest2 (C_SFX_DEF) {file= "MFX_Fireball_Invest2.wav"; vol = 80; };
INSTANCE MFX_Fireball_Invest3 (C_SFX_DEF) {file= "MFX_Fireball_Invest3.wav"; vol = 100; };
INSTANCE MFX_Fireball_Invest4 (C_SFX_DEF) {file= "MFX_Fireball_Invest4.wav"; vol = 120; };
/* Firestorm*/ INSTANCE MFX_Firestorm_Invest (C_SFX_DEF) {file= "MFX_Pyrokinesis_Target.wav"; vol = 60; loop=1; };
INSTANCE MFX_Firestorm_Cast (C_SFX_DEF) {file= "MFX_Firestorm_Cast.wav"; vol = 127; };
INSTANCE MFX_Firestorm_Collide (C_SFX_DEF) {file= "MFX_Firestorm_Collide.wav"; vol = 127; };
/* Firerain */ INSTANCE MFX_Firerain_Invest (C_SFX_DEF) {file= "MFX_Firerain_Invest.wav"; vol = 127; };
INSTANCE MFX_Firerain_Rain (C_SFX_DEF) {file= "MFX_Firerain_Rain.wav"; vol = 127; };
INSTANCE MFX_Firespell_Humanburn (C_SFX_DEF) {file= "MFX_Firespell_Humanburn.wav"; vol = 127; };
/* Geyser */ INSTANCE MFX_Geyser_Fountain (C_SFX_DEF) {file= "MFX_Geyser_Fountain.wav"; vol = 127; };
INSTANCE MFX_Geyser_Rumble (C_SFX_DEF) {file= "MFX_Geyser_Rumble.wav"; vol = 127; };
/* Greentent.*/ INSTANCE MFX_Greententacle_Grow (C_SFX_DEF) {file= "MFX_Greententacle_Grow.wav"; vol = 60; };
INSTANCE MFX_Greententacle_Burst (C_SFX_DEF) {file= "MFX_Greententacle_Burst.wav"; vol = 127; };
/* Heal */ INSTANCE MFX_Heal_Cast (C_SFX_DEF) {file= "MFX_Heal_Cast.wav"; vol = 127; };
/* Icecube */ INSTANCE MFX_Icecube_Cast (C_SFX_DEF) {file= "MFX_Icecube_Cast.wav"; vol = 127; };
INSTANCE MFX_Icecube_Invest (C_SFX_DEF) {file= "MFX_Icecube_Invest.wav"; vol = 127; loop=1; };
INSTANCE MFX_Icecube_Target (C_SFX_DEF) {file= "MFX_Icecube_Target.wav"; vol = 127; };
INSTANCE MFX_Icecube_Collide (C_SFX_DEF) {file= "MFX_Icecube_Release.wav"; vol = 127; };
/* Icecube */ INSTANCE MFX_Icelance_Cast (C_SFX_DEF) {file= "MFX_Icelance_Cast.wav"; vol = 127; };
INSTANCE MFX_Icelance_Collide (C_SFX_DEF) {file= "MFX_Icelance_Collide.wav"; vol = 127; };
/* Icewave */ INSTANCE MFX_Icewave_Cast (C_SFX_DEF) {file= "MFX_Icewave_Cast.wav"; vol = 127; };
/* Light */ INSTANCE MFX_Light_Cast (C_SFX_DEF) {file= "MFX_Light_Cast.wav"; vol = 127; };
/* Lightning */ INSTANCE MFX_Lightning_Origin (C_SFX_DEF) {file= "MFX_Lightning_Origin.wav"; vol = 50; };
INSTANCE MFX_Lightning_Target (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 127; loop=1; };
/* Massdeath */ INSTANCE MFX_Massdeath_Cast (C_SFX_DEF) {file= "MFX_Massdeath_Cast.wav"; vol = 127; };
INSTANCE MFX_Massdeath_Target (C_SFX_DEF) {file= "MFX_Massdeath_Target.wav"; vol = 127; };
/* Pyrokinesis*/INSTANCE MFX_Pyrokinesis_Target (C_SFX_DEF) {file= "MFX_Pyrokinesis_Target.wav"; vol = 127; loop=1; };
/* Shrink */ INSTANCE MFX_Shrink_Invest (C_SFX_DEF) {file= "MFX_Shrink_Invest.wav"; vol = 127; loop=1; };
INSTANCE MFX_Shrink_Cast (C_SFX_DEF) {file= "MFX_Shrink_Cast.wav"; vol = 127; };
/* Skull */ INSTANCE MFX_Skull_Cast (C_SFX_DEF) {file= "MFX_Skull_Cast.wav"; vol = 127; };
INSTANCE MFX_Skull_Fly (C_SFX_DEF) {file= "MFX_Skull_Fly1.wav"; vol = 80; };
INSTANCE MFX_Skull_Fly_A1 (C_SFX_DEF) {file= "MFX_Skull_Fly2.wav"; vol = 80; };
INSTANCE MFX_Skull_Fly_A2 (C_SFX_DEF) {file= "MFX_Skull_Fly3.wav"; vol = 80; };
INSTANCE MFX_Skull_Collide (C_SFX_DEF) {file= "MFX_Skull_Collide.wav"; vol = 127; };
/* Sleep */ INSTANCE MFX_Sleep_Cast (C_SFX_DEF) {file= "MFX_Sleep_Cast.wav"; vol = 127; };
/* Spawn */ INSTANCE MFX_Spawn_Cast (C_SFX_DEF) {file= "MFX_Spawn_Cast.wav"; vol = 127; };
/* Stormfist */ INSTANCE MFX_Stormfist_Cast (C_SFX_DEF) {file= "MFX_Stormfist_Cast.wav"; vol = 127; };
/* Swarm */ INSTANCE MFX_Swarm_Cast (C_SFX_DEF) {file= "MFX_Swarm_Target.wav"; vol = 80; };
INSTANCE MFX_Swarm_Target (C_SFX_DEF) {file= "MFX_Swarm_Target.wav"; vol = 127; };
/* Swarm */ INSTANCE MFX_SuckEnergy_Cast (C_SFX_DEF) {file= "MFX_SuckEnergy_Cast.wav"; vol = 127; };
INSTANCE MFX_SuckEnergy_Target (C_SFX_DEF) {file= "MFX_SuckEnergy_Target.wav"; vol = 80; };
/* Telekinese*/ INSTANCE MFX_Telekinesis_StartInvest (C_SFX_DEF) {file= "MFX_Telekinesis_Cast.wav"; vol = 127; };
INSTANCE MFX_Telekinesis_Invest (C_SFX_DEF) {file= "MFX_Telekinesis_Bridge.wav"; vol = 127; loop=1; };
/* Teleport */ INSTANCE MFX_Teleport_Invest (C_SFX_DEF) {file= "MFX_Teleport_Invest.wav"; vol = 127; };
INSTANCE MFX_Teleport_Cast (C_SFX_DEF) {file= "MFX_Teleport_Cast.wav"; vol = 127; };
/* Thunderball*/INSTANCE MFX_Thunderball_Cast (C_SFX_DEF) {file= "MFX_Thunderball_Cast.wav"; vol = 127; };
INSTANCE MFX_Thunderball_Invest1 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 60; };
INSTANCE MFX_Thunderball_Invest2 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 80; };
INSTANCE MFX_Thunderball_Invest3 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 100; };
INSTANCE MFX_Thunderball_Invest4 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 127; };
INSTANCE MFX_Thunderball_Collide (C_SFX_DEF) {file= "MFX_Thunderball_Collide.wav"; vol = 60; };
INSTANCE MFX_Thunderball_Collide1 (C_SFX_DEF) {file= "MFX_Thunderball_Collide1.wav"; vol = 60; };
INSTANCE MFX_Thunderball_Collide2 (C_SFX_DEF) {file= "MFX_Thunderball_Collide2.wav"; vol = 80; };
INSTANCE MFX_Thunderball_Collide3 (C_SFX_DEF) {file= "MFX_Thunderball_Collide3.wav"; vol = 100; };
INSTANCE MFX_Thunderball_Collide4 (C_SFX_DEF) {file= "MFX_Thunderball_Collide4.wav"; vol = 127; };
/* Thunderbolt*/ INSTANCE MFX_Thunderbolt_Cast (C_SFX_DEF) {file= "MFX_Thunderbolt_cast.wav"; vol = 127; };
/* Thunderstorm*/ INSTANCE MFX_Thunderstorm_Thunder (C_SFX_DEF) {file= "nearthunder.wav"; vol = 127; };
INSTANCE MFX_Thunderstorm_IceRain (C_SFX_DEF) {file= "MFX_Thunderstorm_Icerain.wav"; vol = 60; };
/* Transform*/ INSTANCE MFX_Transform_Invest (C_SFX_DEF) {file= "MFX_Transform_Invest.wav"; vol = 127; };
INSTANCE MFX_Transform_Cast (C_SFX_DEF) {file= "MFX_Transform_Cast.wav"; vol = 127; };
/* Geyser */ INSTANCE MFX_Waterfist_Cast (C_SFX_DEF) {file= "MFX_Waterfist_Cast.wav"; vol = 30; };
INSTANCE MFX_Waterfist_Collide (C_SFX_DEF) {file= "MFX_Geyser_Fountain.wav"; vol = 127; };
/* Windfist */ INSTANCE MFX_Windfist_Cast (C_SFX_DEF) {file= "MFX_Windfist_Cast.wav"; vol = 127; };
INSTANCE MFX_Windfist_Invest (C_SFX_DEF) {file= "MFX_Windfist_Loop.wav"; vol = 50; loop=1; };
INSTANCE MFX_Windfist_Investblast (C_SFX_DEF) {file= "MFX_Windfist_Investblast.wav"; vol = 127; };
/* Whirlwind */ INSTANCE MFX_Whirlwind_Target (C_SFX_DEF) {file= "MFX_Whirlwind_Target.wav"; vol = 60; };
INSTANCE MFX_Whirlwind_Invest (C_SFX_DEF) {file= "MFX_Whirlwind_Invest.wav"; vol = 127; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// ITEM - INTERAKTION ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* Carve */
INSTANCE Carve (C_SFX_DEF) {file= "carve01.wav"; vol = 100; };
INSTANCE Carve_A1 (C_SFX_DEF) {file= "carve02.wav"; vol = 100; };
/* Drink */
INSTANCE DrinkBottle (C_SFX_DEF) {file= "drink_potion.wav"; vol = 60; };
INSTANCE ReleaseCork (C_SFX_DEF) {file= "releasecork.wav"; vol = 60; };
/* Eat */
INSTANCE Eat_Apple (C_SFX_DEF) {file= "eat_apple.wav"; vol = 45; };
INSTANCE Eat_Meat (C_SFX_DEF) {file= "eat_meat.wav"; vol = 45; };
INSTANCE EAT_BREAD (C_SFX_DEF) {file= "eat_bread.wav"; vol = 45; };
INSTANCE EAT_SOUP (C_SFX_DEF) {file= "eat_soup.wav"; vol = 45; };
/* Instrum. */
INSTANCE Inst_Conga01 (C_SFX_DEF) {file= "Conga_01.wav"; vol = 65; };
INSTANCE Inst_Conga02 (C_SFX_DEF) {file= "conga_02.wav"; vol = 65; };
INSTANCE Inst_Lute (C_SFX_DEF) {file= "lute_01.wav"; vol = 20; };
INSTANCE Inst_Lute_A1 (C_SFX_DEF) {file= "lute_02.wav"; vol = 25; };
INSTANCE Inst_Lute_A2 (C_SFX_DEF) {file= "lute_03.wav"; vol = 30; };
INSTANCE Inst_Lute_A3 (C_SFX_DEF) {file= "lute_04.wav"; vol = 25; };
INSTANCE Inst_Lute_A4 (C_SFX_DEF) {file= "lute_05.wav"; vol = 20; };
INSTANCE Inst_Lute_A5 (C_SFX_DEF) {file= "lute_06.wav"; vol = 25; };
INSTANCE Inst_Lute_A6 (C_SFX_DEF) {file= "lute_07.wav"; vol = 30; };
INSTANCE Inst_Alarm (C_SFX_DEF) {file= "trumpet_01.wav"; vol = 120; };
/* Paper */
INSTANCE Map_Unfold (C_SFX_DEF) {file= "Paperhandle.wav"; vol = 80; };
INSTANCE Scroll_Unfold (C_SFX_DEF) {file= "Wurschtel.wav"; vol = 80; };
/* Misc */
INSTANCE SMOKE_JOINT (C_SFX_DEF) {file= "smoke_joint.wav"; vol = 20; };
INSTANCE SPIT_FIRE (C_SFX_DEF) {file= "spit_fire.wav"; vol = 40; };
// Obsolete ?!? :
// INSTANCE Play_Lute (C_SFX_DEF) {file= "Lute_1.wav"; vol = 127; };
// INSTANCE Play_Lute_A1 (C_SFX_DEF) {file= "Lute_2.wav"; vol = 127; };
// INSTANCE Play_Lute_A2 (C_SFX_DEF) {file= "Lute_3.wav"; vol = 127; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// MOB - INTERAKTION /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* Backpack */
INSTANCE Backpack_Handle (C_SFX_DEF) {file= "Backpack_handle.wav"; vol = 70; };
INSTANCE BACKPACK_APPLY (C_SFX_DEF) {file= "backpack_apply.wav"; vol = 90; };
/* Bellows */
INSTANCE Bellows_In (C_SFX_DEF) {file= "bellows_in.wav"; vol = 100; };
INSTANCE Bellows_Out (C_SFX_DEF) {file= "bellows_out.wav"; vol = 100; };
/* Book */
//INSTANCE Book_nextpage (C_SFX_DEF) {file= "Book_turnpage2.wav"; vol = 50; };
//INSTANCE Book_previouspage (C_SFX_DEF) {file= "Book_turnpage1.wav"; vol = 50; };
INSTANCE Book_nextpage (C_SFX_DEF) {file= "nosound.wav"; vol = 50; };//Joly:wegen Steinpulte _ADDON
INSTANCE Book_previouspage (C_SFX_DEF) {file= "nosound.wav"; vol = 50; };
/* Chest */
INSTANCE Chest_open (C_SFX_DEF) {file= "Door_open01.wav"; vol = 50; };
INSTANCE Chest_close (C_SFX_DEF) {file= "Door_close01b.wav"; vol = 40; };
INSTANCE Chest_unlock (C_SFX_DEF) {file= "Door_unlock.wav"; vol = 50; };
INSTANCE Chest_try (C_SFX_DEF) {file= "Door_try.wav"; vol = 50; };
/* Column */
INSTANCE Pillar_Move (C_SFX_DEF) {file= "columnmove.wav"; vol = 120; };
INSTANCE Pillar_Crash (C_SFX_DEF) {file= "columncrash.wav"; vol = 120; };
/* Door */
INSTANCE Door_open (C_SFX_DEF) {file= "Door_open01.wav"; vol = 120; };
// INSTANCE Door_open_a1 (C_SFX_DEF) {file= "Door_open02.wav"; vol = 127; };
INSTANCE Door_close (C_SFX_DEF) {file= "Door_close01b.wav"; vol = 120; };
// INSTANCE Door_close_a1 (C_SFX_DEF) {file= "Door_close02b.wav"; vol = 127; };
INSTANCE Door_lock (C_SFX_DEF) {file= "Door_lock.wav"; vol = 120; };
INSTANCE Door_unlock (C_SFX_DEF) {file= "Door_unlock.wav"; vol = 120; };
INSTANCE Door_try (C_SFX_DEF) {file= "Door_try.wav"; vol = 120; };
/* Forge */
INSTANCE Forge_Anvil (C_SFX_DEF) {file= "anvilhit01.wav"; vol = 50; };
INSTANCE Forge_Anvil_a1 (C_SFX_DEF) {file= "anvilhit02.wav"; vol = 50; };
INSTANCE Forge_Fire (C_SFX_DEF) {file= "firehot.wav"; vol = 50; };
INSTANCE Forge_Sharpen (C_SFX_DEF) {file= "sharpenblade.wav"; vol = 20; };
INSTANCE Forge_Water (C_SFX_DEF) {file= "coolblade.wav"; vol = 30; };
INSTANCE Forge_WaterMove (C_SFX_DEF) {file= "couldron_stir_01.wav"; vol = 60; };
INSTANCE Forge_WaterMove_A1 (C_SFX_DEF) {file= "couldron_stir_02.wav"; vol = 60; };
INSTANCE Forge_WaterRemove (C_SFX_DEF) {file= "coolblade_Remove.wav"; vol = 30; };
/* Grave */
INSTANCE Grave_open (C_SFX_DEF) {file= "grave_test3.wav"; vol = 110; };
/* Hammer */
INSTANCE Hammer (C_SFX_DEF) {file= "Hammer_01.wav"; vol = 70; };
INSTANCE Hammer_A1 (C_SFX_DEF) {file= "Hammer_02.wav"; vol = 70; };
INSTANCE Hammer_A2 (C_SFX_DEF) {file= "Hammer_03.wav"; vol = 70; };
/* Herbstomp */
INSTANCE Herb_Stomp (C_SFX_DEF) {file= "herb_stomp01.wav"; vol = 60; };
INSTANCE Herb_Stomp_A1 (C_SFX_DEF) {file= "herb_stomp02.wav"; vol = 60; };
INSTANCE Herb_Stomp_A2 (C_SFX_DEF) {file= "herb_stomp03.wav"; vol = 60; };
/* Ladder */
INSTANCE Ladder_Step (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 20; };
INSTANCE Ladder_Step_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 20; };
INSTANCE Ladder_Step_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 20; };
/* Lever */
INSTANCE Lever_up (C_SFX_DEF) {file= "Lever_02b.wav"; vol = 100; };
INSTANCE Lever_down (C_SFX_DEF) {file= "Lever_02.wav"; vol = 100; };
INSTANCE Lever_locked (C_SFX_DEF) {file= "Lever_locked.wav"; vol = 100; };
/* PickOre */
INSTANCE PickOre (C_SFX_DEF) {file= "pickore_01.wav"; vol = 100; };
INSTANCE PickOre_A1 (C_SFX_DEF) {file= "pickore_02.wav"; vol = 100; };
INSTANCE PickOre_A2 (C_SFX_DEF) {file= "pickore_03.wav"; vol = 100; };
/* Psi-Lab */
INSTANCE PsiLab_DrawLiquid (C_SFX_DEF) {file= "psilab_drawliquid.wav"; vol = 30; };
INSTANCE PsiLab_DrawLiquid2 (C_SFX_DEF) {file= "psilab_drawliquid.wav"; vol = 30; };
INSTANCE PsiLab_PourLiquid (C_SFX_DEF) {file= "psilab_pourliquid.wav"; vol = 40; };
INSTANCE PsiLab_Boiling (C_SFX_DEF) {file= "psilab_boiling.wav"; vol = 30; };
INSTANCE PsiLab_GetBottle (C_SFX_DEF) {file= "psilab_getbottle.wav"; vol = 80; };
INSTANCE PsiLab_PlaceBottle (C_SFX_DEF) {file= "psilab_placebottle.wav"; vol = 30; };
INSTANCE PsiLab_GetResult (C_SFX_DEF) {file= "psilab_getresult.wav"; vol = 60; };
/* Ropeway */
INSTANCE Ropeway_Start (C_SFX_DEF) {file= "Ropeway_Start.wav"; vol = 127; };
INSTANCE Ropeway_Loop (C_SFX_DEF) {file= "Ropeway_Loop.wav"; vol = 127; };
INSTANCE Ropeway_End (C_SFX_DEF) {file= "Ropeway_End.wav"; vol = 127; };
INSTANCE Ropeway_Barrier (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 127; };
/* Stomper */
INSTANCE Stomper_Boom (C_SFX_DEF) {file= "Stomper_boom.wav"; vol = 127; };
INSTANCE Stomper_Wheels (C_SFX_DEF) {file= "Stomper_wheels.wav"; vol = 127; };
/* Stonemill */
INSTANCE Stonemill (C_SFX_DEF) {file= "Stonemill.wav"; vol = 120; };
/* Turnstone */
INSTANCE Turnstone (C_SFX_DEF) {file= "Turnstone2.wav"; vol = 80; };
/* Waterpipe */
INSTANCE Pipe_bubbles (C_SFX_DEF) {file= "Smoke_bubbles.wav"; vol = 40; };
/* VWheel */
INSTANCE VWheel_turn (C_SFX_DEF) {file= "VWheel_turn2.wav"; vol = 100; };
/* BBQ-Grill */
INSTANCE BBQ_SCAVENGER (C_SFX_DEF) {file= "bbq_scavenger_02.wav"; vol = 15; };
INSTANCE BBQ_SCAVENGER_A1 (C_SFX_DEF) {file= "bbq_scavenger_02.wav"; vol = 20; };
/* Bed */
INSTANCE BED_USE (C_SFX_DEF) {file= "bed_use.wav"; vol = 25; };
/* Chair */
INSTANCE CHAIR_USE (C_SFX_DEF) {file= "chair_use.wav"; vol = 15; };
/* Pan */
INSTANCE PAN_FRYING (C_SFX_DEF) {file= "pan_frying_01.wav"; vol = 65; };
INSTANCE PAN_FRYING_A1 (C_SFX_DEF) {file= "pan_frying_02.wav"; vol = 65; };
INSTANCE PAN_FRYING_A2 (C_SFX_DEF) {file= "pan_frying_03.wav"; vol = 65; };
INSTANCE PAN_FRYING_SHORT (C_SFX_DEF) {file= "pan_frying_short.wav"; vol = 65; };
/* Touchplate */
INSTANCE TOUCHPLATE_STONE_BIG (C_SFX_DEF) {file= "touchplate_stone_big.wav"; vol = 80; };
INSTANCE TOUCHPLATE_STONE_SMALL (C_SFX_DEF) {file= "touchplate_stone_small.wav"; vol = 80; };
INSTANCE TOUCHPLATE_STONE_PUSH (C_SFX_DEF) {file= "touchplate_stone_push.wav"; vol = 80; };
/* Picklock */
INSTANCE PICKLOCK_SUCCESS (C_SFX_DEF) {file= "picklock_success.wav"; vol = 70; };
INSTANCE PICKLOCK_FAILURE (C_SFX_DEF) {file= "picklock_failure.wav"; vol = 70; };
INSTANCE PICKLOCK_UNLOCK (C_SFX_DEF) {file= "picklock_unlock.wav"; vol = 80; };
INSTANCE PICKLOCK_BROKEN (C_SFX_DEF) {file= "picklock_broken.wav"; vol = 50; };
/* BookStand */
INSTANCE MOB_Book_TurnPage (C_SFX_DEF) {file="MOB_Book_Turnpage.wav"; vol=60; };
