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;STRAT MAP SFX
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DEFAULT: 3d mindist 10 minPitch .9 maxPitch 1.1 fadein .1 fadeout 1.0 probability 1 volume 0 randomdelay 0  effect_level .25 priority 500



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;; BANK: character		 - Sounds for character actions on stratmap
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BANK: character_action
	action idle
		type general admiral assassin diplomat spy
			event
				folder data/sounds/SFX

			end



	action moving_normal
		type general
			event
				folder data/sounds/SFX/

			end
		type admiral
			event fadein 1.0 fadeout 1.0 volume -45 looped
				folder data/sounds/SFX/Campaign_Map
				waves_sailship
			end

		type assassin diplomat spy
			event
				folder data/sounds/SFX/

			end



	action spying
		type diplomat spy
			event
				folder data/sounds/SFX/Campaign_Map
				spy_strat_map

			end



	action attack
		type admiral
			event fadein 0 fadeout 5.0
				folder data/sounds/SFX/Campaign_Map
				naval_battle
			end

			
			
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;; BANK: disasters - These only apply to the disasters that have a graphical effect,
;; for all others use disaster_xxx in the event sounds sample bank
;;
;; Keywords: type
;;
;; Valid types: earthquake, volcano, flood, storm, fire
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DEFAULT: 3d fadein 0 fadeout 2 mindist 7 volume -30 randomdelay 0  effect_level .25

BANK: disasters
	type volcano
		event looped
			folder data/sounds/SFX/Campaign_Map
			Volcano22M
		end
	type fire
		event looped
			folder data/sounds/SFX/Campaign_Map
			fire
		end
	type flood
		event looped
			folder data/sounds/SFX/Campaign_Map
			flood22M
		end

	type storm
		event looped
			folder data/sounds/SFX/Campaign_Map
			Storm22M
		end

		type earthquake
		event looped
			folder data/sounds/SFX/Campaign_Map
			earthquake22M
		end

		
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;; BANK: stratmap_terrain		 - Enviro sounds for terrains on stratmap
;;
;; Keywords: season, terrain
;;
;; terrain: fertile_low, fertile_medium, fertile_high, wilderness,
;;          mountains_high, mountains_low, hills,
;;          forest_dense, forest_sparse, swamp,
;;          ocean, sea_deep, sea_shallow, beach
;; climates: mediterranean, sandy_desert, rocky_desert,
;;			unused1, steppe
;;			 temperate_deciduous_forest, temperate_coniferous_forest, unused2
;;			highland, alpine, tropical, semi_arid
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DEFAULT: 3d volume 0 probability 1 priority 0 distancepriority -1
DEFAULT: fadein 0 fadeout 2 mindist 5 minPitch .8 maxPitch 1.2

BANK: stratmap_terrain

	channels	10		; number of sounds to be played simultaneously
	delay		15		; delay between updates (in seconds)
	radius		25  	; radius around the camera where the sounds are played (in tiles)
	radius_min  0
	area_min	7		; minimum area of a patch with sound (in tiles)

	season summer
		terrain fertile_low, wilderness ; fertile_medium, fertile_high, wilderness
		climates sandy_desert, rocky_desert
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume 0 minPitch .9 maxPitch 1.1 mindist 5
					folder data/sounds/SFX/environment/ambience
					desert_wind_01
					desert_wind_02
					desert_wind_03
					
				end

		terrain mountains_high ; mountains_low, hills
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume -25
					folder data/sounds/SFX/environment/weather
					Wind_Winter_Light_01
					Wind_Winter_Light_02
				end

		terrain forest_dense
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX/environment

				end
			looped
				event volume 0 mindist 1 volume -15
					folder data/sounds/SFX/environment/ambience
					Jungle_01
					Jungle_02
					Jungle_03
					Jungle_04
					Jungle_05
				end

		terrain forest_sparse
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX/environment

				end
			looped
				event mindist 3
					folder data/sounds/SFX/environment/ambience
					forest_01 volume -15
					forest_02 volume -15
					forest_03 volume -25 probability .5
					forest_04 volume -25 probability .5
					forest_05 volume -25 probability .5
					
					

				end

		terrain swamp
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0 mindist 1
					folder data/sounds/SFX/environment

				end
			looped
				event volume 0 mindist 2
					folder data/sounds/SFX/environment/ambience
					swamp_01
					swamp_02
				end

		terrain ocean, sea_deep
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume -35
					folder data/sounds/SFX/environment/water
					Ocean_Distant
				end

		terrain sea_shallow
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume -40 mindist 1
					folder data/sounds/SFX/Environment/water
					ocean_wave_01
					ocean_wave_02
				end

		terrain beach
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume 0
					folder data/sounds/SFX/environment/water
					;Wave1
					;Wave2
				end

				
				
;;;;;;  WINTER   ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

season winter
	terrain fertile_low,  fertile_medium, fertile_high, wilderness
		climates sandy_desert, rocky_desert
			ambient
				event

				end


			looped
				event volume 0 minPitch .9 maxPitch 1.1 mindist 5
					folder data/sounds/SFX/environment/ambience
					desert_wind_01
					desert_wind_02
					desert_wind_03
					
				end

	terrain mountains_high ; mountains_low, hills
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
			event volume -35 probability 1 effect_level .8 mindist 2
				folder data/sounds/SFX/Environment/Animals/winter_strat_animals
				eagle01
				eagle02
				hawk01
				wolf01
 				wolf02
 				wolf03
 				wolf04
				owl_01
				owl_02
				end

			looped
				event volume -25
					folder data