INSTANCE MOB_Book_TurnPage_A1 (C_SFX_DEF) {file="MOB_Book_Turnpage02.wav"; vol=60; };
//INSTANCE MOB_Book_MovePage (C_SFX_DEF) {file="MOB_Book_MovePage.wav"; vol=60; };
INSTANCE MOB_Book_MovePage (C_SFX_DEF) {file="nosound.wav"; vol=60; };//Joly:wegen Steinpulte _ADDON
/* Saw */
INSTANCE MOB_Saw (C_SFX_DEF) {file= "MOB_Saw_01.wav"; vol = 100; };
INSTANCE MOB_Saw_A1 (C_SFX_DEF) {file= "MOB_Saw_02.wav"; vol = 100; };
INSTANCE MOB_Saw_A2 (C_SFX_DEF) {file= "MOB_Saw_03.wav"; vol = 100; };
INSTANCE MOB_Saw_A3 (C_SFX_DEF) {file= "MOB_Saw_04.wav"; vol = 100; };
INSTANCE MOB_Saw_A4 (C_SFX_DEF) {file= "MOB_Saw_05.wav"; vol = 100; };
INSTANCE MOB_Saw_A5 (C_SFX_DEF) {file= "MOB_Saw_06.wav"; vol = 100; };
/* Sweep */
INSTANCE MOB_Sweep (C_SFX_DEF) {file= "MOB_Sweep_01.wav"; vol = 40; };
INSTANCE MOB_Sweep_A1 (C_SFX_DEF) {file= "MOB_Sweep_02.wav"; vol = 40; };
INSTANCE MOB_Sweep_A2 (C_SFX_DEF) {file= "MOB_Sweep_03.wav"; vol = 40; };
INSTANCE MOB_Sweep_A3 (C_SFX_DEF) {file= "MOB_Sweep_04.wav"; vol = 40; };
/* Rake */
INSTANCE MOB_Rake (C_SFX_DEF) {file= "MOB_Rake_01.wav"; vol = 100; };
INSTANCE MOB_Rake_A1 (C_SFX_DEF) {file= "MOB_Rake_02.wav"; vol = 100; };
INSTANCE MOB_Rake_A2 (C_SFX_DEF) {file= "MOB_Rake_03.wav"; vol = 100; };
INSTANCE MOB_Rake_A3 (C_SFX_DEF) {file= "MOB_Rake_04.wav"; vol = 100; };
/* Stein des Wissens */
INSTANCE MOB_SDW (C_SFX_DEF) {file= "MOB_SDW_01.wav"; vol = 100; };
/* Runemaker */
INSTANCE MOB_Runemaker (C_SFX_DEF) {file= "MOB_Runemaker_01.wav"; vol = 127; };
/* Potion Alchemy */
INSTANCE MOB_Alchemy_ShakeLiquid (C_SFX_DEF) {file= "MOB_Alchemy_Shakeliquid.wav"; vol = 127; };
INSTANCE MOB_Alchemy_NoisyIngedient (C_SFX_DEF) {file= "coolblade.wav"; vol = 10; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// VOB-SFX ///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* Waterout */
INSTANCE WaterOutlet1 (C_SFX_DEF) {file= "rohr.wav"; vol = 100; };
/* Birds: */
INSTANCE OW_Bird1 (C_SFX_DEF) {file= "bird_01.wav"; vol = 80; };
INSTANCE OW_Bird2 (C_SFX_DEF) {file= "bird_02a.wav"; vol = 80; };
INSTANCE OW_Bird2_A1 (C_SFX_DEF) {file= "bird_02b.wav"; vol = 80; };
INSTANCE OW_Bird2_A2 (C_SFX_DEF) {file= "bird_02c.wav"; vol = 80; };
INSTANCE OW_Bird3 (C_SFX_DEF) {file= "bird_03.wav"; vol = 80; };
INSTANCE OW_Bird4 (C_SFX_DEF) {file= "bird_04.wav"; vol = 80; };
INSTANCE OW_Bird5 (C_SFX_DEF) {file= "bird_05.wav"; vol = 80; };
INSTANCE OW_Bird6 (C_SFX_DEF) {file= "bird_06.wav"; vol = 80; };
INSTANCE OW_Bird6_A1 (C_SFX_DEF) {file= "bird_06b.wav"; vol = 80; };
INSTANCE OW_Bird7 (C_SFX_DEF) {file= "bird_07.wav"; vol = 80; };
INSTANCE OW_Bird7_A1 (C_SFX_DEF) {file= "bird_07b.wav"; vol = 80; };
INSTANCE OW_Bird7_A2 (C_SFX_DEF) {file= "bird_07c.wav"; vol = 80; };
INSTANCE OW_Bird7_A3 (C_SFX_DEF) {file= "bird_07d.wav"; vol = 80; };
INSTANCE OW_Bird7_A4 (C_SFX_DEF) {file= "bird_07e.wav"; vol = 80; };
INSTANCE OW_Bird7_A5 (C_SFX_DEF) {file= "bird_07f.wav"; vol = 80; };
INSTANCE OW_Bird8 (C_SFX_DEF) {file= "bird_08.wav"; vol = 80; };
INSTANCE OW_Bird8_A1 (C_SFX_DEF) {file= "bird_08b.wav"; vol = 80; };
INSTANCE OW_Bird8_A2 (C_SFX_DEF) {file= "bird_08c.wav"; vol = 80; };
INSTANCE OW_Bird8_A3 (C_SFX_DEF) {file= "bird_08d.wav"; vol = 80; };
INSTANCE OW_Bird8_A4 (C_SFX_DEF) {file= "bird_08e.wav"; vol = 80; };
INSTANCE OW_Bird8_A5 (C_SFX_DEF) {file= "bird_08f.wav"; vol = 80; };
INSTANCE OW_Bird8_A6 (C_SFX_DEF) {file= "bird_08g.wav"; vol = 80; };
INSTANCE OW_Bird9 (C_SFX_DEF) {file= "bird_09.wav"; vol = 80; };
INSTANCE OW_Bird9_A1 (C_SFX_DEF) {file= "bird_09b.wav"; vol = 80; };
INSTANCE OW_Bird10 (C_SFX_DEF) {file= "bird_10.wav"; vol = 80; };
INSTANCE OW_Bird11 (C_SFX_DEF) {file= "bird_11.wav"; vol = 80; };
INSTANCE OW_Bird11_A1 (C_SFX_DEF) {file= "bird_11b.wav"; vol = 80; };
INSTANCE OW_Bird11_A2 (C_SFX_DEF) {file= "bird_11c.wav"; vol = 80; };
INSTANCE OW_Bird12 (C_SFX_DEF) {file= "bird_12.wav"; vol = 80; };
INSTANCE OW_Bird12_A1 (C_SFX_DEF) {file= "bird_12b.wav"; vol = 80; };
INSTANCE OW_Crow (C_SFX_DEF) {file= "crow_01.wav"; vol = 80; };
INSTANCE OW_Crow_A1 (C_SFX_DEF) {file= "crow_02.wav"; vol = 80; };
INSTANCE OW_Crow_A2 (C_SFX_DEF) {file= "crow_03.wav"; vol = 80; };
// INSTANCE OW_EagleAmbient (C_SFX_DEF) {file= "eagle_01.wav"; vol = 100; };
// INSTANCE OW_EagleScream (C_SFX_DEF) {file= "eagle_02.wav"; vol = 100; };
// INSTANCE OW_EagleScream_A1 (C_SFX_DEF) {file= "eagle_03.wav"; vol = 100; };
// INSTANCE OW_EagleScream_A2 (C_SFX_DEF) {file= "eagle_04.wav"; vol = 100; };
INSTANCE OW_EagleAmbient (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OW_EagleScream (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OW_EagleScream_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OW_EagleScream_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OW_Raven (C_SFX_DEF) {file= "raven_01.wav"; vol = 80; };
INSTANCE OW_Owl1 (C_SFX_DEF) {file= "owl_01.wav"; vol = 80; };
INSTANCE OW_Owl1_A1 (C_SFX_DEF) {file= "owl_02.wav"; vol = 80; };
INSTANCE OW_Owl2 (C_SFX_DEF) {file= "owl_03.wav"; vol = 80; };
/* Water */
INSTANCE OW_WaterHitsStone (C_SFX_DEF) {file= "lakeshore_stone.wav"; vol = 90; };
INSTANCE OW_HeavyBubbles (C_SFX_DEF) {file= "riverbubbles.wav"; vol = 80; };
INSTANCE OW_RiverRapid1 (C_SFX_DEF) {file= "riverrapid_01.wav"; vol = 80; };
INSTANCE OW_RiverRapid2 (C_SFX_DEF) {file= "riverrapid_02.wav"; vol = 80; };
INSTANCE OW_RiverTrouble (C_SFX_DEF) {file= "rivertrouble.wav"; vol = 80; };
INSTANCE OW_Waterfall1 (C_SFX_DEF) {file= "waterfalls_01.wav"; vol = 100; };
INSTANCE OW_Waterfall2 (C_SFX_DEF) {file= "waterfalls_02.wav"; vol = 100; };
INSTANCE OW_Waterfall3 (C_SFX_DEF) {file= "waterfalls_03.wav"; vol = 100; };
/* Misc */
INSTANCE OW_Wood_Crackle (C_SFX_DEF) {file= "woodcrackle_01.wav"; vol = 100; };
INSTANCE OW_Wood_Crackle_A1 (C_SFX_DEF) {file= "woodcrackle_02.wav"; vol = 100; };
INSTANCE OW_Wood_Crackle_A2 (C_SFX_DEF) {file= "woodcrackle_03.wav"; vol = 100; };
INSTANCE OW_ShipWrekOrBridge (C_SFX_DEF) {file= "woodcreak_shipwrek_0.wav"; vol = 100; };
INSTANCE OW_ShipWrekOrBridge_A1 (C_SFX_DEF) {file= "woodcreak_shipwrek_01.wav"; vol = 100; };
INSTANCE OW_ShipWrekOrBridge_A2 (C_SFX_DEF) {file= "woodcreak_shipwrek_02.wav"; vol = 100; };
INSTANCE OW_ShipWrekOrBridge_A3 (C_SFX_DEF) {file= "woodcreak_shipwrek_03.wav"; vol = 100; };
INSTANCE OW_Squirrel (C_SFX_DEF) {file= "squirrel_01.wav"; vol = 100; };
INSTANCE OW_Squirrel_A1 (C_SFX_DEF) {file= "squirrel_02.wav"; vol = 100; };
INSTANCE Flies (C_SFX_DEF) {file= "flies1.wav"; vol = 50; };
INSTANCE Dog1 (C_SFX_DEF) {file= "dog1.wav"; vol = 40; };
INSTANCE Dog2 (C_SFX_DEF) {file= "dog2.wav"; vol = 40; };
INSTANCE Deepambient (C_SFX_DEF) {file= "deepambient01.wav"; vol = 100; };
INSTANCE Murmur (C_SFX_DEF) {file= "murmor_loop.wav"; vol = 30; };
INSTANCE Well_Slosh (C_SFX_DEF) {file= "well_slosh_01.wav"; vol = 30; };
INSTANCE Well_Slosh_A1 (C_SFX_DEF) {file= "well_slosh_02.wav"; vol = 15; };
INSTANCE Well_Slosh_A2 (C_SFX_DEF) {file= "well_slosh_03.wav"; vol = 22; };
INSTANCE Campfire1 (C_SFX_DEF) {file= "campfire_01.wav"; vol = 120; };
INSTANCE Campfire2 (C_SFX_DEF) {file= "campfire_02.wav"; vol = 120; };
INSTANCE Couldron_Boil (C_SFX_DEF) {file= "Couldron.wav"; vol = 35; };
INSTANCE Ambientcrawlerscream (C_SFX_DEF) {file= "ambientcrawlerscream.wav"; vol = 80; };
INSTANCE Ambientscream_1 (C_SFX_DEF) {file= "ambientscream_1.wav"; vol = 80; };
INSTANCE Ambientscream_2 (C_SFX_DEF) {file= "ambientscream_2.wav"; vol = 80; };
INSTANCE Ambienttone_01_high (C_SFX_DEF) {file= "ambienttone_01_high.wav"; vol = 80; };
INSTANCE Ambienttone_02_dark_short (C_SFX_DEF) {file= "ambienttone_02_dark_short.wav"; vol = 80; };
INSTANCE ambienttone_03_dark (C_SFX_DEF) {file= "ambienttone_03_dark.wav"; vol = 80; };
INSTANCE Ambientscream_03_dark (C_SFX_DEF) {file= "ambientscream_03_dark.wav"; vol = 100; };
INSTANCE Mystery_08 (C_SFX_DEF) {file= "Mystery_08_mono.wav"; vol = 40; };
INSTANCE Mystery_09 (C_SFX_DEF) {file= "Mystery_09_mono.wav"; vol = 40; };
INSTANCE Mystery_10 (C_SFX_DEF) {file= "Mystery_10_mono.wav"; vol = 40; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// AMBIENT - ZONES ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* Wind */
INSTANCE OW_WindHurricane (C_SFX_DEF) {file= "wind_hurricane.wav"; vol = 70; };
INSTANCE OW_WindHeavy1 (C_SFX_DEF) {file= "wind_heavy01.wav"; vol = 70; };
INSTANCE OW_WindHeavy2 (C_SFX_DEF) {file= "wind_heavy02.wav"; vol = 70; };
INSTANCE OW_WindHigh1 (C_SFX_DEF) {file= "wind_high.wav"; vol = 70; };
INSTANCE OW_WindHigh2 (C_SFX_DEF) {file= "wind_high.wav"; vol = 70; };
INSTANCE OW_WindMedium (C_SFX_DEF) {file= "wind_medium.wav"; vol = 70; };
INSTANCE OW_WindLight (C_SFX_DEF) {file= "wind_light.wav"; vol = 70; };
INSTANCE OW_WindLand (C_SFX_DEF) {file= "wind_light.wav"; vol = 70; };
INSTANCE OW_WindCave (C_SFX_DEF) {file= "wind_cave.wav"; vol = 70; };
INSTANCE OW_WindCave2 (C_SFX_DEF) {file= "wind_cave2.wav"; vol = 70; };
INSTANCE OW_WindCave3 (C_SFX_DEF) {file= "wind_gentle_cave.wav"; vol = 70; };
/* Water */
INSTANCE OW_River (C_SFX_DEF) {file= "river01stereo.wav"; vol = 20; };
INSTANCE OW_River2 (C_SFX_DEF) {file= "river02stereo.wav"; vol = 30; };
INSTANCE OW_RiverBridge (C_SFX_DEF) {file= "river_underbridge.wav"; vol = 50; };
INSTANCE OW_CoastLight (C_SFX_DEF) {file= "coast_light.wav"; vol = 110; };
INSTANCE OW_CoastHeavy (C_SFX_DEF) {file= "coast_heavy.wav"; vol = 60; };
INSTANCE OW_WFallCave (C_SFX_DEF) {file= "waterfall_cave.wav"; vol = 50; };
INSTANCE UnderwaterAmbience (C_SFX_DEF) {file= "underwater_02.wav"; vol = 60; };
/* Wood: */
INSTANCE Wood_Day1 (C_SFX_DEF) {file= "wood_day.wav"; vol = 70; };
INSTANCE Wood_Day2 (C_SFX_DEF) {file= "wood_dayambience.wav"; vol = 60; };
INSTANCE Wood_Night1 (C_SFX_DEF) {file= "night_wood.wav"; vol = 70; };
INSTANCE Wood_NearWater1 (C_SFX_DEF) {file= "wood_nearwater_01.wav"; vol = 70; };
INSTANCE Wood_NearWater2 (C_SFX_DEF) {file= "wood_nearwater_02.wav"; vol = 70; };
INSTANCE Wood_BirdAmbience1 (C_SFX_DEF) {file= "wood_birdambience.wav"; vol = 90; };
INSTANCE Wood_BirdAmbience2 (C_SFX_DEF) {file= "wood_birdambience.wav"; vol = 90; };
/* Misc: */
instance DropsInCave (C_SFX_DEF) {file= "water_dropsincave.wav"; vol = 30; };
INSTANCE InsectsFrogs_Night (C_SFX_DEF) {file= "night_insects_frog.wav"; vol = 30; };
INSTANCE InsectsFrogs_Night2 (C_SFX_DEF) {file= "frogsandinsects.wav"; vol = 20; };
INSTANCE InsectsFrogs_Night3 (C_SFX_DEF) {file= "frogsandinsects2.wav"; vol = 20; };
INSTANCE InsectsFrogs_Night4 (C_SFX_DEF) {file= "frogsandinsects3.wav"; vol = 20; };
INSTANCE InsectsFrogs_Night5 (C_SFX_DEF) {file= "frogsandinsects4.wav"; vol = 20; };
INSTANCE Owls_And_Nightingales (C_SFX_DEF) {file= "owlsandnightingales.wav"; vol = 30; };
INSTANCE Insects_And_Nightingales (C_SFX_DEF) {file= "smallinsectsandnightingales.wav";vol = 30; };
INSTANCE Insects_Only1 (C_SFX_DEF) {file= "night_insects.wav"; vol = 30; };
INSTANCE Insects_Only2 (C_SFX_DEF) {file= "insects.wav"; vol = 30; };
INSTANCE MysteriousAmbience (C_SFX_DEF) {file= "mysterious_ambience.wav"; vol = 70; };
INSTANCE Mystery_01 (C_SFX_DEF) {file= "Mystery_01.wav"; vol = 40; };
INSTANCE Mystery_02 (C_SFX_DEF) {file= "Mystery_02.wav"; vol = 40; };
INSTANCE Mystery_03 (C_SFX_DEF) {file= "Mystery_03.wav"; vol = 40; };
INSTANCE Mystery_04 (C_SFX_DEF) {file= "Mystery_04.wav"; vol = 40; };
INSTANCE Mystery_05 (C_SFX_DEF) {file= "Mystery_05.wav"; vol = 40; };
INSTANCE Mystery_06 (C_SFX_DEF) {file= "Mystery_06.wav"; vol = 40; };
INSTANCE Mystery_07 (C_SFX_DEF) {file= "Mystery_07.wav"; vol = 40; };
INSTANCE Sleepercave (C_SFX_DEF) {file= "sleepercave_01.wav"; vol = 80; };
INSTANCE howling_01 (C_SFX_DEF) {file= "howling_01.wav"; vol = 40; };
INSTANCE percussion_01 (C_SFX_DEF) {file= "percussion_01.wav"; vol = 40; };
INSTANCE percussion_02 (C_SFX_DEF) {file= "percussion_02.wav"; vol = 40; };
INSTANCE zombie_01 (C_SFX_DEF) {file= "zombie_01.wav"; vol = 40; };
INSTANCE rumble_01 (C_SFX_DEF) {file= "rumble_01.wav"; vol = 40; };
INSTANCE cave_winds_01 (C_SFX_DEF) {file= "cave_winds_01.wav"; vol = 40; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// C R E A T U R E S ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* General */
INSTANCE SCRATCH (C_SFX_DEF) {file= "SCRATCH_01.wav"; vol = 110; };
INSTANCE SCRATCH_A1 (C_SFX_DEF) {file= "SCRATCH_02.wav"; vol = 110; };
INSTANCE SCRATCH_SMALL (C_SFX_DEF) {file= "M_SCRATCH_SMALL01.wav"; vol = 90; };
INSTANCE SCRATCH_SMALL_A1 (C_SFX_DEF) {file= "M_SCRATCH_SMALL02.wav"; vol = 90; };
INSTANCE M_EAT (C_SFX_DEF) {file= "M_EAT01.wav"; vol = 110; };
INSTANCE M_FALL_HUGE (C_SFX_DEF) {file= "M_FALL_HUGE01.wav"; vol = 127; };
INSTANCE M_FALL_SMALL (C_SFX_DEF) {file= "M_FALL_SMALL01.wav"; vol = 110; };
INSTANCE M_STEP_HUGE (C_SFX_DEF) {file= "M_STEP_HUGE01.wav"; vol = 127; };
INSTANCE M_STEP_HUGE_2 (C_SFX_DEF) {file= "M_STEP_HUGE02.wav"; vol = 127; };
/* Alligator */
INSTANCE ALG_Ambient (C_SFX_DEF) {file= "ALG_ambient.wav"; vol = 50; };
INSTANCE ALG_Ambient_A1 (C_SFX_DEF) {file= "ALG_ambient2.wav"; vol = 50; };
INSTANCE ALG_Ambient_A2 (C_SFX_DEF) {file= "ALG_ambient3.wav"; vol = 50; };
INSTANCE ALG_Ambient_A3 (C_SFX_DEF) {file= "ALG_ambient4.wav"; vol = 50; };
INSTANCE ALG_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ALG_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ALG_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ALG_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ALG_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ALG_Attack (C_SFX_DEF) {file= "ALG_attack.wav"; vol = 125; };
INSTANCE ALG_Attack_A1 (C_SFX_DEF) {file= "ALG_attack2.wav"; vol = 125; };
INSTANCE ALG_Attack_A2 (C_SFX_DEF) {file= "ALG_attack3.wav"; vol = 125; };
INSTANCE ALG_Attack_A3 (C_SFX_DEF) {file= "ALG_attack4.wav"; vol = 125; };
INSTANCE ALG_Die (C_SFX_DEF) {file= "ALG_die.wav"; vol = 100; };
INSTANCE ALG_Die_A1 (C_SFX_DEF) {file= "ALG_die2.wav"; vol = 100; };
INSTANCE ALG_Hurt (C_SFX_DEF) {file= "ALG_hurt.wav"; vol = 100; };
INSTANCE ALG_Hurt_A1 (C_SFX_DEF) {file= "ALG_hurt2.wav"; vol = 100; };
INSTANCE ALG_Hurt_A2 (C_SFX_DEF) {file= "ALG_hurt3.wav"; vol = 100; };
INSTANCE ALG_Warn (C_SFX_DEF) {file= "ALG_warn.wav"; vol = 125; };
/* Babe */
INSTANCE BAB_Ambient (C_SFX_DEF) {file= "BAB_Ambient01.wav"; vol = 25; };
INSTANCE BAB_Ambient_A1 (C_SFX_DEF) {file= "BAB_Ambient02.wav"; vol = 30; };
INSTANCE BAB_Ambient_A2 (C_SFX_DEF) {file= "BAB_Ambient03.wav"; vol = 25; };
INSTANCE BAB_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 30; };
INSTANCE BAB_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Die (C_SFX_DEF) {file= "BAB_Die01.wav"; vol = 50; };
INSTANCE BAB_Die_A1 (C_SFX_DEF) {file= "BAB_Die02.wav"; vol = 50; };
INSTANCE BAB_Hurt (C_SFX_DEF) {file= "BAB_Hurt01.wav"; vol = 50; };
INSTANCE BAB_Hurt_A1 (C_SFX_DEF) {file= "BAB_Hurt02.wav"; vol = 50; };
INSTANCE BAB_Sigh (C_SFX_DEF) {file= "BAB_Ambient01.wav"; vol = 25; };
INSTANCE BAB_Sigh_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Sigh_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BAB_Sigh_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* Blattcrawler */
INSTANCE BCR_Ambient (C_SFX_DEF) {file= "BCR_ambient.wav"; vol = 30; };
INSTANCE BCR_Ambient_A1 (C_SFX_DEF) {file= "BCR_ambient02.wav"; vol = 30; };
INSTANCE BCR_Ambient_A2 (C_SFX_DEF) {file= "BCR_ambient03.wav"; vol = 30; };
INSTANCE BCR_Ambient_A3 (C_SFX_DEF) {file= "BCR_ambient04.wav"; vol = 30; };
INSTANCE BCR_Ambient_A4 (C_SFX_DEF) {file= "BCR_ambient05.wav"; vol = 30; };
INSTANCE BCR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A13 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A14 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A15 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Ambient_A16 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE BCR_Attack (C_SFX_DEF) {file= "BCR_attack.wav"; vol = 75; };
INSTANCE BCR_Attack_A1 (C_SFX_DEF) {file= "BCR_attack2.wav"; vol = 75; };
INSTANCE BCR_Attack_A2 (C_SFX_DEF) {file= "BCR_attack3.wav"; vol = 75; };
INSTANCE BCR_Die (C_SFX_DEF) {file= "BCR_die.wav"; vol = 100; };
INSTANCE BCR_Die_A1 (C_SFX_DEF) {file= "BCR_die2.wav"; vol = 100; };
INSTANCE BCR_Die_A2 (C_SFX_DEF) {file= "BCR_die3.wav"; vol = 100; };
INSTANCE BCR_Die_A3 (C_SFX_DEF) {file= "BCR_die4.wav"; vol = 100; };
INSTANCE BCR_eating (C_SFX_DEF) {file= "BCR_eating.wav"; vol = 75; };
INSTANCE BCR_eating_A1 (C_SFX_DEF) {file= "BCR_eating2.wav"; vol = 75; };
INSTANCE BCR_eating_A2 (C_SFX_DEF) {file= "BCR_eating3.wav"; vol = 75; };
INSTANCE BCR_eating_A3 (C_SFX_DEF) {file= "BCR_eating4.wav"; vol = 75; };
INSTANCE BCR_Hurt (C_SFX_DEF) {file= "BCR_hurt.wav"; vol = 75; };
INSTANCE BCR_Hurt_A1 (C_SFX_DEF) {file= "BCR_hurt2.wav"; vol = 75; };
INSTANCE BCR_Hurt_A2 (C_SFX_DEF) {file= "BCR_hurt3.wav"; vol = 75; };
INSTANCE BCR_Walk (C_SFX_DEF) {file= "BCR_walk.wav"; vol = 40; };
INSTANCE BCR_Walk_A1 (C_SFX_DEF) {file= "BCR_walk2.wav"; vol = 40; };
INSTANCE BCR_Walk_A2 (C_SFX_DEF) {file= "BCR_walk3.wav"; vol = 40; };
INSTANCE BCR_Walk_A3 (C_SFX_DEF) {file= "BCR_walk4.wav"; vol = 40; };
INSTANCE BCR_Walk_A4 (C_SFX_DEF) {file= "BCR_walk5.wav"; vol = 40; };
INSTANCE BCR_Walk_A5 (C_SFX_DEF) {file= "BCR_walk6.wav"; vol = 40; };
INSTANCE BCR_Warn (C_SFX_DEF) {file= "BCR_warn.wav"; vol = 100; };
INSTANCE BCR_Warn_A1 (C_SFX_DEF) {file= "BCR_warn2.wav"; vol = 100; };
/* Bloodfly */
INSTANCE BLO_Attack (C_SFX_DEF) {file= "BLO_Attack01.wav"; vol = 75; };
INSTANCE BLO_Attack_A1 (C_SFX_DEF) {file= "BLO_Attack02.wav"; vol = 75; };
INSTANCE BLO_Attack_A2 (C_SFX_DEF) {file= "BLO_Attack03.wav"; vol = 75; };
INSTANCE BLO_Die (C_SFX_DEF) {file= "BLO_Die01.wav"; vol = 75; };
INSTANCE BLO_Die_A1 (C_SFX_DEF) {file= "BLO_Die02.wav"; vol = 75; };
INSTANCE BLO_Hurt (C_SFX_DEF) {file= "BLO_Hurt01.wav"; vol = 75; };
INSTANCE BLO_Hurt_A1 (C_SFX_DEF) {file= "BLO_Hurt02.wav"; vol = 75; };
INSTANCE BLO_Hurt_A2 (C_SFX_DEF) {file= "BLO_Hurt03.wav"; vol = 75; };
INSTANCE BLO_Warn (C_SFX_DEF) {file= "BLO_Warn01.wav"; vol = 110; };
INSTANCE BLO_Warn_A1 (C_SFX_DEF) {file= "BLO_Warn02.wav"; vol = 110; };
INSTANCE BLO_Wings (C_SFX_DEF) {file= "BLO_Wings_01.wav"; vol = 20; };
INSTANCE BLO_Wings_A1 (C_SFX_DEF) {file= "BLO_Wings_02.wav"; vol = 20; };
INSTANCE BLO_Wings_A2 (C_SFX_DEF) {file= "BLO_Wings_03.wav"; vol = 20; };
INSTANCE BLO_Wings_A3 (C_SFX_DEF) {file= "BLO_Wings_04.wav"; vol = 20; };
INSTANCE BLO_Wings_A4 (C_SFX_DEF) {file= "BLO_Wings_05.wav"; vol = 20; };
/* CrwQueen */
INSTANCE QUE_Ambient (C_SFX_DEF) {file= "QUE_Glibber01.wav"; vol = 100; };
INSTANCE QUE_Ambient_A1 (C_SFX_DEF) {file= "QUE_Glibber02.wav"; vol = 100; };
INSTANCE QUE_Ambient_A2 (C_SFX_DEF) {file= "QUE_Glibber03.wav"; vol = 100; };
INSTANCE QUE_Ambient_A3 (C_SFX_DEF) {file= "QUE_Glibber04.wav"; vol = 100; };
INSTANCE QUE_Ambient_A4 (C_SFX_DEF) {file= "QUE_Glibber05.wav"; vol = 100; };
INSTANCE QUE_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE QUE_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE QUE_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE QUE_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE QUE_Attack (C_SFX_DEF) {file= "QUE_Attack01.wav"; vol = 127; };
INSTANCE QUE_Attack_A1 (C_SFX_DEF) {file= "QUE_Attack02.wav"; vol = 127; };
INSTANCE QUE_Attack_A2 (C_SFX_DEF) {file= "QUE_Attack03.wav"; vol = 127; };
INSTANCE QUE_Attack_A3 (C_SFX_DEF) {file= "QUE_Attack04.wav"; vol = 127; };
INSTANCE QUE_Breath (C_SFX_DEF) {file= "QUE_Breath01.wav"; vol = 50; };
INSTANCE QUE_Breath_A1 (C_SFX_DEF) {file= "QUE_Breath02.wav"; vol = 50; };
INSTANCE QUE_Die (C_SFX_DEF) {file= "QUE_Die01.wav"; vol = 127; };
/* Demon / Demonlord */
INSTANCE DEM_Ambient (C_SFX_DEF) {file= "DEM_Ambient01.wav"; vol = 60; };
INSTANCE DEM_Ambient_A1 (C_SFX_DEF) {file= "DEM_Ambient02.wav"; vol = 60; };
INSTANCE DEM_Ambient_A2 (C_SFX_DEF) {file= "DEM_Ambient03.wav"; vol = 60; };
INSTANCE DEM_Ambient_A3 (C_SFX_DEF) {file= "DEM_Ambient04.wav"; vol = 60; };
INSTANCE DEM_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DEM_Attack (C_SFX_DEF) {file= "DEM_Attack01.wav"; vol = 100; };
INSTANCE DEM_Attack_A1 (C_SFX_DEF) {file= "DEM_Attack02.wav"; vol = 100; };
INSTANCE DEM_Die (C_SFX_DEF) {file= "DEM_Die01.wav"; vol = 110; };
INSTANCE DEM_Die_A1 (C_SFX_DEF) {file= "DEM_Die02.wav"; vol = 110; };
INSTANCE DEM_Hurt (C_SFX_DEF) {file= "DEM_Hurt01.wav"; vol = 90; };
INSTANCE DEM_Warn (C_SFX_DEF) {file= "DEM_Warn01.wav"; vol = 110; };
INSTANCE DEM_WingFlap (C_SFX_DEF) {file= "DEM_Wingflap01.wav"; vol = 50; };
INSTANCE DEM_WingFlap_A1 (C_SFX_DEF) {file= "DEM_Wingflap02.wav"; vol = 50; };
INSTANCE DEM_WingFlap_A2 (C_SFX_DEF) {file= "DEM_Wingflap03.wav"; vol = 50; };
/* Draconier */ INSTANCE DRC_Ambient (C_SFX_DEF) {file= "DRC_Ambient_01.wav"; vol = 30; };
INSTANCE DRC_Ambient_A1 (C_SFX_DEF) {file= "DRC_Ambient_02.wav"; vol = 30; };
INSTANCE DRC_Ambient_A2 (C_SFX_DEF) {file= "DRC_Ambient_03.wav"; vol = 30; };
INSTANCE DRC_Ambient_A3 (C_SFX_DEF) {file= "DRC_Ambient_04.wav"; vol = 30; };
INSTANCE DRC_Ambient_A4 (C_SFX_DEF) {file= "DRC_Ambient_05.wav"; vol = 30; };
INSTANCE DRC_Ambient_A5 (C_SFX_DEF) {file= "DRC_Ambient_06.wav"; vol = 0; };
INSTANCE DRC_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Ambient_Short (C_SFX_DEF) {file= "DRC_Ambient_Short_01.wav"; vol = 50; };
INSTANCE DRC_Ambient_Short_A1 (C_SFX_DEF) {file= "DRC_Ambient_Short_02.wav"; vol = 50; };
INSTANCE DRC_Ambient_Short_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRC_Die (C_SFX_DEF) {file= "DRC_Die_01.wav"; vol = 80; };
INSTANCE DRC_Warn (C_SFX_DEF) {file= "DRC_Warn_01.wav"; vol = 127; };
INSTANCE DRC_Hurt (C_SFX_DEF) {file= "DRC_Hurt_01.wav"; vol = 100; };
INSTANCE DRC_Hurt_A1 (C_SFX_DEF) {file= "DRC_Hurt_02.wav"; vol = 100; };
INSTANCE DRC_Hurt_A2 (C_SFX_DEF) {file= "DRC_Hurt_03.wav"; vol = 100; };
INSTANCE DRC_Attack (C_SFX_DEF) {file= "DRC_Attack_01.wav"; vol = 100; };
INSTANCE DRC_Attack_A1 (C_SFX_DEF) {file= "DRC_Attack_02.wav"; vol = 100; };
INSTANCE DRC_Attack_A2 (C_SFX_DEF) {file= "DRC_Attack_03.wav"; vol = 100; };
INSTANCE DRC_Attack_A3 (C_SFX_DEF) {file= "DRC_Attack_04.wav"; vol = 100; };
/* Dragon_Rock */
INSTANCE DRG_Ambient (C_SFX_DEF) {file= "DRG_Ambient_01.wav"; vol = 127; };
INSTANCE DRG_Ambient_A1 (C_SFX_DEF) {file= "DRG_Ambient_02.wav"; vol = 127; };
INSTANCE DRG_Ambient_A2 (C_SFX_DEF) {file= "DRG_Ambient_03.wav"; vol = 127; };
INSTANCE DRG_Ambient_A3 (C_SFX_DEF) {file= "DRG_Ambient_04.wav"; vol = 127; };
INSTANCE DRG_Ambient_A4 (C_SFX_DEF) {file= "DRG_Ambient_05.wav"; vol = 127; };
INSTANCE DRG_Ambient_A5 (C_SFX_DEF) {file= "DRG_Ambient_06.wav"; vol = 127; };
INSTANCE DRG_Attack (C_SFX_DEF) {file= "DRG_Attack_01.wav"; vol = 127; };
INSTANCE DRG_Attack_A1 (C_SFX_DEF) {file= "DRG_Attack_02.wav"; vol = 127; };
INSTANCE DRG_Attack_A2 (C_SFX_DEF) {file= "DRG_Attack_03.wav"; vol = 127; };
INSTANCE DRG_Hurt (C_SFX_DEF) {file= "DRG_Hurt_01.wav"; vol = 127; };
INSTANCE DRG_Hurt_A1 (C_SFX_DEF) {file= "DRG_Hurt_02.wav"; vol = 127; };
INSTANCE DRG_Hurt_A2 (C_SFX_DEF) {file= "DRG_Hurt_03.wav"; vol = 127; };
INSTANCE DRG_Hurt_A3 (C_SFX_DEF) {file= "DRG_Hurt_04.wav"; vol = 127; };
INSTANCE DRG_Die (C_SFX_DEF) {file= "DRG_Rock_Die_01.wav"; vol = 127; };
INSTANCE DRG_Fall (C_SFX_DEF) {file= "DRG_Rock_Fall_01.wav"; vol = 127; };
/* Dragon_Rock */
INSTANCE DRG_Rock_Crumble (C_SFX_DEF) {file= "DRG_Crumble_01.wav"; vol = 40; };
INSTANCE DRG_Rock_Crumble_A1 (C_SFX_DEF) {file= "DRG_Crumble_02.wav"; vol = 40; };
INSTANCE DRG_Rock_Crumble_A2 (C_SFX_DEF) {file= "DRG_Crumble_03.wav"; vol = 40; };
INSTANCE DRG_Rock_Ambient (C_SFX_DEF) {file= "DRG_Rock_Ambient_01.wav"; vol = 127; };
INSTANCE DRG_Rock_Ambient_A1 (C_SFX_DEF) {file= "DRG_Rock_Ambient_02.wav"; vol = 127; };
INSTANCE DRG_Rock_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRG_Rock_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DRG_Rock_Attack (C_SFX_DEF) {file= "DRG_Rock_Attack_01.wav"; vol = 127; };
INSTANCE DRG_Rock_Attack_A1 (C_SFX_DEF) {file= "DRG_Rock_Attack_02.wav"; vol = 127; };
INSTANCE DRG_Rock_Die (C_SFX_DEF) {file= "DRG_Rock_Die_01.wav"; vol = 127; };
INSTANCE DRG_Rock_Fall (C_SFX_DEF) {file= "DRG_Rock_Fall_01.wav"; vol = 127; };
/* DragonSnapper */
INSTANCE DSN_Ambient (C_SFX_DEF) {file= "DSN_Ambient_01.wav"; vol = 100; };
INSTANCE DSN_Ambient_A1 (C_SFX_DEF) {file= "DSN_Ambient_02.wav"; vol = 100; };
INSTANCE DSN_Ambient_A2 (C_SFX_DEF) {file= "DSN_Ambient_03.wav"; vol = 100; };
INSTANCE DSN_Ambient_A3 (C_SFX_DEF) {file= "DSN_Ambient_04.wav"; vol = 100; };
INSTANCE DSN_Ambient_A4 (C_SFX_DEF) {file= "DSN_Ambient_05.wav"; vol = 100; };
INSTANCE DSN_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DSN_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE DSN_Run (C_SFX_DEF) {file= "DSN_Run_01.wav"; vol = 100; };
INSTANCE DSN_Run_A1 (C_SFX_DEF) {file= "DSN_Run_02.wav"; vol = 100; };
INSTANCE DSN_Run_A2 (C_SFX_DEF) {file= "DSN_Run_03.wav"; vol = 100; };
INSTANCE DSN_Attack (C_SFX_DEF) {file= "DSN_Attack_01.wav"; vol = 100; };
INSTANCE DSN_Attack_A1 (C_SFX_DEF) {file= "DSN_Attack_02.wav"; vol = 127; };
INSTANCE DSN_Attack_A2 (C_SFX_DEF) {file= "DSN_Attack_03.wav"; vol = 100; };
INSTANCE DSN_Attack_A3 (C_SFX_DEF) {file= "DSN_Warn_03.wav"; vol = 127; };
INSTANCE DSN_Sleep (C_SFX_DEF) {file= "DSN_Sleep_01.wav"; vol = 127; };
INSTANCE DSN_Sleep_A1 (C_SFX_DEF) {file= "DSN_Sleep_02.wav"; vol = 127; };
INSTANCE DSN_Sleep_A2 (C_SFX_DEF) {file= "DSN_Sleep_03.wav"; vol = 127; };
INSTANCE DSN_Hurt (C_SFX_DEF) {file= "DSN_Hurt_01.wav"; vol = 127; };
INSTANCE DSN_Hurt_A1 (C_SFX_DEF) {file= "DSN_Hurt_02.wav"; vol = 127; };
INSTANCE DSN_Die (C_SFX_DEF) {file= "DSN_Die_01.wav"; vol = 127; };
INSTANCE DSN_Eat (C_SFX_DEF) {file= "DSN_Eat_01.wav"; vol = 127; };
INSTANCE DSN_Eat_A1 (C_SFX_DEF) {file= "DSN_Eat_02.wav"; vol = 127; };
INSTANCE DSN_Warn1 (C_SFX_DEF) {file= "DSN_Warn_01.wav"; vol = 127; };
INSTANCE DSN_Warn2 (C_SFX_DEF) {file= "DSN_Warn_02.wav"; vol = 127; };
INSTANCE DSN_Perception (C_SFX_DEF) {file= "DSN_Perception_01.wav"; vol = 127; };
/* Feuerteufel */
INSTANCE FSB_Attack (C_SFX_DEF) {file= "FSB_attack.wav"; vol = 127; };
INSTANCE FSB_Attack_A1 (C_SFX_DEF) {file= "FSB_attack2.wav"; vol = 127; };
INSTANCE FSB_Attack_A2 (C_SFX_DEF) {file= "FSB_attack3.wav"; vol = 127; };
INSTANCE FSB_Die (C_SFX_DEF) {file= "FSB_die.wav"; vol = 100; };
INSTANCE FSB_Die_A1 (C_SFX_DEF) {file= "FSB_die2.wav"; vol = 100; };
INSTANCE FSB_Fire (C_SFX_DEF) {file= "FSB_burn.wav"; vol = 75; };
INSTANCE FSB_Fire_A1 (C_SFX_DEF) {file= "FSB_burn2.wav"; vol = 75; };
INSTANCE FSB_Fire_A2 (C_SFX_DEF) {file= "FSB_burn3.wav"; vol = 75; };
INSTANCE FSB_Fire_A3 (C_SFX_DEF) {file= "FSB_burn4.wav"; vol = 75; };
INSTANCE FSB_Fire_A4 (C_SFX_DEF) {file= "FSB_burn5.wav"; vol = 75; };
INSTANCE FSB_Hurt (C_SFX_DEF) {file= "FSB_hurt.wav"; vol = 100; };
INSTANCE FSB_Hurt_A1 (C_SFX_DEF) {file= "FSB_hurt2.wav"; vol = 100; };
INSTANCE FSB_Hurt_A2 (C_SFX_DEF) {file= "FSB_hurt3.wav"; vol = 100; };
INSTANCE FSB_Warn (C_SFX_DEF) {file= "FSB_warn.wav"; vol = 100; };
INSTANCE FSB_Warn_A1 (C_SFX_DEF) {file= "FSB_warn2.wav"; vol = 100; };
/* Giant Bug */
INSTANCE GB_Ambient (C_SFX_DEF) {file= "GB_Ambient_01.wav"; vol = 70; };
INSTANCE GB_Ambient_A1 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 60; };
INSTANCE GB_Ambient_A2 (C_SFX_DEF) {file= "GB_Ambient_03.wav"; vol = 70; };
INSTANCE GB_Ambient_A3 (C_SFX_DEF) {file= "GB_Ambient_04.wav"; vol = 80; };
INSTANCE GB_Ambient_A4 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 70; };
INSTANCE GB_Ambient_A5 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 60; };
INSTANCE GB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GB_Ambient_A8 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 70; };
INSTANCE GB_Ambient_A9 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 80; };
INSTANCE GB_Ambient_A10 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 70; };
INSTANCE GB_Ambient_A11 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 60; };
INSTANCE GB_Ambient_A12 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 70; };
INSTANCE GB_Ambient_A13 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 80; };
INSTANCE GB_Attack (C_SFX_DEF) {file= "GB_Attack_01.wav"; vol = 120; };
INSTANCE GB_Attack_A1 (C_SFX_DEF) {file= "GB_Attack_03.wav"; vol = 120; };
INSTANCE GB_Attack_A2 (C_SFX_DEF) {file= "GB_Attack_03.wav"; vol = 120; };
INSTANCE GB_Attack_A3 (C_SFX_DEF) {file= "GB_Attack_04.wav"; vol = 120; };
INSTANCE GB_Attack_A4 (C_SFX_DEF) {file= "GB_Attack_04.wav"; vol = 120; };
INSTANCE GB_Walk (C_SFX_DEF) {file= "GB_Walk_01.wav"; vol = 40; };
INSTANCE GB_Walk_A1 (C_SFX_DEF) {file= "GB_Walk_02.wav"; vol = 40; };
INSTANCE GB_Walk_A2 (C_SFX_DEF) {file= "GB_Walk_03.wav"; vol = 40; };
INSTANCE GB_Warn (C_SFX_DEF) {file= "GB_Warn_01.wav"; vol = 120; };
INSTANCE GB_Warn_A1 (C_SFX_DEF) {file= "GB_Warn_02.wav"; vol = 120; };
INSTANCE GB_Perception (C_SFX_DEF) {file= "GB_Perception_01.wav"; vol = 80; };
INSTANCE GB_Hurt (C_SFX_DEF) {file= "GB_Hurt_01.wav"; vol = 80; };
INSTANCE GB_Hurt_A1 (C_SFX_DEF) {file= "GB_Hurt_02.wav"; vol = 80; };
INSTANCE GB_Hurt_A2 (C_SFX_DEF) {file= "GB_Hurt_03.wav"; vol = 80; };
INSTANCE GB_Die (C_SFX_DEF) {file= "GB_Die_01.wav"; vol = 80; };
INSTANCE GB_Die_A1 (C_SFX_DEF) {file= "GB_Die_02.wav"; vol = 80; };
/* Giant Rat */
INSTANCE RAT_Ambient (C_SFX_DEF) {file= "RAT_Ambient_01.wav"; vol = 70; };
INSTANCE RAT_Ambient_A1 (C_SFX_DEF) {file= "RAT_Ambient_02.wav"; vol = 80; };
INSTANCE RAT_Ambient_A2 (C_SFX_DEF) {file= "RAT_Ambient_03.wav"; vol = 90; };
INSTANCE RAT_Ambient_A3 (C_SFX_DEF) {file= "RAT_Ambient_04.wav"; vol = 80; };
INSTANCE RAT_Ambient_A4 (C_SFX_DEF) {file= "RAT_Ambient_05.wav"; vol = 70; };
INSTANCE RAT_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAT_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAT_Attack (C_SFX_DEF) {file= "RAT_Attack_01.wav"; vol = 120; };
INSTANCE RAT_Attack_A1 (C_SFX_DEF) {file= "RAT_Attack_02.wav"; vol = 120; };
INSTANCE RAT_Attack_A2 (C_SFX_DEF) {file= "RAT_Attack_03.wav"; vol = 120; };
INSTANCE RAT_Hurt (C_SFX_DEF) {file= "RAT_Hurt_01.wav"; vol = 120; };
INSTANCE RAT_Hurt_A1 (C_SFX_DEF) {file= "RAT_Hurt_02.wav"; vol = 120; };
INSTANCE RAT_Hurt_A2 (C_SFX_DEF) {file= "RAT_Hurt_03.wav"; vol = 120; };
INSTANCE RAT_Die (C_SFX_DEF) {file= "RAT_Dead_01.wav"; vol = 127; };
INSTANCE RAT_Eat (C_SFX_DEF) {file= "RAT_Eat_01.wav"; vol = 100; };
INSTANCE RAT_Eat_A1 (C_SFX_DEF) {file= "RAT_Eat_02.wav"; vol = 100; };
INSTANCE RAT_EatWarn (C_SFX_DEF) {file= "RAT_EatWarn_01.wav"; vol = 60; };
INSTANCE RAT_EatWarn_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAT_EatWarn_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* Gobbo */
INSTANCE GOB_Ambient (C_SFX_DEF) {file= "GOB_Ambient05.wav"; vol = 40; };
INSTANCE GOB_Ambient_A1 (C_SFX_DEF) {file= "GOB_Ambient04.wav"; vol = 40; };
INSTANCE GOB_Ambient_A2 (C_SFX_DEF) {file= "GOB_Ambient03.wav"; vol = 40; };
INSTANCE GOB_Ambient_A3 (C_SFX_DEF) {file= "GOB_Ambient02.wav"; vol = 40; };
INSTANCE GOB_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GOB_Attack (C_SFX_DEF) {file= "GOB_Attack01.wav"; vol = 50; };
INSTANCE GOB_Attack_A1 (C_SFX_DEF) {file= "GOB_Attack02.wav"; vol = 50; };
INSTANCE GOB_Die (C_SFX_DEF) {file= "GOB_Die01.wav"; vol = 50; };
INSTANCE GOB_Happy (C_SFX_DEF) {file= "GOB_Happy01.wav"; vol = 50; };
INSTANCE GOB_Hurt (C_SFX_DEF) {file= "GOB_Hurt01.wav"; vol = 50; };
INSTANCE GOB_Hurt_A1 (C_SFX_DEF) {file= "GOB_Hurt02.wav"; vol = 50; };
INSTANCE GOB_Hurt_A2 (C_SFX_DEF) {file= "GOB_Hurt03.wav"; vol = 50; };
INSTANCE GOB_Hurt_A3 (C_SFX_DEF) {file= "GOB_Hurt04.wav"; vol = 50; };
INSTANCE GOB_Warn (C_SFX_DEF) {file= "GOB_Warn01.wav"; vol = 95; };
INSTANCE GOB_Warn_A1 (C_SFX_DEF) {file= "GOB_Warn02.wav"; vol = 95; };
INSTANCE GOB_Warn_A2 (C_SFX_DEF) {file= "GOB_Warn03.wav"; vol = 95; };
INSTANCE GOB_Warn_A3 (C_SFX_DEF) {file= "GOB_Warn04.wav"; vol = 95; };
/* Golem */
INSTANCE GOL_Ambient (C_SFX_DEF) {file= "GOL_Ambient01.wav"; vol = 65; };
INSTANCE GOL_Ambient_A1 (C_SFX_DEF) {file= "GOL_Ambient02.wav"; vol = 65; };
INSTANCE GOL_Ambient_A2 (C_SFX_DEF) {file= "GOL_Ambient03.wav"; vol = 65; };
INSTANCE GOL_Attack (C_SFX_DEF) {file= "GOL_Attack01.wav"; vol = 127; };
INSTANCE GOL_Die (C_SFX_DEF) {file= "GOL_Die01.wav"; vol = 127; };
INSTANCE GOL_Falldown (C_SFX_DEF) {file= "GOL_Falldown01.wav"; vol = 127; };
INSTANCE GOL_StepBoom (C_SFX_DEF) {file= "GOL_StepBoom01.wav"; vol = 127; };
INSTANCE GOL_StepBoom_A1 (C_SFX_DEF) {file= "GOL_StepBoom02.wav"; vol = 127; };
INSTANCE GOL_StepBoom_A2 (C_SFX_DEF) {file= "GOL_StepBoom03.wav"; vol = 127; };
INSTANCE GOL_Warn (C_SFX_DEF) {file= "GOL_Warn01.wav"; vol = 127; };
INSTANCE FGO_Attack (C_SFX_DEF) {file= "FGO_Attack01.wav"; vol = 127; };
INSTANCE IGO_Attack (C_SFX_DEF) {file= "IGO_Attack01.wav"; vol = 127; };
/* Grasland Scavenger */
INSTANCE GSC_Ambient_Short (C_SFX_DEF) {file= "GSC_Ambient_Short01.wav"; vol = 75; };
INSTANCE GSC_Ambient_Short_A1 (C_SFX_DEF) {file= "GSC_Ambient_Short02.wav"; vol = 75; };
INSTANCE GSC_Ambient_Short_A2 (C_SFX_DEF) {file= "GSC_Ambient_Short03.wav"; vol = 75; };
INSTANCE GSC_Ambient_Short_A3 (C_SFX_DEF) {file= "GSC_Ambient_Short04.wav"; vol = 75; };
INSTANCE GSC_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GSC_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GSC_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GSC_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE GSC_Attack (C_SFX_DEF) {file= "GSC_Attack01.wav"; vol = 100; };
INSTANCE GSC_Attack_A1 (C_SFX_DEF) {file= "GSC_Attack02.wav"; vol = 100; };
INSTANCE GSC_Die (C_SFX_DEF) {file= "GSC_Die01.wav"; vol = 100; };
INSTANCE GSC_Die_A1 (C_SFX_DEF) {file= "GSC_Die02.wav"; vol = 100; };
INSTANCE GSC_Gacker (C_SFX_DEF) {file= "GSC_Gacker01.wav"; vol = 100; };
INSTANCE GSC_Hurt (C_SFX_DEF) {file= "GSC_Hurt01.wav"; vol = 100; };
INSTANCE GSC_Hurt_A1 (C_SFX_DEF) {file= "GSC_Hurt02.wav"; vol = 100; };
INSTANCE GSC_Hurt_A2 (C_SFX_DEF) {file= "GSC_Hurt03.wav"; vol = 100; };
INSTANCE GSC_Shakehead (C_SFX_DEF) {file= "GSC_Shakehead01.wav"; vol = 100; };
INSTANCE GSC_SlurpDown (C_SFX_DEF) {file= "GSC_Slurp01.wav"; vol = 100; };
INSTANCE GSC_Warn (C_SFX_DEF) {file= "GSC_Warn01.wav"; vol = 100; };
/* Harpie */
INSTANCE HAR_Ambient (C_SFX_DEF) {file= "HAR_Ambient01.wav"; vol = 100; };
INSTANCE HAR_Ambient_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HAR_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HAR_Attack (C_SFX_DEF) {file= "HAR_Attack01.wav"; vol = 100; };
INSTANCE HAR_Attack_A1 (C_SFX_DEF) {file= "HAR_Attack02.wav"; vol = 100; };
INSTANCE HAR_Die (C_SFX_DEF) {file= "HAR_Die01.wav"; vol = 100; };
INSTANCE HAR_Hurt (C_SFX_DEF) {file= "HAR_Hurt01.wav"; vol = 100; };
INSTANCE HAR_Warn (C_SFX_DEF) {file= "HAR_Warn01.wav"; vol = 100; };
/* Keiler */
INSTANCE KLR_Ambient (C_SFX_DEF) {file= "KLR_ambient.wav"; vol = 75; };
INSTANCE KLR_Ambient_A1 (C_SFX_DEF) {file= "KLR_ambient2.wav"; vol = 75; };
INSTANCE KLR_Ambient_A2 (C_SFX_DEF) {file= "KLR_ambient3.wav"; vol = 75; };
INSTANCE KLR_Ambient_A3 (C_SFX_DEF) {file= "KLR_ambient4.wav"; vol = 75; };
INSTANCE KLR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE KLR_Attack (C_SFX_DEF) {file= "KLR_attack.wav"; vol = 100; };
INSTANCE KLR_Attack_A1 (C_SFX_DEF) {file= "KLR_attack2.wav"; vol = 100; };
INSTANCE KLR_Attack_A2 (C_SFX_DEF) {file= "KLR_attack3.wav"; vol = 100; };
INSTANCE KLR_Die (C_SFX_DEF) {file= "KLR_die.wav"; vol = 100; };
INSTANCE KLR_Die_A1 (C_SFX_DEF) {file= "KLR_die2.wav"; vol = 100; };
INSTANCE KLR_Die_A2 (C_SFX_DEF) {file= "KLR_die3.wav"; vol = 100; };
INSTANCE KLR_Hurt (C_SFX_DEF) {file= "KLR_hurt.wav"; vol = 75; };
INSTANCE KLR_Hurt_A1 (C_SFX_DEF) {file= "KLR_hurt2.wav"; vol = 75; };
INSTANCE KLR_Hurt_A2 (C_SFX_DEF) {file= "KLR_hurt3.wav"; vol = 75; };
INSTANCE KLR_Warn (C_SFX_DEF) {file= "KLR_warn.wav"; vol = 100; };
INSTANCE KLR_Warn_A1 (C_SFX_DEF) {file= "KLR_warn2.wav"; vol = 100; };
INSTANCE KLR_Warn_A2 (C_SFX_DEF) {file= "KLR_warn3.wav"; vol = 100; };
/* Lurker */
INSTANCE LUR_Ambient (C_SFX_DEF) {file= "LUR_Ambient01.wav"; vol = 90; };
INSTANCE LUR_Ambient_A1 (C_SFX_DEF) {file= "LUR_Ambient02.wav"; vol = 90; };
INSTANCE LUR_Ambient_A2 (C_SFX_DEF) {file= "LUR_Ambient03.wav"; vol = 90; };
INSTANCE LUR_Ambient_A3 (C_SFX_DEF) {file= "LUR_Ambient04.wav"; vol = 90; };
INSTANCE LUR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE LUR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE LUR_Ambient_Short (C_SFX_DEF) {file= "LUR_Ambient_Short01.wav"; vol = 110; };
INSTANCE LUR_Ambient_Short_A1 (C_SFX_DEF) {file= "LUR_Ambient_Short02.wav"; vol = 110; };
INSTANCE LUR_Ambient_Short_A2 (C_SFX_DEF) {file= "LUR_Ambient_Short03.wav"; vol = 110; };
INSTANCE LUR_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE LUR_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE LUR_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE LUR_Attack (C_SFX_DEF) {file= "LUR_Attack01.wav"; vol = 110; };
INSTANCE LUR_Attack_A1 (C_SFX_DEF) {file= "LUR_Attack02.wav"; vol = 110; };
INSTANCE LUR_Die (C_SFX_DEF) {file= "LUR_Die01.wav"; vol = 80; };
INSTANCE LUR_Sniff (C_SFX_DEF) {file= "LUR_Sniff01.wav"; vol = 100; };
INSTANCE LUR_Warn (C_SFX_DEF) {file= "LUR_Warn01.wav"; vol = 110; };
INSTANCE LUR_Warn_A1 (C_SFX_DEF) {file= "LUR_Warn02.wav"; vol = 110; };
/* Meatbug */
INSTANCE MEA_Ambient (C_SFX_DEF) {file= "MEA_Ambient01.wav"; vol = 25; };
INSTANCE MEA_Ambient_A1 (C_SFX_DEF) {file= "MEA_Ambient02.wav"; vol = 25; };
INSTANCE MEA_Ambient_A2 (C_SFX_DEF) {file= "MEA_Ambient03.wav"; vol = 25; };
INSTANCE MEA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MEA_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MEA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MEA_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MEA_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* Minecrawler */
INSTANCE CRW_Ambient (C_SFX_DEF) {file= "CRW_Ambient01.wav"; vol = 25; };
INSTANCE CRW_Ambient_A1 (C_SFX_DEF) {file= "CRW_Ambient02.wav"; vol = 25; };
INSTANCE CRW_Ambient_A2 (C_SFX_DEF) {file= "CRW_Ambient03.wav"; vol = 25; };
INSTANCE CRW_Ambient_A3 (C_SFX_DEF) {file= "CRW_Ambient04.wav"; vol = 25; };
INSTANCE CRW_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_Short (C_SFX_DEF) {file= "CRW_Ambient_Short01.wav"; vol = 20; };
INSTANCE CRW_Ambient_Short_A1 (C_SFX_DEF) {file= "CRW_Ambient_Short02.wav"; vol = 20; };
INSTANCE CRW_Ambient_Short_A2 (C_SFX_DEF) {file= "CRW_Ambient_Short03.wav"; vol = 20; };
INSTANCE CRW_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE CRW_Attack (C_SFX_DEF) {file= "CRW_Attack01.wav"; vol = 120; };
INSTANCE CRW_Attack_A1 (C_SFX_DEF) {file= "CRW_Attack02.wav"; vol = 120; };
INSTANCE CRW_Attack_A2 (C_SFX_DEF) {file= "CRW_Attack03.wav"; vol = 120; };
INSTANCE CRW_Clean (C_SFX_DEF) {file= "CRW_Clean01.wav"; vol = 50; };
INSTANCE CRW_Die (C_SFX_DEF) {file= "CRW_Die01.wav"; vol = 100; };
INSTANCE CRW_Die_A1 (C_SFX_DEF) {file= "CRW_Die02.wav"; vol = 100; };
INSTANCE CRW_Die_Last (C_SFX_DEF) {file= "CRW_Die_Last01.wav"; vol = 50; };
INSTANCE CRW_Hurt (C_SFX_DEF) {file= "CRW_Hurt01.wav"; vol = 100; };
INSTANCE CRW_Hurt_A1 (C_SFX_DEF) {file= "CRW_Hurt02.wav"; vol = 100; };
INSTANCE CRW_Perception (C_SFX_DEF) {file= "CRW_Perception01.wav"; vol = 90; };
INSTANCE CRW_Warn (C_SFX_DEF) {file= "CRW_Warn01.wav"; Vol = 127; };
INSTANCE CRW_Warn_A1 (C_SFX_DEF) {file= "CRW_Warn02.wav"; vol = 127; };
/* Molerat */
INSTANCE MOL_Ambient (C_SFX_DEF) {file= "MOL_Ambient01.wav"; vol = 50; };
INSTANCE MOL_Ambient_A1 (C_SFX_DEF) {file= "MOL_Ambient04.wav"; vol = 60; };
INSTANCE MOL_Ambient_A2 (C_SFX_DEF) {file= "MOL_Ambient01.wav"; vol = 50; };
INSTANCE MOL_Ambient_A3 (C_SFX_DEF) {file= "MOL_Ambient04.wav"; vol = 60; };
INSTANCE MOL_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_Short (C_SFX_DEF) {file= "MOL_Ambient_Short01.wav"; vol = 50; };
INSTANCE MOL_Ambient_Short_A1 (C_SFX_DEF) {file= "MOL_Ambient_Short02.wav"; vol = 50; };
INSTANCE MOL_Ambient_Short_A2 (C_SFX_DEF) {file= "MOL_Ambient_Short03.wav"; vol = 50; };
INSTANCE MOL_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE MOL_Attack (C_SFX_DEF) {file= "MOL_Attack01.wav"; vol = 80; };
INSTANCE MOL_Attack_A1 (C_SFX_DEF) {file= "MOL_Attack02.wav"; vol = 80; };
INSTANCE MOL_Die (C_SFX_DEF) {file= "MOL_Die01.wav"; vol = 60; };
INSTANCE MOL_Dig (C_SFX_DEF) {file= "MOL_Dig01.wav"; vol = 80; };
INSTANCE MOL_Hurt (C_SFX_DEF) {file= "MOL_Hurt01.wav"; vol = 80; };
INSTANCE MOL_Hurt_A1 (C_SFX_DEF) {file= "MOL_Hurt02.wav"; vol = 80; };
INSTANCE MOL_Hurt_A2 (C_SFX_DEF) {file= "MOL_Hurt03.wav"; vol = 80; };
INSTANCE MOL_Hurt_A3 (C_SFX_DEF) {file= "MOL_Hurt04.wav"; vol = 80; };
INSTANCE MOL_Hurt_A4 (C_SFX_DEF) {file= "MOL_Hurt05.wav"; vol = 80; };
INSTANCE MOL_Scratch (C_SFX_DEF) {file= "MOL_Scratch01.wav"; vol = 80; };
INSTANCE MOL_Sniff (C_SFX_DEF) {file= "MOL_Sniff01.wav"; vol = 80; };
INSTANCE MOL_Warn (C_SFX_DEF) {file= "MOL_Warn01.wav"; vol = 97; };
INSTANCE MOL_Warn_A1 (C_SFX_DEF) {file= "MOL_Warn02.wav"; vol = 97; };
INSTANCE MOL_Warn_A2 (C_SFX_DEF) {file= "MOL_Warn03.wav"; vol = 97; };
/* Orc */
INSTANCE ORC_Ambient (C_SFX_DEF) {file= "ORC_Ambient01.wav"; vol = 30; };
INSTANCE ORC_Ambient_A1 (C_SFX_DEF) {file= "ORC_Ambient02.wav"; vol = 30; };
INSTANCE ORC_Ambient_A2 (C_SFX_DEF) {file= "ORC_Ambient03.wav"; vol = 30; };
INSTANCE ORC_Ambient_A3 (C_SFX_DEF) {file= "ORC_Ambient04.wav"; vol = 30; };
INSTANCE ORC_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Angry (C_SFX_DEF) {file= "ORC_Angry01.wav"; vol = 127; };
INSTANCE ORC_Attack (C_SFX_DEF) {file= "ORC_Attack01.wav"; vol = 100; };
INSTANCE ORC_Attack_A1 (C_SFX_DEF) {file= "ORC_Attack02.wav"; vol = 100; };
INSTANCE ORC_Die (C_SFX_DEF) {file= "ORC_Die01.wav"; vol = 127; };
INSTANCE ORC_Die_A1 (C_SFX_DEF) {file= "ORC_Die02.wav"; vol = 127; };
INSTANCE ORC_Die_A2 (C_SFX_DEF) {file= "ORC_Die03.wav"; vol = 127; };
INSTANCE ORC_Frightened (C_SFX_DEF) {file= "ORC_Frightened01.wav"; vol = 100; };
INSTANCE ORC_Happy (C_SFX_DEF) {file= "ORC_Happy01.wav"; vol = 100; };
INSTANCE ORC_Hurt (C_SFX_DEF) {file= "ORC_Hurt01.wav"; vol = 110; };
INSTANCE ORC_Hurt_A1 (C_SFX_DEF) {file= "ORC_Hurt02.wav"; vol = 110; };
INSTANCE ORC_Warn (C_SFX_DEF) {file= "ORC_Warn01.wav"; vol = 127; };
INSTANCE ORC_Ambient_Short (C_SFX_DEF) {file= "ORC_Ambient_Short01.wav"; vol = 50; };
INSTANCE ORC_Ambient_Short_A1 (C_SFX_DEF) {file= "ORC_Ambient_Short02.wav"; vol = 50; };
INSTANCE ORC_Ambient_Short_A2 (C_SFX_DEF) {file= "ORC_Ambient_Short03.wav"; vol = 50; };
INSTANCE ORC_Ambient_Short_A3 (C_SFX_DEF) {file= "ORC_Ambient_Short04.wav"; vol = 50; };
INSTANCE ORC_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ORC_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* Orcbiter */
INSTANCE OCB_Ambient (C_SFX_DEF) {file= "OCB_ambient.wav"; vol = 30; };
INSTANCE OCB_Ambient_A1 (C_SFX_DEF) {file= "OCB_ambient2.wav"; vol = 30; };
INSTANCE OCB_Ambient_A2 (C_SFX_DEF) {file= "OCB_ambient3.wav"; vol = 30; };
INSTANCE OCB_Ambient_A3 (C_SFX_DEF) {file= "OCB_ambient4.wav"; vol = 30; };
INSTANCE OCB_Ambient_A4 (C_SFX_DEF) {file= "OCB_ambient5.wav"; vol = 30; };
INSTANCE OCB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OCB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OCB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OCB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OCB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE OCB_Attack (C_SFX_DEF) {file= "OCB_attack.wav"; vol = 120; };
INSTANCE OCB_Attack_A1 (C_SFX_DEF) {file= "OCB_attack2.wav"; vol = 120; };
INSTANCE OCB_Die (C_SFX_DEF) {file= "OCB_die.wav"; vol = 100; };
INSTANCE OCB_Die_A1 (C_SFX_DEF) {file= "OCB_die2.wav"; vol = 100; };
INSTANCE OCB_Die_A2 (C_SFX_DEF) {file= "OCB_die3.wav"; vol = 100; };
INSTANCE OCB_Die_A3 (C_SFX_DEF) {file= "OCB_die4.wav"; vol = 100; };
INSTANCE OCB_Hurt (C_SFX_DEF) {file= "OCB_hurt.wav"; vol = 100; };
INSTANCE OCB_Hurt_A1 (C_SFX_DEF) {file= "OCB_hurt2.wav"; vol = 100; };
INSTANCE OCB_Hurt_A2 (C_SFX_DEF) {file= "OCB_hurt3.wav"; vol = 100; };
INSTANCE OCB_Hurt_A3 (C_SFX_DEF) {file= "OCB_hurt4.wav"; vol = 100; };
INSTANCE OCB_Warn (C_SFX_DEF) {file= "OCB_warn.wav"; vol = 120; };
/* Razor */
INSTANCE RAZ_Ambient (C_SFX_DEF) {file= "RAZ_ambient.wav"; vol = 25; };
INSTANCE RAZ_Ambient_A1 (C_SFX_DEF) {file= "RAZ_ambient2.wav"; vol = 25; };
INSTANCE RAZ_Ambient_A2 (C_SFX_DEF) {file= "RAZ_ambient3.wav"; vol = 25; };
INSTANCE RAZ_Ambient_A3 (C_SFX_DEF) {file= "RAZ_ambient4.wav"; vol = 25; };
INSTANCE RAZ_Ambient_A4 (C_SFX_DEF) {file= "RAZ_ambient5.wav"; vol = 25; };
INSTANCE RAZ_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE RAZ_Attack (C_SFX_DEF) {file= "RAZ_attack.wav"; vol = 100; };
INSTANCE RAZ_Attack_A1 (C_SFX_DEF) {file= "RAZ_attack2.wav"; vol = 100; };
INSTANCE RAZ_Attack_A2 (C_SFX_DEF) {file= "RAZ_attack3.wav"; vol = 100; };
INSTANCE RAZ_Die (C_SFX_DEF) {file= "RAZ_die.wav"; vol = 100; };
INSTANCE RAZ_Die_A1 (C_SFX_DEF) {file= "RAZ_die2.wav"; vol = 100; };
INSTANCE RAZ_Hurt (C_SFX_DEF) {file= "RAZ_hurt.wav"; vol = 100; };
INSTANCE RAZ_Hurt_A1 (C_SFX_DEF) {file= "RAZ_hurt2.wav"; vol = 100; };
INSTANCE RAZ_Hurt_A2 (C_SFX_DEF) {file= "RAZ_hurt3.wav"; vol = 100; };
INSTANCE RAZ_Hurt_A3 (C_SFX_DEF) {file= "RAZ_hurt4.wav"; vol = 100; };
INSTANCE RAZ_Warn (C_SFX_DEF) {file= "RAZ_warn.wav"; vol = 125; };
INSTANCE RAZ_Warn_A1 (C_SFX_DEF) {file= "RAZ_warn2.wav"; vol = 125; };
INSTANCE RAZ_Warn_A2 (C_SFX_DEF) {file= "RAZ_warn3.wav"; vol = 125; };
/* Scavenger*/
INSTANCE SCA_Ambient_Short (C_SFX_DEF) {file= "SCA_Ambient_Short01.wav"; vol = 50; };
INSTANCE SCA_Ambient_Short_A1 (C_SFX_DEF) {file= "SCA_Ambient_Short02.wav"; vol = 50; };
INSTANCE SCA_Ambient_Short_A2 (C_SFX_DEF) {file= "SCA_Ambient_Short03.wav"; vol = 50; };
INSTANCE SCA_Ambient_Short_A3 (C_SFX_DEF) {file= "SCA_Ambient_Short04.wav"; vol = 50; };
INSTANCE SCA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SCA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SCA_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SCA_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SCA_Attack (C_SFX_DEF) {file= "SCA_Attack01.wav"; vol = 75; };
INSTANCE SCA_Attack_A1 (C_SFX_DEF) {file= "SCA_Attack02.wav"; vol = 75; };
INSTANCE SCA_Die (C_SFX_DEF) {file= "SCA_Die01.wav"; vol = 50; };
INSTANCE SCA_Die_A1 (C_SFX_DEF) {file= "SCA_Die02.wav"; vol = 50; };
INSTANCE SCA_Fly (C_SFX_DEF) {file= "SCA_Fly01.wav"; vol = 35; };
INSTANCE SCA_Gacker (C_SFX_DEF) {file= "SCA_Gacker01.wav"; vol = 75; };
INSTANCE SCA_Hurt (C_SFX_DEF) {file= "SCA_Hurt01.wav"; vol = 75; };
INSTANCE SCA_Hurt_A1 (C_SFX_DEF) {file= "SCA_Hurt02.wav"; vol = 75; };
INSTANCE SCA_Hurt_A2 (C_SFX_DEF) {file= "SCA_Hurt03.wav"; vol = 75; };
INSTANCE SCA_Shakehead (C_SFX_DEF) {file= "SCA_Shakehead01.wav"; vol = 75; };
INSTANCE SCA_SlurpDown (C_SFX_DEF) {file= "SCA_Slurp01.wav"; vol = 75; };
INSTANCE SCA_Warn (C_SFX_DEF) {file= "SCA_Warn01.wav"; vol = 80; };
/* Shadowb. */
INSTANCE SHA_Ambient (C_SFX_DEF) {file= "SHA_Ambient01.wav"; vol = 50; };
INSTANCE SHA_Ambient_A1 (C_SFX_DEF) {file= "SHA_Ambient02.wav"; vol = 50; };
INSTANCE SHA_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHA_Ambient_Short (C_SFX_DEF) {file= "SHA_Ambient_Short01.wav"; vol = 50; };
INSTANCE SHA_Ambient_Short_A1 (C_SFX_DEF) {file= "SHA_Ambient_Short02.wav"; vol = 50; };
INSTANCE SHA_Ambient_Short_A2 (C_SFX_DEF) {file= "SHA_Ambient_Short03.wav"; vol = 50; };
INSTANCE SHA_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHA_Attack (C_SFX_DEF) {file= "SHA_Attack01.wav"; vol = 100; };
INSTANCE SHA_Attack_A1 (C_SFX_DEF) {file= "SHA_Attack02.wav"; vol = 100; };
INSTANCE SHA_Attack_A2 (C_SFX_DEF) {file= "SHA_Attack03.wav"; vol = 100; };
INSTANCE SHA_Attack_A3 (C_SFX_DEF) {file= "SHA_Attack04.wav"; vol = 100; };
INSTANCE SHA_Die (C_SFX_DEF) {file= "SHA_Die01.wav"; vol = 127; };
INSTANCE SHA_Hurt (C_SFX_DEF) {file= "SHA_Hurt01.wav"; vol = 100; };
INSTANCE SHA_Hurt_A1 (C_SFX_DEF) {file= "SHA_Hurt02.wav"; vol = 100; };
INSTANCE SHA_Hurt_A2 (C_SFX_DEF) {file= "SHA_Hurt03.wav"; vol = 100; };
INSTANCE SHA_SnoreIn (C_SFX_DEF) {file= "SHA_Snorein01.wav"; vol = 60; };
INSTANCE SHA_SnoreOut (C_SFX_DEF) {file= "SHA_Snoreout01.wav"; vol = 60; };
INSTANCE SHA_Warn (C_SFX_DEF) {file= "SHA_Warn01.wav"; vol = 127; };
INSTANCE SHA_Warn_A1 (C_SFX_DEF) {file= "SHA_Warn02.wav"; vol = 127; };
/* Sheep */
INSTANCE SHP_Ambient (C_SFX_DEF) {file= "SHP_Ambient_01.wav"; vol = 40; };
INSTANCE SHP_Ambient_A1 (C_SFX_DEF) {file= "SHP_Ambient_02.wav"; vol = 30; };
INSTANCE SHP_Ambient_A2 (C_SFX_DEF) {file= "SHP_Ambient_03.wav"; vol = 20; };
INSTANCE SHP_Ambient_A3 (C_SFX_DEF) {file= "SHP_Ambient_04.wav"; vol = 30; };
INSTANCE SHP_Ambient_A4 (C_SFX_DEF) {file= "SHP_Ambient_05.wav"; vol = 40; };
INSTANCE SHP_Ambient_A5 (C_SFX_DEF) {file= "SHP_Ambient_06.wav"; vol = 50; };
INSTANCE SHP_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SHP_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* INSTANCE SHP_Ambient (C_SFX_DEF) {file= "SHP_Ambient2_01.wav"; vol = 40; };
INSTANCE SHP_Ambient_A1 (C_SFX_DEF) {file= "SHP_Ambient2_02.wav"; vol = 30; };
INSTANCE SHP_Ambient_A2 (C_SFX_DEF) {file= "SHP_Ambient2_03.wav"; vol = 20; };
*/
INSTANCE SHP_Eat (C_SFX_DEF) {file= "SHP_Eat_01.wav"; vol = 80; };
INSTANCE SHP_Hurt (C_SFX_DEF) {file= "SHP_Hurt_01.wav"; vol = 80; };
INSTANCE SHP_Hurt_A1 (C_SFX_DEF) {file= "SHP_Hurt_02.wav"; vol = 80; };
INSTANCE SHP_Hurt_A2 (C_SFX_DEF) {file= "SHP_Hurt_03.wav"; vol = 80; };
INSTANCE SHP_Hurt_A3 (C_SFX_DEF) {file= "SHP_Die_01.wav"; vol = 80; };
/* Skeleton */
INSTANCE SKE_Ambient (C_SFX_DEF) {file= "SKE_Ambient01.wav"; vol = 50; };
INSTANCE SKE_Ambient_A1 (C_SFX_DEF) {file= "SKE_Ambient02.wav"; vol = 50; };
INSTANCE SKE_Ambient_A2 (C_SFX_DEF) {file= "SKE_Ambient03.wav"; vol = 50; };
INSTANCE SKE_Die (C_SFX_DEF) {file= "SKE_Die01.wav"; vol = 90; };
INSTANCE SKE_Die_A1 (C_SFX_DEF) {file= "SKE_Die02.wav"; vol = 90; };
INSTANCE SKE_Hurt (C_SFX_DEF) {file= "SKE_Hurt01.wav"; vol = 75; };
INSTANCE SKE_Hurt_A1 (C_SFX_DEF) {file= "SKE_Hurt02.wav"; vol = 75; };
INSTANCE SKE_Run (C_SFX_DEF) {file= "SKE_Step01.wav"; vol = 15; };
INSTANCE SKE_Run_A1 (C_SFX_DEF) {file= "SKE_Step02.wav"; vol = 15; };
INSTANCE SKE_Run_A2 (C_SFX_DEF) {file= "SKE_Step03.wav"; vol = 15; };
INSTANCE SKE_Run_A3 (C_SFX_DEF) {file= "SKE_Step04.wav"; vol = 15; };
INSTANCE SKE_Run_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SKE_Run_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* Sleeper */
INSTANCE SLE_Ambient (C_SFX_DEF) {file= "SLE_Ambient01.wav"; vol = 125; };
INSTANCE SLE_Ambient_A1 (C_SFX_DEF) {file= "SLE_Ambient02.wav"; vol = 125; };
INSTANCE SLE_Snore (C_SFX_DEF) {file= "SLE_Snore01.wav"; vol = 125; };
INSTANCE SLE_Snore_A1 (C_SFX_DEF) {file= "SLE_Snore02.wav"; vol = 125; };
INSTANCE SLE_Hurt (C_SFX_DEF) {file= "SLE_Hurt01.wav"; vol = 125; };
/* Snapper */
INSTANCE SNA_Ambient (C_SFX_DEF) {file= "SNA_Ambient01.wav"; vol = 50; };
INSTANCE SNA_Ambient_A1 (C_SFX_DEF) {file= "SNA_Ambient02.wav"; vol = 50; };
INSTANCE SNA_Ambient_A2 (C_SFX_DEF) {file= "SNA_Ambient03.wav"; vol = 50; };
INSTANCE SNA_Ambient_A3 (C_SFX_DEF) {file= "SNA_Ambient02.wav"; vol = 50; };
INSTANCE SNA_Ambient_A4 (C_SFX_DEF) {file= "SNA_Ambient04.wav"; vol = 50; };
INSTANCE SNA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_Short (C_SFX_DEF) {file= "SNA_Ambient_Short01.wav"; vol = 30; };
INSTANCE SNA_Ambient_Short_A1 (C_SFX_DEF) {file= "SNA_Ambient_Short02.wav"; vol = 30; };
INSTANCE SNA_Ambient_Short_A2 (C_SFX_DEF) {file= "SNA_Ambient_Short03.wav"; vol = 30; };
INSTANCE SNA_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SNA_Attack (C_SFX_DEF) {file= "SNA_Attack01.wav"; vol = 85; };
INSTANCE SNA_Attack_A1 (C_SFX_DEF) {file= "SNA_Attack02.wav"; vol = 85; };
INSTANCE SNA_Clean (C_SFX_DEF) {file= "SNA_Clean01.wav"; vol = 100; };
INSTANCE SNA_Die (C_SFX_DEF) {file= "SNA_Die01.wav"; vol = 80; };
INSTANCE SNA_Happy (C_SFX_DEF) {file= "SNA_Happy01.wav"; vol = 100; };
INSTANCE SNA_Hurt (C_SFX_DEF) {file= "SNA_Hurt01.wav"; vol = 110; };
INSTANCE SNA_Hurt_A1 (C_SFX_DEF) {file= "SNA_Hurt02.wav"; vol = 110; };
INSTANCE SNA_Warn (C_SFX_DEF) {file= "SNA_Warn01.wav"; vol = 110; };
INSTANCE SNA_Warn_A1 (C_SFX_DEF) {file= "SNA_Warn02.wav"; vol = 110; };
/* Swampdrone */
INSTANCE SWD_attack (C_SFX_DEF) {file= "SWD_attack.wav"; vol = 100; };
INSTANCE SWD_attack_A1 (C_SFX_DEF) {file= "SWD_attack2.wav"; vol = 100; };
INSTANCE SWD_attack_A2 (C_SFX_DEF) {file= "SWD_attack3.wav"; vol = 100; };
INSTANCE SWD_attack_A3 (C_SFX_DEF) {file= "SWD_attack4.wav"; vol = 100; };
INSTANCE SWD_die (C_SFX_DEF) {file= "SWD_die.wav"; vol = 100; };
INSTANCE SWD_die_A1 (C_SFX_DEF) {file= "SWD_die2.wav"; vol = 100; };
INSTANCE SWD_fart (C_SFX_DEF) {file= "SWD_fart.wav"; vol = 100; };
INSTANCE SWD_fart_A1 (C_SFX_DEF) {file= "SWD_fart2.wav"; vol = 100; };
INSTANCE SWD_fart_A2 (C_SFX_DEF) {file= "SWD_fart3.wav"; vol = 100; };
INSTANCE SWD_fart_A3 (C_SFX_DEF) {file= "SWD_fart4.wav"; vol = 100; };
INSTANCE SWD_fart_A4 (C_SFX_DEF) {file= "SWD_fart5.wav"; vol = 100; };
INSTANCE SWD_fart_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWD_fart_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWD_fart_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWD_fart_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWD_fart_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWD_hurt (C_SFX_DEF) {file= "SWD_hurt.wav"; vol = 100; };
INSTANCE SWD_hurt_A1 (C_SFX_DEF) {file= "SWD_hurt2.wav"; vol = 100; };
INSTANCE SWD_hurt_A2 (C_SFX_DEF) {file= "SWD_hurt3.wav"; vol = 100; };
INSTANCE SWD_warn (C_SFX_DEF) {file= "SWD_warn.wav"; vol = 100; };
INSTANCE SWD_wings (C_SFX_DEF) {file= "SWD_wings.wav"; vol = 25; };
INSTANCE SWD_wings_A1 (C_SFX_DEF) {file= "SWD_wings2.wav"; vol = 25; };
INSTANCE SWD_wings_A2 (C_SFX_DEF) {file= "SWD_wings3.wav"; vol = 25; };
INSTANCE SWD_wings_A3 (C_SFX_DEF) {file= "SWD_wings4.wav"; vol = 25; };
/* Swampgolem */
INSTANCE SWG_Ambient (C_SFX_DEF) {file= "SWG_ambient.wav"; vol = 100; };
INSTANCE SWG_Ambient_A1 (C_SFX_DEF) {file= "SWG_ambient2.wav"; vol = 100; };
INSTANCE SWG_Ambient_A2 (C_SFX_DEF) {file= "SWG_ambient3.wav"; vol = 100; };
INSTANCE SWG_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWG_Attack (C_SFX_DEF) {file= "SWG_attack.wav"; vol = 127; };
INSTANCE SWG_Attack_A1 (C_SFX_DEF) {file= "SWG_attack2.wav"; vol = 127; };
INSTANCE SWG_Die (C_SFX_DEF) {file= "SWG_die.wav"; vol = 127; };
INSTANCE SWG_Warn (C_SFX_DEF) {file= "SWG_warn1.wav"; vol = 127; };
INSTANCE SWG_Warn_A1 (C_SFX_DEF) {file= "SWG_warn2.wav"; vol = 127; };
INSTANCE SWG_Warn_A2 (C_SFX_DEF) {file= "SWG_warn3.wav"; vol = 127; };
INSTANCE SWG_hurt (C_SFX_DEF) {file= "SWG_hurt.wav"; vol = 127; };
INSTANCE SWG_hurt_A1 (C_SFX_DEF) {file= "SWG_hurt2.wav"; vol = 127; };
INSTANCE SWG_hurt_A2 (C_SFX_DEF) {file= "SWG_hurt3.wav"; vol = 127; };
INSTANCE SWG_hurt_A3 (C_SFX_DEF) {file= "SWG_hurt4.wav"; vol = 127; };
INSTANCE SWG_hurt_A4 (C_SFX_DEF) {file= "SWG_hurt5.wav"; vol = 127; };
/* Swamprat */
INSTANCE SWR_Ambient (C_SFX_DEF) {file= "SWR_ambient01.wav"; vol = 50; };
INSTANCE SWR_Ambient_A1 (C_SFX_DEF) {file= "SWR_ambient02.wav"; vol = 50; };
INSTANCE SWR_Ambient_A2 (C_SFX_DEF) {file= "SWR_ambient03.wav"; vol = 50; };
INSTANCE SWR_Ambient_A3 (C_SFX_DEF) {file= "SWR_ambient04.wav"; vol = 50; };
INSTANCE SWR_Ambient_A4 (C_SFX_DEF) {file= "SWR_ambient05.wav"; vol = 50; };
INSTANCE SWR_Ambient_A5 (C_SFX_DEF) {file= "SWR_ambient06.wav"; vol = 50; };
INSTANCE SWR_Ambient_A6 (C_SFX_DEF) {file= "SWR_ambient07.wav"; vol = 50; };
INSTANCE SWR_Ambient_A7 (C_SFX_DEF) {file= "SWR_ambient08.wav"; vol = 50; };
INSTANCE SWR_Ambient_A8 (C_SFX_DEF) {file= "SWR_ambient09.wav"; vol = 50; };
INSTANCE SWR_Ambient_A9 (C_SFX_DEF) {file= "SWR_ambient10.wav"; vol = 50; };
INSTANCE SWR_Ambient_A10 (C_SFX_DEF) {file= "SWR_ambient11.wav"; vol = 50; };
INSTANCE SWR_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A13 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A14 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A15 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A16 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A17 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A18 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A19 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A20 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A21 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A22 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A23 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A24 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A25 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_A26 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWR_Ambient_Short (C_SFX_DEF) {file= "SWR_ambient_Short01.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A1 (C_SFX_DEF) {file= "SWR_ambient_Short02.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A2 (C_SFX_DEF) {file= "SWR_ambient_Short03.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A3 (C_SFX_DEF) {file= "SWR_ambient_Short04.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A4 (C_SFX_DEF) {file= "SWR_ambient_Short05.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A5 (C_SFX_DEF) {file= "SWR_ambient_Short06.wav"; vol = 75; };
INSTANCE SWR_Ambient_Short_A6 (C_SFX_DEF) {file= "SWR_ambient_Short07.wav"; vol = 75; };
INSTANCE SWR_Attack (C_SFX_DEF) {file= "SWR_attack.wav"; vol = 100; };
INSTANCE SWR_Attack_A1 (C_SFX_DEF) {file= "SWR_attack2.wav"; vol = 100; };
INSTANCE SWR_Attack_A2 (C_SFX_DEF) {file= "SWR_attack3.wav"; vol = 100; };
INSTANCE SWR_Attack_A3 (C_SFX_DEF) {file= "SWR_attack4.wav"; vol = 100; };
INSTANCE SWR_Attack_A4 (C_SFX_DEF) {file= "SWR_attack5.wav"; vol = 100; };
INSTANCE SWR_Die (C_SFX_DEF) {file= "SWR_die.wav"; vol = 100; };
INSTANCE SWR_Die_A1 (C_SFX_DEF) {file= "SWR_die2.wav"; vol = 100; };
INSTANCE SWR_Die_A2 (C_SFX_DEF) {file= "SWR_die3.wav"; vol = 100; };
INSTANCE SWR_Hurt (C_SFX_DEF) {file= "SWR_hurt.wav"; vol = 100; };
INSTANCE SWR_Hurt_A1 (C_SFX_DEF) {file= "SWR_hurt2.wav"; vol = 100; };
INSTANCE SWR_Warn (C_SFX_DEF) {file= "SWR_warn.wav"; vol = 100; };
INSTANCE SWR_Warn_A1 (C_SFX_DEF) {file= "SWR_warn2.wav"; vol = 100; };
/* Swampshark */
INSTANCE SWA_Ambient (C_SFX_DEF) {file= "SWA_Ambient01.wav"; vol = 90; };
INSTANCE SWA_Ambient_A1 (C_SFX_DEF) {file= "SWA_Ambient02.wav"; vol = 90; };
INSTANCE SWA_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWA_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE SWA_Attack (C_SFX_DEF) {file= "SWA_Attack01.wav"; vol = 110; };
INSTANCE SWA_Attack_A1 (C_SFX_DEF) {file= "SWA_Attack02.wav"; vol = 110; };
INSTANCE SWA_Die (C_SFX_DEF) {file= "SWA_Die01.wav"; vol = 110; };
INSTANCE SWA_DieB (C_SFX_DEF) {file= "SWA_Die02.wav"; vol = 110; };
INSTANCE SWA_Hurt (C_SFX_DEF) {file= "SWA_Hurt01.wav"; vol = 110; };
INSTANCE SWA_Hurt_A1 (C_SFX_DEF) {file= "SWA_Hurt02.wav"; vol = 110; };
INSTANCE SWA_Slide (C_SFX_DEF) {file= "SWA_Slide01.wav"; vol = 90; };
INSTANCE SWA_Slide_A1 (C_SFX_DEF) {file= "SWA_Slide02.wav"; vol = 90; };
INSTANCE SWA_Slide_A2 (C_SFX_DEF) {file= "SWA_Slide03.wav"; vol = 90; };
INSTANCE SWA_Slide_A3 (C_SFX_DEF) {file= "SWA_Slide04.wav"; vol = 90; };
INSTANCE SWA_Slide_A4 (C_SFX_DEF) {file= "SWA_Slide05.wav"; vol = 90; };
INSTANCE SWA_Warn (C_SFX_DEF) {file= "SWA_Warn01.wav"; vol = 127; };
INSTANCE SWA_Warn_A1 (C_SFX_DEF) {file= "SWA_Warn02.wav"; vol = 127; };
/* Troll */
INSTANCE TRO_Ambient (C_SFX_DEF) {file= "TRO_Ambient01.wav"; vol = 110; };
INSTANCE TRO_Ambient_A1 (C_SFX_DEF) {file= "TRO_Ambient02.wav"; vol = 110; };
INSTANCE TRO_Ambient_A2 (C_SFX_DEF) {file= "TRO_Ambient03.wav"; vol = 110; };
INSTANCE TRO_Ambient_A3 (C_SFX_DEF) {file= "TRO_Ambient04.wav"; vol = 110; };
INSTANCE TRO_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE TRO_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE TRO_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE TRO_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE TRO_Attack (C_SFX_DEF) {file= "TRO_Attack01.wav"; vol = 125; };
INSTANCE TRO_Die (C_SFX_DEF) {file= "TRO_Die01.wav"; vol = 125; };
INSTANCE TRO_Fistwoosh (C_SFX_DEF) {file= "TRO_Fistwoosh01.wav"; vol = 125; };
INSTANCE TRO_Growl (C_SFX_DEF) {file= "TRO_Growl01.wav"; vol = 125; };
INSTANCE TRO_Growl_A1 (C_SFX_DEF) {file= "TRO_Growl02.wav"; vol = 125; };
INSTANCE TRO_Hurt (C_SFX_DEF) {file= "TRO_Hurt01.wav"; vol = 125; };
INSTANCE TRO_Perception (C_SFX_DEF) {file= "TRO_Perception01.wav"; vol = 125; };
INSTANCE TRO_Snore (C_SFX_DEF) {file= "TRO_Snore01.wav"; vol = 125; };
INSTANCE TRO_StepBoom (C_SFX_DEF) {file= "TRO_Stepboom01.wav"; vol = 125; };
INSTANCE TRO_StepLight (C_SFX_DEF) {file= "TRO_Stepboom01.wav"; vol = 50; };
INSTANCE TRO_Warn (C_SFX_DEF) {file= "TRO_Warn01.wav"; vol = 127; };
/* Waran / Firewaran */
INSTANCE WAR_Ambient (C_SFX_DEF) {file= "WAR_Ambient01.wav"; vol = 100; };
INSTANCE WAR_Ambient_A1 (C_SFX_DEF) {file= "WAR_Ambient02.wav"; vol = 100; };
INSTANCE WAR_Ambient_A2 (C_SFX_DEF) {file= "WAR_Ambient03.wav"; vol = 100; };
INSTANCE WAR_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_Short (C_SFX_DEF) {file= "WAR_Ambient_Short01.wav"; vol = 100; };
INSTANCE WAR_Ambient_Short_A1 (C_SFX_DEF) {file= "WAR_Ambient_Short02.wav"; vol = 100; };
INSTANCE WAR_Ambient_Short_A2 (C_SFX_DEF) {file= "WAR_Ambient_Short03.wav"; vol = 100; };
INSTANCE WAR_Ambient_Short_A3 (C_SFX_DEF) {file= "WAR_Ambient_Short04.wav"; vol = 100; };
INSTANCE WAR_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WAR_Attack (C_SFX_DEF) {file= "WAR_Attack01.wav"; vol = 100; };
INSTANCE WAR_Attack_A1 (C_SFX_DEF) {file= "WAR_Attack01.wav"; vol = 100; };
INSTANCE WAR_Die (C_SFX_DEF) {file= "WAR_Die01.wav"; vol = 100; };
INSTANCE WAR_Hurt (C_SFX_DEF) {file= "WAR_Hurt01.wav"; vol = 100; };
INSTANCE WAR_Hurt_A1 (C_SFX_DEF) {file= "WAR_Hurt02.wav"; vol = 100; };
INSTANCE WAR_Warn (C_SFX_DEF) {file= "WAR_Warn01.wav"; vol = 127; };
INSTANCE WAR_Warn_A1 (C_SFX_DEF) {file= "WAR_Warn02.wav"; vol = 127; };
INSTANCE FWA_Attack (C_SFX_DEF) {file= "FWA_Attack01.wav"; vol = 100; };
INSTANCE FWA_Attack_A1 (C_SFX_DEF) {file= "FWA_Attack01.wav"; vol = 100; };
/* Wisp */
INSTANCE WSP_Whosh1 (C_SFX_DEF) {file= "WSP_Whosh_01.wav"; vol = 40; };
INSTANCE WSP_Whosh2 (C_SFX_DEF) {file= "WSP_Whosh_02.wav"; vol = 30; };
INSTANCE WSP_Whosh3 (C_SFX_DEF) {file= "WSP_Whosh_03.wav"; vol = 20; };
INSTANCE WSP_Whosh4 (C_SFX_DEF) {file= "WSP_Whosh_04.wav"; vol = 30; };
INSTANCE WSP_Flare1 (C_SFX_DEF) {file= "WSP_Flare_01.wav"; vol = 40; };
INSTANCE WSP_Flare2 (C_SFX_DEF) {file= "WSP_Flare_02.wav"; vol = 30; };
INSTANCE WSP_Dead (C_SFX_DEF) {file= "WSP_Dead_01.wav"; vol = 55; };
INSTANCE WSP_Dead_A1 (C_SFX_DEF) {file= "WSP_Dead_02.wav"; vol = 55; };
INSTANCE WSP_Warn (C_SFX_DEF) {file= "WSP_Warn_01.wav"; vol = 55; };
INSTANCE WSP_Attack (C_SFX_DEF) {file= "WSP_Attack_01.wav"; vol = 55; };
INSTANCE WSP_Attack_A1 (C_SFX_DEF) {file= "WSP_Attack_02.wav"; vol = 55; };
/* Wolf / Orcdog */
INSTANCE WOL_Ambient (C_SFX_DEF) {file= "WOL_Ambient01.wav"; vol = 55; };
INSTANCE WOL_Ambient_A1 (C_SFX_DEF) {file= "WOL_Ambient02.wav"; vol = 55; };
INSTANCE WOL_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_Short (C_SFX_DEF) {file= "WOL_Ambient_Short01.wav"; vol = 35; };
INSTANCE WOL_Ambient_Short_A1 (C_SFX_DEF) {file= "WOL_Ambient_Short02.wav"; vol = 35; };
INSTANCE WOL_Ambient_Short_A2 (C_SFX_DEF) {file= "WOL_Ambient_Short03.wav"; vol = 35; };
INSTANCE WOL_Ambient_Short_A3 (C_SFX_DEF) {file= "WOL_Ambient_Short04.wav"; vol = 35; };
INSTANCE WOL_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE WOL_Attack (C_SFX_DEF) {file= "WOL_Attack01.wav"; vol = 112; };
INSTANCE WOL_Attack_A1 (C_SFX_DEF) {file= "WOL_Attack02.wav"; vol = 112; };
INSTANCE WOL_Die (C_SFX_DEF) {file= "WOL_Die01.wav"; vol = 120; };
INSTANCE WOL_Growl (C_SFX_DEF) {file= "WOL_Growl01.wav"; vol = 95; };
INSTANCE WOL_Hurt (C_SFX_DEF) {file= "WOL_Hurt01.wav"; vol = 55; };
INSTANCE WOL_Hurt_A1 (C_SFX_DEF) {file= "WOL_Hurt02.wav"; vol = 55; };
INSTANCE WOL_Hurt_A2 (C_SFX_DEF) {file= "WOL_Hurt03.wav"; vol = 55; };
INSTANCE WOL_Warn (C_SFX_DEF) {file= "WOL_Warn01.wav"; vol = 85; };
/* Zombie */
INSTANCE ZOM_Ambient (C_SFX_DEF) {file= "ZOM_Ambient03.wav"; vol = 75; };
INSTANCE ZOM_Ambient_A1 (C_SFX_DEF) {file= "ZOM_Ambient04.wav"; vol = 75; };
INSTANCE ZOM_Ambient_A2 (C_SFX_DEF) {file= "ZOM_Ambient06.wav"; vol = 50; };
INSTANCE ZOM_Ambient_A3 (C_SFX_DEF) {file= "ZOM_Ambient03.wav"; vol = 75; };
INSTANCE ZOM_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE ZOM_Attack (C_SFX_DEF) {file= "ZOM_Attack01.wav"; vol = 120; };
INSTANCE ZOM_Attack_A1 (C_SFX_DEF) {file= "ZOM_Attack02.wav"; vol = 120; };
INSTANCE ZOM_Die (C_SFX_DEF) {file= "ZOM_Die01.wav"; vol = 80; };
INSTANCE ZOM_Die_A1 (C_SFX_DEF) {file= "ZOM_Die02.wav"; vol = 80; };
INSTANCE ZOM_Die_A2 (C_SFX_DEF) {file= "ZOM_Die03.wav"; vol = 80; };
INSTANCE ZOM_Hurt (C_SFX_DEF) {file= "ZOM_Hurt01.wav"; vol = 100; };
INSTANCE ZOM_Hurt_A1 (C_SFX_DEF) {file= "ZOM_Hurt02.wav"; vol = 100; };
INSTANCE ZOM_Hurt_A2 (C_SFX_DEF) {file= "ZOM_Hurt03.wav"; vol = 100; };
INSTANCE ZOM_Warn (C_SFX_DEF) {file= "ZOM_Warn01.wav"; vol = 127; };
INSTANCE ZOM_Warn_A1 (C_SFX_DEF) {file= "ZOM_Warn02.wav"; vol = 127; };
/* (A)mbientsounds für die Addon-(ST)einmonster added by Patrick */
INSTANCE AST_crumble (C_SFX_DEF) {file= "AST_crumble.wav"; vol = 100; };
INSTANCE AST_crumble_A1 (C_SFX_DEF) {file= "AST_crumble2.wav"; vol = 100; };
INSTANCE AST_crumble_A2 (C_SFX_DEF) {file= "AST_crumble3.wav"; vol = 100; };
INSTANCE AST_crumble_A3 (C_SFX_DEF) {file= "AST_crumble4.wav"; vol = 100; };
INSTANCE AST_crumble_A4 (C_SFX_DEF) {file= "AST_crumble5.wav"; vol = 100; };
INSTANCE AST_grind (C_SFX_DEF) {file= "AST_grind.wav"; vol = 100; };
INSTANCE AST_grind_A1 (C_SFX_DEF) {file= "AST_grind2.wav"; vol = 100; };
INSTANCE AST_grind_A2 (C_SFX_DEF) {file= "AST_grind3.wav"; vol = 100; };
INSTANCE AST_grind_A3 (C_SFX_DEF) {file= "AST_grind4.wav"; vol = 100; };
INSTANCE AST_grind_A4 (C_SFX_DEF) {file= "AST_grind5.wav"; vol = 100; };
INSTANCE AST_grind_A5 (C_SFX_DEF) {file= "AST_grind6.wav"; vol = 100; };
INSTANCE AST_grind_A6 (C_SFX_DEF) {file= "AST_grind7.wav"; vol = 100; };
INSTANCE AST_grind_A7 (C_SFX_DEF) {file= "AST_grind8.wav"; vol = 100; };
INSTANCE AST_grind_A8 (C_SFX_DEF) {file= "AST_grind9.wav"; vol = 100; };
INSTANCE AST_rub (C_SFX_DEF) {file= "AST_rub.wav"; vol = 100; };
INSTANCE AST_rub_A1 (C_SFX_DEF) {file= "AST_rub2.wav"; vol = 100; };
INSTANCE AST_rub_A2 (C_SFX_DEF) {file= "AST_rub3.wav"; vol = 100; };
INSTANCE AST_rub_A3 (C_SFX_DEF) {file= "AST_rub4.wav"; vol = 100; };
INSTANCE AST_rub_A4 (C_SFX_DEF) {file= "AST_rub5.wav"; vol = 100; };
INSTANCE AST_rub_A5 (C_SFX_DEF) {file= "AST_rub6.wav"; vol = 100; };
INSTANCE AST_rub_A6 (C_SFX_DEF) {file= "AST_rub7.wav"; vol = 100; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// H U M A N S //////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
///////////////////////
// MDS - SFX
///////////////////////
INSTANCE WashSelf01 (C_SFX_DEF) {file= "Wash_01.wav"; vol = 90; };
INSTANCE WashSelf02 (C_SFX_DEF) {file= "Wash_02.wav"; vol = 90; };
INSTANCE Couldron_Stir (C_SFX_DEF) {file= "couldron_stir_01.wav"; vol = 60; };
INSTANCE Couldron_Stir_A1 (C_SFX_DEF) {file= "couldron_stir_02.wav"; vol = 40; };
INSTANCE Walk_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 80; };
INSTANCE Walk_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 80; };
///////////////////////
// Animations-SFX_Human
///////////////////////
// INSTANCE Jump (C_SFX_DEF) {file= "Ignajmp.wav"; vol = 20; };
// INSTANCE Hang (C_SFX_DEF) {file= "Uaah.wav"; };
// INSTANCE t_Hang_2_Stand (C_SFX_DEF) {file= "t_hang2stand.wav"; };
// INSTANCE ClimbUp (C_SFX_DEF) {file= "ClimbUp.wav"; vol = 60; };
// INSTANCE ClimbDown (C_SFX_DEF) {file= "ClimbDown.wav"; };
// Added by KaiRo:
INSTANCE Human_Spit (C_SFX_DEF) {file= "Spit_Long.wav"; vol = 50; };
INSTANCE Human_Scratch (C_SFX_DEF) {file= "Human_Scratch_01.wav"; vol = 50; };
INSTANCE Human_PissOff (C_SFX_DEF) {file= "Special_pinkeln_02.wav"; vol = 10; };
INSTANCE Human_SnoreIn (C_SFX_DEF) {file= "Snore_BreathOut_01.wav"; vol = 80; };
INSTANCE Human_SnoreIn_A1 (C_SFX_DEF) {file= "Snore_BreathOut_02.wav"; vol = 80; };
INSTANCE Human_SnoreIn_A2 (C_SFX_DEF) {file= "Snore_BreathOut_03.wav"; vol = 80; };
INSTANCE Human_SnoreOut (C_SFX_DEF) {file= "Snore_BreathIn_01.wav"; vol = 80; };
INSTANCE Human_SnoreOut_A1 (C_SFX_DEF) {file= "Snore_BreathIn_02.wav"; vol = 80; };
INSTANCE Human_SnoreOut_A2 (C_SFX_DEF) {file= "Snore_BreathIn_03.wav"; vol = 80; };
// INSTANCE Stumble (C_SFX_DEF) {file= "Uaaah.wav"; };
// INSTANCE Fall (C_SFX_DEF) {file= "Ooooh.wav"; };
// INSTANCE Fallen (C_SFX_DEF) {file= "Uaaah.wav"; };
//////////////////////////////////////////////////
// Unterwasserblubberbasenklangeffektinstanzbeschreibung
INSTANCE BreathBubbles (C_SFX_DEF) {file= "uw_breathout_bubbles_01.wav"; vol = 40; };
INSTANCE BreathBubbles_A1 (C_SFX_DEF) {file= "uw_breathout_bubbles_02.wav"; vol = 50; };
INSTANCE BreathBubbles_A2 (C_SFX_DEF) {file= "uw_breathout_bubbles_03.wav"; vol = 35; };
// Replaced by KaiRo
INSTANCE FallIntoWater (C_SFX_DEF) {file= "Water_FallInto.wav"; vol = 110; };
INSTANCE Swim (C_SFX_DEF) {file= "Swim_Littlewaves_01.wav"; vol = 30; };
INSTANCE Swim_A1 (C_SFX_DEF) {file= "Swim_Littlewaves_02.wav"; vol = 30; };
INSTANCE Swim_A2 (C_SFX_DEF) {file= "Swim_Littlewaves_03.wav"; vol = 30; };
INSTANCE Swim_A3 (C_SFX_DEF) {file= "Swim_Littlewaves_04.wav"; vol = 30; };
INSTANCE SwimBack (C_SFX_DEF) {file= "Swim_Littlewaves_01.wav"; vol = 20; };
INSTANCE SwimBack_A1 (C_SFX_DEF) {file= "Swim_Littlewaves_02.wav"; vol = 20; };
INSTANCE Swim2Hang (C_SFX_DEF) {file= "Swim_ClimbOut.wav"; vol = 40; };
INSTANCE Swim2Dive (C_SFX_DEF) {file= "Swim_DiveDown.wav"; vol = 40; };
INSTANCE SwimWaves (C_SFX_DEF) {file= "Swim_Little_01.wav"; vol = 40; };
INSTANCE SwimWaves_A1 (C_SFX_DEF) {file= "Swim_Little_02.wav"; vol = 40; };
INSTANCE SwimWaves_A2 (C_SFX_DEF) {file= "Swim_Little_03.wav"; vol = 40; };
INSTANCE Dive (C_SFX_DEF) {file= "Swim_Underwater.wav"; vol = 60; };
INSTANCE DiveWaves (C_SFX_DEF) {file= "Swim_Littlew_U_01.wav"; vol = 30; };
INSTANCE DiveWaves_A1 (C_SFX_DEF) {file= "Swim_Littlew_u_02.wav"; vol = 30; };
INSTANCE Drown (C_SFX_DEF) {file= "Swim_Drown.wav"; vol = 60; };
// INSTANCE Slide (C_SFX_DEF) {file= "slide.wav"; loop=1; };
// INSTANCE Push (C_SFX_DEF) {file= "Pushst.wav"; };
// INSTANCE Pull (C_SFX_DEF) {file= "Pullst.wav"; };
// INSTANCE TorchToggle (C_SFX_DEF) {file= "Wouf.wav"; };
// INSTANCE TorchThrow (C_SFX_DEF) {file= "TorchThrow.wav"; };
///////////////////////
// Untergrund-SFX_Human
///////////////////////
// -------RUN:
/* Earth */
INSTANCE Run_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 20; };
INSTANCE Run_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 20; };
INSTANCE Run_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 20; };
INSTANCE Run_Earth_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 20; };
INSTANCE Run_Earth_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 20; };
INSTANCE Run_Earth_A5 (C_SFX_DEF) {file= "Step_Earth_06.wav"; vol = 20; };
INSTANCE Run_Earth_A6 (C_SFX_DEF) {file= "Step_Earth_07.wav"; vol = 20; };
INSTANCE Run_Earth_A7 (C_SFX_DEF) {file= "Step_Earth_08.wav"; vol = 20; };
/* Sand */
INSTANCE Run_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 40; };
INSTANCE Run_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 40; };
INSTANCE Run_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 40; };
INSTANCE Run_Sand_A3 (C_SFX_DEF) {file= "Step_Sand_04.wav"; vol = 40; };
INSTANCE Run_Sand_A4 (C_SFX_DEF) {file= "Step_Sand_05.wav"; vol = 40; };
/* Metal */
INSTANCE Run_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 45; };
INSTANCE Run_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 45; };
INSTANCE Run_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 45; };
INSTANCE Run_Metal_A3 (C_SFX_DEF) {file= "Step_Metal_04.wav"; vol = 45; };
INSTANCE Run_Metal_A4 (C_SFX_DEF) {file= "Step_Metal_05.wav"; vol = 45; };
/* Stone */
INSTANCE Run_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 35; };
INSTANCE Run_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 35; };
INSTANCE Run_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 35; };
INSTANCE Run_Stone_A3 (C_SFX_DEF) {file= "Step_Stone_04.wav"; vol = 35; };
INSTANCE Run_Stone_A4 (C_SFX_DEF) {file= "Step_Stone_05.wav"; vol = 35; };
/* Water */
INSTANCE Run_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 55; };
INSTANCE Run_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 55; };
INSTANCE Run_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 55; };
INSTANCE Run_Water_A3 (C_SFX_DEF) {file= "Step_Water_04.wav"; vol = 55; };
INSTANCE Run_Water_A4 (C_SFX_DEF) {file= "Step_Water_05.wav"; vol = 55; };
/* Wood */
INSTANCE Run_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 40; };
INSTANCE Run_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 40; };
INSTANCE Run_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 40; };
INSTANCE Run_Wood_A3 (C_SFX_DEF) {file= "Step_Wood_04.wav"; vol = 40; };
INSTANCE Run_Wood_A4 (C_SFX_DEF) {file= "Step_Wood_05.wav"; vol = 40; };
/* Undef */
INSTANCE Run_Undef (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 35; };
INSTANCE Run_Undef_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 35; };
INSTANCE Run_Undef_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 35; };
INSTANCE Run_Undef_A3 (C_SFX_DEF) {file= "Step_Stone_04.wav"; vol = 35; };
INSTANCE Run_Undef_A4 (C_SFX_DEF) {file= "Step_Stone_05.wav"; vol = 35; };
// -------SNEAK:
/* Earth */
INSTANCE Sneak_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 10; };
INSTANCE Sneak_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 10; };
INSTANCE Sneak_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 10; };
/* Sand */
INSTANCE Sneak_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 15; };
INSTANCE Sneak_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 15; };
INSTANCE Sneak_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 15; };
/* Metal */
INSTANCE Sneak_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 15; };
INSTANCE Sneak_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 15; };
INSTANCE Sneak_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 15; };
/* Stone */
INSTANCE Sneak_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 15; };
INSTANCE Sneak_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 15; };
INSTANCE Sneak_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 15; };
/* Water */
INSTANCE Sneak_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 15; };
INSTANCE Sneak_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 15; };
INSTANCE Sneak_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 15; };
/* Wood */
INSTANCE Sneak_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 20; };
INSTANCE Sneak_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 20; };
INSTANCE Sneak_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 20; };
/* Undef */
INSTANCE Sneak_Undef (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 15; };
INSTANCE Sneak_Undef_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 15; };
INSTANCE Sneak_Undef_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 15; };
INSTANCE Sneak_Undef_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 15; };
INSTANCE Sneak_Undef_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 15; };
// -------TURN:
/* Earth */
INSTANCE Turn_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 15; };
INSTANCE Turn_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 15; };
INSTANCE Turn_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 15; };
/* Sand */
INSTANCE Turn_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 20; };
INSTANCE Turn_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 20; };
INSTANCE Turn_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 20; };
/* Metal */
INSTANCE Turn_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 20; };
INSTANCE Turn_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 20; };
INSTANCE Turn_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 20; };
/* Stone */
INSTANCE Turn_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 20; };
INSTANCE Turn_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 20; };
INSTANCE Turn_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 20; };
/* Water */
INSTANCE Turn_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 20; };
INSTANCE Turn_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 20; };
INSTANCE Turn_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 20; };
/* Wood */
INSTANCE Turn_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 25; };
INSTANCE Turn_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 25; };
INSTANCE Turn_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 25; };
/* Undef */
INSTANCE Turn_Undef (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 20; };
INSTANCE Turn_Undef_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 20; };
INSTANCE Turn_Undef_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 20; };
INSTANCE Turn_Undef_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 20; };
INSTANCE Turn_Undef_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 20; };
// Replaced by KaiRo
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// H U M A N S F I G H T //////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/* whoosh */
INSTANCE Whoosh (C_SFX_DEF) {file= "woosh_01.wav"; vol = 80; };
INSTANCE Whoosh_A1 (C_SFX_DEF) {file= "woosh_02.wav"; vol = 90; };
INSTANCE Whoosh_A2 (C_SFX_DEF) {file= "woosh_03.wav"; vol = 80; };
INSTANCE Whoosh_A3 (C_SFX_DEF) {file= "woosh_04.wav"; vol = 90; };
INSTANCE Whoosh_A4 (C_SFX_DEF) {file= "woosh_05.wav"; vol = 80; };
INSTANCE Whoosh_A5 (C_SFX_DEF) {file= "woosh_06.wav"; vol = 90; };
/* whoosh_after */
INSTANCE Back (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 90; };
INSTANCE Back_A1 (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 90; };
/* ready */
INSTANCE Drawsound_ME (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; };
INSTANCE Drawsound_ME_A1 (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; };
INSTANCE Drawsound_WO (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; };
INSTANCE Drawsound_Bow (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 60; };
/* parade */
INSTANCE D_Parade (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 80; };
INSTANCE D_Parade_A1 (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 80; };
INSTANCE D_Parade_A2 (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 80; };
INSTANCE D_Parade_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
/* breath */
INSTANCE D_Breath (C_SFX_DEF) {file= "Breath01.wav"; vol = 30; };
INSTANCE D_Breath_A1 (C_SFX_DEF) {file= "Breath02.wav"; vol = 30; };
INSTANCE D_Breath_A2 (C_SFX_DEF) {file= "Breath03.wav"; vol = 30; };
INSTANCE D_Breath_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE D_Breath_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE D_Breath_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
// ------------- Damage ---------------
// sollte über das Kollisionssoundsystem geregelt werden. IAM_ME_FL etc.
/* flesh */
// INSTANCE FIG_HitFlesh (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 90; };
// INSTANCE FIG_HitFlesh_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 90; };
/* final */ // nicht löschen !!!
INSTANCE FIG_SwordFinal (C_SFX_DEF) {file= "Sword_Finalhit.wav"; vol = 45; };
/* dummydie */
INSTANCE FIG_DummyDie (C_SFX_DEF) {file= "Dummy_arghdead.wav"; vol = 127; };
/* wounded */
INSTANCE FIG_DummyWound (C_SFX_DEF) {file= "Dummy_argh.wav"; vol = 127; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
INSTANCE FistAttack (C_SFX_DEF) {file= "woosh_02.wav"; vol = 80; };
INSTANCE ReadyBow (C_SFX_DEF) {file= "Flap1.wav"; };
INSTANCE BowShoot (C_SFX_DEF) {file= "Bow_Fire_01.wav"; vol = 30; };
INSTANCE BowReload (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 40; };
INSTANCE CrossbowShoot (C_SFX_DEF) {file= "Bow_Fire_01.wav"; vol = 40; };
INSTANCE CrossbowReload (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 40; };
// Weapons
// INSTANCE ReadyMag (C_SFX_DEF) {file= "kampfschrei.wav"; };
// INSTANCE ReadyPsi (C_SFX_DEF) {file= "kampfschrei.wav"; };
// INSTANCE ReadyFist (C_SFX_DEF) {file= "kampfschrei.wav"; };
// INSTANCE Ready1hS (C_SFX_DEF) {file= "Sword_Activate_03.wav"; vol = 80; }; // Replaced by KaiRo
// INSTANCE Ready1hS_A1 (C_SFX_DEF) {file= "Sword_Activate_05.wav"; vol = 80; }; // Replaced by KaiRo
// INSTANCE Ready1hA (C_SFX_DEF) {file= "Ready1hs.wav"; };
// INSTANCE Ready2hS (C_SFX_DEF) {file= "Sword_Activate_03.wav"; vol = 80; }; // Replaced by KaiRo
// INSTANCE Ready2hS_A1 (C_SFX_DEF) {file= "Sword_Activate_05.wav"; vol = 80; }; // Replaced by KaiRo
// INSTANCE Ready2hA (C_SFX_DEF) {file= "Ready1hs.wav"; };
// INSTANCE ReadyCrossbow (C_SFX_DEF) {file= "ReadyCrossbow.wav"; };
// Idea by KaiRo:
// INSTANCE ActivateWeaponname ... (e.g. Schwert aus Scheide ziehen)
// INSTANCE DeactivateWeaponname ... (e.g. Schwert in Scheide schieben)
/*
// Replaced by KaiRo
INSTANCE 1hAttack (C_SFX_DEF) {file= "Woosh_01.wav"; vol = 60; };
INSTANCE 1hAttack_A1 (C_SFX_DEF) {file= "Woosh_02.wav"; vol = 60; };
INSTANCE 1hAttackT (C_SFX_DEF) {file= "woosh_02.wav"; vol = 70; };
INSTANCE 1hAttackT_A1 (C_SFX_DEF) {file= "woosh_03.wav"; vol = 70; };
INSTANCE 1hAttackTurn (C_SFX_DEF) {file= "woosh_04.wav"; vol = 85; };
INSTANCE 1hParade (C_SFX_DEF) {file= "woosh_02.wav"; vol = 85; };
// Replaced by KaiRo
INSTANCE 2hAttack (C_SFX_DEF) {file= "Woosh_04.wav"; vol = 70; pitchOff=0; pitchVar=2; loop=0; };
INSTANCE 2hAttackT (C_SFX_DEF) {file= "Woosh_01.wav"; vol = 80; pitchOff=4; pitchVar=0; loop=0; };
INSTANCE 2hAttackTurn (C_SFX_DEF) {file= "Woosh_02.wav"; vol = 85; };
INSTANCE 2hParade (C_SFX_DEF) {file= "Woosh_03.wav"; vol = 90; };
*/
/*
// Magie-SFX_Human
// INSTANCE LIGHT_LOGO (C_SFX_DEF) {};
INSTANCE LIGHT_SELECTED (C_SFX_DEF) {file= "Magic_2.wav"; };
INSTANCE LIGHT_CASTED (C_SFX_DEF) {file= "Magic_10.wav"; };
// INSTANCE LIGHT_SPHERE (C_SFX_DEF) {};
INSTANCE LIGHT_FADES (C_SFX_DEF) {file= "Magic_5.wav"; };
INSTANCE LIGHT_CANCELED (C_SFX_DEF) {file= "Magic_3.wav"; };
// INSTANCE FIREBALL_LOGO (C_SFX_DEF) {};
// INSTANCE FIREBALL_SELECTED (C_SFX_DEF) {};
// INSTANCE FIREBALL_GROWS (C_SFX_DEF) {};
INSTANCE FIREBALL_SHOT (C_SFX_DEF) {file= "Magic_15.wav"; };
INSTANCE FIREBALL_FLIES (C_SFX_DEF) {file= "Magic_13.wav"; };
INSTANCE FIREBALL_EXPLODES (C_SFX_DEF) {file= "Magic_11.wav"; };
INSTANCE FIREBALL_CANCELED (C_SFX_DEF) {file= "Magic_12.wav"; };
// INSTANCE CONTROL_LOGO (C_SFX_DEF) {};
INSTANCE CONTROL_SELECTED (C_SFX_DEF) {file= "Magic_8.wav" ; };
// INSTANCE CONTROL_STRUGGLE (C_SFX_DEF) {};
INSTANCE CONTROL_FAILED (C_SFX_DEF) {file= "Magic_9.wav" ; };
INSTANCE CONTROL_SUCCESS (C_SFX_DEF) {file= "Magic_5.wav" ; };
// INSTANCE CONTROL_CONTROL (C_SFX_DEF) {};
INSTANCE CONTROL_RETURN (C_SFX_DEF) {file= "Magic_6.wav" ; };
// INSTANCE SHAPESHIFT_LOGO (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_SELECTED (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_TOGGLE (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_SHIFT (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_RETURN (C_SFX_DEF) {};
*/
// Untergrund-SFX_Gobbo
// !NOTE by KaiRo
// In der GOBBO.MDS habe ich für den Gobbo die gleichen Untergrund-Sounds genommen, wie für den Human.
// Kollisions-, Zerstoerungs-, Slide- SFX
// WICHTIG: Die Praefixe 'CS_', 'DS_', 'SS_' muessen eingehalten werden !
// Konzept-Tabellle, Ac_Technik.doc, 2.2.4, Tabelle 2
// Die Abkuerzungen stehen fuer die jeweiligen Materialien, Trefferarten, nat. Waffenarten, etc.
// Die Reihenfolge der Aufzaehlungen ist WICHTIG und muss mit der Festlegung dieser Attribute durch Ulf
// an anderer Stelle uebereinstimmen (z.B. hat Ulf die moeglichen 'Objekt-Materialien' an anderer Stelle
// definiert).
/*CONST STRING CS_MH = "FL LE ME"; // Flesh, Leather, Metal
CONST STRING CS_MA = "FI JA TA"; // Fist, Jaw, Tail
CONST STRING CS_IH = "WO ST ME LE CL GL"; // Wood, Stone, Metal, Leather, Clay, Glas
CONST STRING CS_IA = "WO ME ME ME"; // Dagger, 1hSword, 2hSword, 2hAxe
CONST STRING CS_OH = "WO ST ME LE CL GL";
CONST STRING CS_HM = "FL LE ME";
CONST STRING CS_AM = "DM BL BM"; // Damage, BL = Bounces from Leather (Kein Schaden), BM = Bounces from Metal
CONST STRING CS_HI = "WO ST ME LE CL GL";
CONST STRING CS_AI = "WO BW ME LE CL GL";
CONST STRING CS_HO = "WO ST ME LE CL GL";
CONST STRING CS_AO = "WO ST ME LE CL GL";
CONST STRING CS_HL = "UD ME ST WO EA WA";
CONST STRING CS_AL = "UD ME ST WO EA WA";*/
// [EDENFELD] In Gothic 2 wird das System drastisch verkürzt, da die Programmlogik für obige Tabelle buggy ist.
// Niemand versteht diese Geschichten jetzt noch ausser ich, also Finger weg
CONST STRING CS_MH = "FL LE ME"; // Flesh, Leather, Metal
CONST STRING CS_MA = "FI JA TA"; // Fist, Jaw, Tail
CONST STRING CS_IH = "WO ST ME LE CL GL"; // Wood, Stone, Metal, Leather, Clay, Glas
CONST STRING CS_IA = "WO ST ME LE CL GL"; // Dagger, 1hSword, 2hSword, 2hAxe
CONST STRING CS_OH = "WO ST ME LE CL GL";
CONST STRING CS_HM = "FL LE ME";
CONST STRING CS_AM = "WO ST ME FL CL GL";
CONST STRING CS_HI = "WO ST ME LE CL GL";
CONST STRING CS_AI = "WO ST ME LE CL GL";
CONST STRING CS_HO = "WO ST ME LE CL GL";
CONST STRING CS_AO = "WO ST ME LE CL GL";
CONST STRING CS_HL = "WO ST ME SA EA WA";
CONST STRING CS_AL = "UD ME ST WO EA WA";
///////////////////////
// destruction sounds
///////////////////////
// "DS_<OBJ_MATERIAL>" (WO ST ME LE CL GL - Wood, Stone, Metal, Leather, Clay, Glass)
/*
INSTANCE DS_WO (C_SFX_DEF) {file= "Crash;Wood_2.wav"; };
INSTANCE DS_ST (C_SFX_DEF) {file= "Crash;Wood_2.wav"; };
INSTANCE DS_ME (C_SFX_DEF) {file= "Crash;Wood_2.wav"; };
INSTANCE DS_LE (C_SFX_DEF) {file= "Crash;Item.wav"; };
INSTANCE DS_CL (C_SFX_DEF) {file= "CRASH;CLAY.wav"; };
INSTANCE DS_GL (C_SFX_DEF) {file= "Crash;Wood_2.wav"; };
*/
//////////////////////
// slide sounds
//////////////////////
// (loop=1!), "SS_<LEVEL_MATERIAL>"
INSTANCE SS_UD (C_SFX_DEF) {file= "slide.wav"; loop=1; };
//..
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// COLLISION SOUNDS //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Defaults (CS_MHL, CS_MHM ...) werden benutzt, wenn der im Game auftauchenden Collisions-Situation
// kein Script-Sound zugeordnet wurde, bei dem die Materialien (o.ä.) passen.
//////////////////////////////////////////////////////
// Materialkürzel:
// ---------------
// WO - Wood
// ME - Metal
// ST - Stone
// FL - Flesh
// WA - Water
// EA - Earth
// SA - Sand
// UD - Undefined
// Event-Kategorien:
// -----------------
// IAI - Item Attacks Item, überwiegend Parade beim Schertkampf
// IAM - Item Attacks Model, Spieler drescht mit der Waffe auf einen NPC ein
// IAL - Item Attacks Level, Spieler haut mit der Waffe vor eine Wand
// IAO - Item Attacks Object, Spieler haut mit der Waffe auf ein Objekt, meistens die gleichen Waves wie bei IAL
// IHL - Item Hits Level, ein Gegenstand fällt auf den Boden
// IHO - Item Hits Object, ein Gegenstand fällt auf ein Objekt, meistens Brücken etc.
// MAM - Model Attacks Model, Spieler brät seinem Gegenüber im Faustkampf eins über
// MAL - ?!?!?!? - Model Attacks Level, Spieler trifft mit dem Fausthieb eine Wand
// MAO - ?!?!?!? - Model Attacks Object, Spieler boxt vor einen Tisch. Naja...
/* IAI */ // schwert trifft auf schwert
INSTANCE CS_IAI (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ME_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; };
// [EDENFELD] neu, die machen vielleicht auch Sinn (Paladin Rüstung)
// gibts noch mehr Rüstungmaterialien als Leather und Metal ? Nein ? Dann ist hiermit genug!
INSTANCE CS_IAI_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; };
INSTANCE CS_IAI_WO_ME_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; };
INSTANCE CS_IAI_ME_WO_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; };
INSTANCE CS_IAI_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60; };
/* IAM */ // schwert trifft auf monster/human
INSTANCE CS_IAM (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
INSTANCE CS_IAM_ME_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
INSTANCE CS_IAM_ME_FL_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 80; };
INSTANCE CS_IAM_ME_FL_A2 (C_SFX_DEF) {file= "CS_IAM_UD_FL_03.wav"; vol = 80; };
INSTANCE CS_IAM_ME_FL_A3 (C_SFX_DEF) {file= "CS_IAM_UD_FL_04.wav"; vol = 80; };
INSTANCE CS_IAM_ME_FL_A4 (C_SFX_DEF) {file= "CS_IAM_UD_FL_05.wav"; vol = 80; };
INSTANCE CS_IAM_WO_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
INSTANCE CS_IAM_ME_LE (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
INSTANCE CS_IAM_WO_LE (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
// [EDENFELD] neu, die machen vielleicht auch Sinn (Paladin Rüstung)
// gibts noch mehr Rüstungmaterialien als Leather und Metal ? Nein ? Dann ist hiermit genug!
INSTANCE CS_IAM_WO_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
INSTANCE CS_IAM_ME_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; };
/* IHL */ // gegenstand trifft auf level
INSTANCE CS_IHL (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IHL_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 60; pfxname="CPFX_IAM_ME_ME"; };
INSTANCE CS_IHL_ME_ST (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ST_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ST_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IHL_ME_ST_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IHL_ME_WA (C_SFX_DEF) {file= "CS_IHL_ME_WA.wav"; vol = 60; pfxname="WATERSPLASH";};
INSTANCE CS_IHL_ME_EA (C_SFX_DEF) {file= "CS_IHL_ME_EA.wav"; vol = 40; pfxname="CPFX_Wood";};
INSTANCE CS_IHL_ME_SA (C_SFX_DEF) {file= "CS_IHL_ME_SA.wav"; vol = 60; };
INSTANCE CS_IHL_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 60;pfxname="CPFX_Wood"; };
INSTANCE CS_IHL_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60;pfxname="CPFX_Wood"; };
INSTANCE CS_IHL_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60;pfxname="CPFX_Wood"; };
INSTANCE CS_IHL_WO_WA (C_SFX_DEF) {file= "CS_IHL_WO_WA.wav"; vol = 60;pfxname="WATERSPLASH";};
INSTANCE CS_IHL_WO_EA (C_SFX_DEF) {file= "CS_IHL_WO_EA.wav"; vol = 40; };
INSTANCE CS_IHL_WO_SA (C_SFX_DEF) {file= "CS_IHL_WO_SA.wav"; vol = 60; };
INSTANCE CS_IHL_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; };
INSTANCE CS_IHL_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 60; };
INSTANCE CS_IHL_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; };
INSTANCE CS_IHL_ST_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 60; };
INSTANCE CS_IHL_ST_EA (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 40; };
INSTANCE CS_IHL_ST_SA (C_SFX_DEF) {file= "CS_IHL_ST_SA.wav"; vol = 60; };
INSTANCE CS_IHL_GL_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; };
INSTANCE CS_IHL_GL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 60; };
INSTANCE CS_IHL_GL_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; };
INSTANCE CS_IHL_GL_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 60; };
INSTANCE CS_IHL_GL_EA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_GL_SA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_ME (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_WO (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_ST (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_WA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_EA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
INSTANCE CS_IHL_LE_SA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; };
// wenn die folgenden 3 blöcke einkommentiert werden, stürzt der parser ab.
// lösung: bei programmieren im debug-mode durchlaufen lassen und im parser
// direkt überprüfen, was er für mucken macht.
// hinweis: die materialkürzel CL und GL tauchen oben in dem string auf, FL hingegen nicht
/*
INSTANCE CS_IHL_GL_ME (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_GL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_GL_ST (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_GL_WA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_GL_EA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_GL_SA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
*/
/*INSTANCE CS_IHL_CL_ME (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_CL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_CL_ST (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_CL_WA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_CL_EA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
INSTANCE CS_IHL_CL_SA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; };
*/
/*
INSTANCE CS_IHL_FL_ME (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
INSTANCE CS_IHL_FL_WO (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
INSTANCE CS_IHL_FL_ST (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
INSTANCE CS_IHL_FL_WA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
INSTANCE CS_IHL_FL_EA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
INSTANCE CS_IHL_FL_SA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; };
*/
/* IHO */ // work in progress
/* INSTANCE CS_IHO (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 80; };
INSTANCE CS_IHO_ME_ME (C_SFX_DEF) {file= "CS_IHL_ME_ME.wav"; vol = 80; };
INSTANCE CS_IHO_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 80; };
INSTANCE CS_IHO_ME_ST (C_SFX_DEF) {file= "CS_IHL_ME_ST.wav"; vol = 80; };
INSTANCE CS_IHO_ME_WA (C_SFX_DEF) {file= "CS_IHL_ME_WA.wav"; vol = 80; };
INSTANCE CS_IHO_ME_EA (C_SFX_DEF) {file= "CS_IHL_ME_EA.wav"; vol = 80; };
INSTANCE CS_IHO_ME_SA (C_SFX_DEF) {file= "CS_IHL_ME_SA.wav"; vol = 80; };
INSTANCE CS_IHO_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 80; };
INSTANCE CS_IHO_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 80; };
INSTANCE CS_IHO_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 80; };
INSTANCE CS_IHO_WO_WA (C_SFX_DEF) {file= "CS_IHL_WO_WA.wav"; vol = 80; };
INSTANCE CS_IHO_WO_EA (C_SFX_DEF) {file= "CS_IHL_WO_EA.wav"; vol = 80; };
INSTANCE CS_IHO_WO_SA (C_SFX_DEF) {file= "CS_IHL_WO_SA.wav"; vol = 80; };
INSTANCE CS_IHO_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 80; };
INSTANCE CS_IHO_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 80; };
INSTANCE CS_IHO_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 80; };
INSTANCE CS_IHO_ST_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 80; };
INSTANCE CS_IHO_ST_EA (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 80; };
INSTANCE CS_IHO_ST_SA (C_SFX_DEF) {file= "CS_IHL_ST_SA.wav"; vol = 80; }; */
/* MAM */ // faust trifft auf monster/human
INSTANCE CS_MAM (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 60; };
INSTANCE CS_MAM_A2 (C_SFX_DEF) {file= "CS_IAM_UD_FL_03.wav"; vol = 60; };
// [EDENFELD] neu
// Menschenfaust trifft auf Rüstung
INSTANCE CS_MAM_FI_FL (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf
INSTANCE CS_MAM_FI_FL_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf
INSTANCE CS_MAM_FI_FL_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf
INSTANCE CS_MAM_FI_ME (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; };
INSTANCE CS_MAM_FI_ME_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; };
INSTANCE CS_MAM_FI_ME_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; };
INSTANCE CS_MAM_FI_WO (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; };
INSTANCE CS_MAM_FI_WO_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; };
INSTANCE CS_MAM_FI_WO_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; };
// Monster trifft auf Rüstung
INSTANCE CS_MAM_JA_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; // Monster gegen Faust
INSTANCE CS_MAM_JA_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_JA_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_ME_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_ME_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_ME_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_WO_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_WO_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; };
INSTANCE CS_MAM_WO_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 5600; };
// ++++++++++++++++++++++++++++++++++++++++test statt CS_MAM_UD_FL_01
/* IHI */
// neu: Pfeil trifft auf Item, Item wird fallengelassen und trifft auf anderes Item
INSTANCE CS_IHI (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IHI_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IHI_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IHI_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IHI_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ST (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ST_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ST_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; };
INSTANCE CS_IAI_ME_ST_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; };
INSTANCE CS_IHI_ME_LE (C_SFX_DEF) {file= "CS_IHL_ME_LE.wav"; vol = 60; };
INSTANCE CS_IHI_ME_CL (C_SFX_DEF) {file= "CS_IHL_ME_CL.wav"; vol = 60; };
INSTANCE CS_IHI_ME_GL (C_SFX_DEF) {file= "CS_IHL_ME_GL.wav"; vol = 60; };
INSTANCE CS_IHI_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 60; };
INSTANCE CS_IHI_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60; };
INSTANCE CS_IHI_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; };
INSTANCE CS_IHI_WO_GL (C_SFX_DEF) {file= "CS_IHL_WO_GL.wav"; vol = 60; };
INSTANCE CS_IHI_WO_CL (C_SFX_DEF) {file= "CS_IHL_WO_CL.wav"; vol = 60; };
INSTANCE CS_IHI_WO_LE (C_SFX_DEF) {file= "CS_IHL_WO_LE.wav"; vol = 60; };
INSTANCE CS_IHI_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; };
INSTANCE CS_IHI_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 60; };
INSTANCE CS_IHI_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; };
INSTANCE CS_IHI_ST_GL (C_SFX_DEF) {file= "CS_IHL_ST_GL.wav"; vol = 60; };
INSTANCE CS_IHI_ST_CL (C_SFX_DEF) {file= "CS_IHL_ST_CL.wav"; vol = 60; };
INSTANCE CS_IHI_ST_LE (C_SFX_DEF) {file= "CS_IHL_ST_LE.wav"; vol = 60; };
////////////////////
// Aktions-SFX
////////////////////
INSTANCE INV_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; };
INSTANCE INV_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; };
INSTANCE INV_CHANGE (C_SFX_DEF) {file="inv_change.wav"; vol = 127; };
INSTANCE TRADE_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; };
INSTANCE TRADE_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; };
INSTANCE PROFILE_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; };
INSTANCE PROFILE_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; };
INSTANCE ASK_YES (C_SFX_DEF) {file="nosound.wav"; vol = 0; };
INSTANCE ASK_NO (C_SFX_DEF) {file="nosound.wav"; vol = 0; };
INSTANCE HELP_ON (C_SFX_DEF) {file="nosound.wav"; vol = 0; };
INSTANCE HELP_OFF (C_SFX_DEF) {file="nosound.wav"; vol = 0; };
////////////////////
// VOB-SFX
////////////////////
INSTANCE TORCH_ENLIGHT (C_SFX_DEF) {file= "torch_enlight.wav"; };
INSTANCE TORCH_BURN (C_SFX_DEF) {file= "torch_burning.wav"; };
INSTANCE CAMPFIRE_BURN (C_SFX_DEF) {file= "campfire_02.wav"; loop=1; };
INSTANCE BOILING_POT (C_SFX_DEF) {file= "boiling_pot.wav"; loop=1; };
INSTANCE FIRE_LARGE (C_SFX_DEF) {file= "fire_large01.wav"; vol = 100; };
INSTANCE FIRE_MEDIUM (C_SFX_DEF) {file= "fire_medium01.wav"; vol = 100; };
INSTANCE FIRE_SMALL (C_SFX_DEF) {file= "fire_small01.wav"; vol = 100; };
// INSTANCE WATERFALL (C_SFX_DEF) {file= "WATERFALL.wav"; loop=1; };
// INSTANCE FOUNTAIN (C_SFX_DEF) {file= "FOUNTAIN.wav"; loop=1; };
////////////////////
// Ambient-SFX
////////////////////
// INSTANCE AMBIENT_WINDYCAVE (C_SFX_DEF) {file= "AMBIENT;WINDYCAVE.wav"; loop=1; };
// INSTANCE AMBIENT_UNDERWATER (C_SFX_DEF) {file= "AMBIENT;UNDERWATER.wav"; loop=1; };
// INSTANCE AMBIENT_NIGHTMEADOW (C_SFX_DEF) {};
// INSTANCE AMBIENT_DARKNIGHT (C_SFX_DEF) {};
// INSTANCE AMBIENT_SUNRISE (C_SFX_DEF) {file= "AMBIENT;SUNRISE.wav"; loop=1; };
// INSTANCE AMBIENT_RAIN (C_SFX_DEF) {file= "AMBIENT;RAIN.wav"; loop=1; };
// INSTANCE AMBIENT_MINE (C_SFX_DEF) {file= "AMB;MINE.wav"; loop=1; };
////////////////////
// Skript-SFX
////////////////////
// INSTANCE CHEST_OPEN (C_SFX_DEF) {file= "CHEST;OPEN.wav"; };
// INSTANCE CHEST_CLOSE (C_SFX_DEF) {file= "CHEST;CLOSE.wav"; };
// INSTANCE BIGCHEST_OPEN (C_SFX_DEF) {file= "BIGCHEST;OPEN.wav"; };
// INSTANCE BIGCHEST_CLOSE (C_SFX_DEF) {file= "BIGCHEST;CLOSE.wav"; };
// INSTANCE LEVEL_USE (C_SFX_DEF) {};
// INSTANCE PORTCULLI_UP (C_SFX_DEF) {file= "PORTCULLI;UP.wav"; };
// INSTANCE PORTCULLI_DOWN (C_SFX_DEF) {file= "PORTCULLI;DOWN.wav"; };
// INSTANCE PORTCULLI_FALL (C_SFX_DEF) {file= "PORTCULLI;FALL.wav"; };
// INSTANCE STONEHEAP_USE (C_SFX_DEF) {file= "STONEHEAP;USE.wav"; };
// INSTANCE KEY_OPEN (C_SFX_DEF) {file= "KEY;OPEN.wav"; };
// INSTANCE KEY_CLOSE (C_SFX_DEF) {file= "KEY;CLOSE.wav"; };
////////////////////
// Sprachsamples
////////////////////
// Human_Deutsch
// ***********************
// Carsten - Magiesounds
// ***********************
INSTANCE TMAG_TEST (C_SFX_DEF) {file= "magic_1.wav"; loop=1; };
INSTANCE TMAG_OPEN (C_SFX_DEF) {file= "magic_2.wav"; loop=1; };
INSTANCE TMAG_INIT (C_SFX_DEF) {file= "magic_3.wav"; };
INSTANCE TMAG_INVESTNEXT (C_SFX_DEF) {file= "magic_4.wav"; };
INSTANCE TMAG_CAST (C_SFX_DEF) {file= "magic_15.wav"; vol = 50; };
INSTANCE TMAG_COLLIDE (C_SFX_DEF) {file= "magic_11.wav"; };
INSTANCE TMAG_STOP (C_SFX_DEF) {file= "magic_7.wav"; };
INSTANCE FB_INV1 (C_SFX_DEF) {file= "key01.wav"; };
INSTANCE FB_INV2 (C_SFX_DEF) {file= "key02.wav"; };
INSTANCE FB_CAST (C_SFX_DEF) {file= "flyloop.wav"; loop=1; };
INSTANCE FB_COLLIDE (C_SFX_DEF) {file= "explosion.wav"; };
INSTANCE SPELL_LIGHTNING_CAST (C_SFX_DEF) {file= "lightning_spell_cast.wav"; loop=1; };
// ***********************
// Carsten - Menusounds
// ***********************
INSTANCE MENU_BROWSE (C_SFX_DEF) {file= "inv_change.wav"; vol = 127; };
INSTANCE MENU_SELECT (C_SFX_DEF) {file= "inv_open.wav"; vol = 127; };
INSTANCE MENU_ESC (C_SFX_DEF) {file= "inv_close.wav"; vol = 127; };
// ***********************
// Bert - Menusounds
// ***********************
// menu: multiplayer
INSTANCE MENU_NET_GAME_FOUND (C_SFX_DEF) {file= "eat_apple_bite_2.wav"; vol = 127; };
INSTANCE MENU_NET_GAME_NOTFOUND (C_SFX_DEF) {file= "spit_short.wav"; vol = 127; };
// menu: chatroom
INSTANCE MENU_NET_INFO_REQUEST (C_SFX_DEF) {file= "doorknob01.wav"; vol = 127; };
INSTANCE MENU_NET_PLAYER_ENTER (C_SFX_DEF) {file= "doorknob03.wav"; vol = 127; };
INSTANCE MENU_NET_PLAYER_LEAVE (C_SFX_DEF) {file= "doorclose01.wav"; vol = 127; };
INSTANCE MENU_NET_PLAYER_TIMEOUT (C_SFX_DEF) {file= "pickore_1.wav"; vol = 127; };
INSTANCE MENU_NET_PLAYER_CRCERROR (C_SFX_DEF) {file= "pickore_1.wav"; vol = 127; };
INSTANCE MENU_NET_PLAYER_CHANGE (C_SFX_DEF) {file= "eat_apple_bite_2.wav"; vol = 127; };
INSTANCE MENU_NET_GAME_START (C_SFX_DEF) {file= "various_cast1.wav"; vol = 127; };
// ***** Ende von Carstens Part *****
INSTANCE BLA23 (C_SFX_DEF) {file= "campfire_mono.wav"; vol = 127; loop=1; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// EVENTS ////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Gates, Stonewalls, Traps
INSTANCE GATE_START (C_SFX_DEF) {file= "gate_start.wav"; vol = 127; };
INSTANCE GATE_LOOP (C_SFX_DEF) {file= "gate_loop.wav"; vol = 127; };
INSTANCE GATE_STOP (C_SFX_DEF) {file= "gate_stop.wav"; vol = 127; };
INSTANCE STONE_SMALL_START (C_SFX_DEF) {file= "stone_small_start.wav"; vol = 105; };
INSTANCE STONE_SMALL_LOOP (C_SFX_DEF) {file= "stone_small_loop.wav"; vol = 105; };
INSTANCE STONE_SMALL_STOP (C_SFX_DEF) {file= "stone_small_stop.wav"; vol = 105; };
INSTANCE STONE_START (C_SFX_DEF) {file= "stone_start.wav"; vol = 105; };
INSTANCE STONE_LOOP (C_SFX_DEF) {file= "stone_loop.wav"; vol = 105; };
INSTANCE STONE_STOP (C_SFX_DEF) {file= "stone_stop.wav"; vol = 105; };
INSTANCE SPEAR_START (C_SFX_DEF) {file= "spear_start.wav"; vol = 110; };
INSTANCE SPEAR_START_01 (C_SFX_DEF) {file= "spear_start_01.wav"; vol = 110; };
INSTANCE SPEAR_STOP (C_SFX_DEF) {file= "spear_stop.wav"; vol = 110; };
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// SVM ////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// AARGH
INSTANCE SVM_1_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; };
INSTANCE SVM_1_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; };
INSTANCE SVM_1_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_1_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_1_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_2_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; };
INSTANCE SVM_2_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; };
INSTANCE SVM_2_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_2_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_2_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_3_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 107; };
INSTANCE SVM_3_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 107; };
INSTANCE SVM_3_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_3_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_3_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_4_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 107; };
INSTANCE SVM_4_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 107; };
INSTANCE SVM_4_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_4_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_4_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_5_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 110; };
INSTANCE SVM_5_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 110; };
INSTANCE SVM_5_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; };
INSTANCE SVM_5_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; };
INSTANCE SVM_5_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; };
INSTANCE SVM_6_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 110; };
INSTANCE SVM_6_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 110; };
INSTANCE SVM_6_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; };
INSTANCE SVM_6_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; };
INSTANCE SVM_6_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; };
INSTANCE SVM_7_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 110; };
INSTANCE SVM_7_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 110; };
INSTANCE SVM_7_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; };
INSTANCE SVM_7_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; };
INSTANCE SVM_7_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; };
INSTANCE SVM_8_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 110; };
INSTANCE SVM_8_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 110; };
INSTANCE SVM_8_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; };
INSTANCE SVM_8_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; };
INSTANCE SVM_8_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; };
INSTANCE SVM_9_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; };
INSTANCE SVM_9_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; };
INSTANCE SVM_9_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_9_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_9_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_10_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; };
INSTANCE SVM_10_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; };
INSTANCE SVM_10_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_10_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_10_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_11_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 107; };
INSTANCE SVM_11_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 107; };
INSTANCE SVM_11_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_11_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_11_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; };
INSTANCE SVM_12_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 107; };
INSTANCE SVM_12_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 107; };
INSTANCE SVM_12_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_12_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_12_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; };
INSTANCE SVM_13_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; };
INSTANCE SVM_13_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; };
INSTANCE SVM_13_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_13_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_13_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; };
INSTANCE SVM_14_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; };
INSTANCE SVM_14_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; };
INSTANCE SVM_14_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_14_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_14_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_15_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; };
INSTANCE SVM_15_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; };
INSTANCE SVM_15_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_15_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
INSTANCE SVM_15_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; };
// DEAD
INSTANCE SVM_1_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; };
INSTANCE SVM_2_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
INSTANCE SVM_3_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; };
INSTANCE SVM_4_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; };
INSTANCE SVM_5_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
INSTANCE SVM_6_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; };
INSTANCE SVM_7_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; };
INSTANCE SVM_8_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
INSTANCE SVM_9_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; };
INSTANCE SVM_10_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; };
INSTANCE SVM_11_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
INSTANCE SVM_12_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; };
INSTANCE SVM_13_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; };
INSTANCE SVM_14_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
INSTANCE SVM_15_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; };
// BERZERK
INSTANCE SVM_1_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; };
INSTANCE SVM_2_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; };
INSTANCE SVM_3_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; };
INSTANCE SVM_4_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; };
INSTANCE SVM_5_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; };
INSTANCE SVM_6_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; };
INSTANCE SVM_7_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; };
INSTANCE SVM_8_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; };
INSTANCE SVM_9_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; };
INSTANCE SVM_10_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; };
INSTANCE SVM_11_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; };
INSTANCE SVM_12_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; };
INSTANCE SVM_13_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; };
INSTANCE SVM_14_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; };
INSTANCE SVM_15_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; };
INSTANCE DEMENTHOR_TALK (C_SFX_DEF) {file= "DementhorTalk.wav"; vol=60; loop=1; };
INSTANCE WOODCHOPPIN_NOISE (C_SFX_DEF) {file= "SplitWoodFX1A.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_NOISE_A1 (C_SFX_DEF) {file= "SplitWoodFX2A.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_NOISE_A2 (C_SFX_DEF) {file= "SplitWoodFX3A.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_NOISE2 (C_SFX_DEF) {file= "SplitWoodFX1B.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_NOISE2_A1 (C_SFX_DEF) {file= "SplitWoodFX2B.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_NOISE2_A2 (C_SFX_DEF) {file= "SplitWoodFX3B.wav"; vol = 170; };
INSTANCE WOODCHOPPIN_SPLIT (C_SFX_DEF) {file= "SplitWoodFX1C.wav"; vol = 120; };
INSTANCE WOODCHOPPIN_SPLIT_A1 (C_SFX_DEF) {file= "SplitWoodFX2C.wav"; vol = 120; };
INSTANCE WOODCHOPPIN_SPLIT_A2 (C_SFX_DEF) {file= "SplitWoodFX3C.wav"; vol = 120; };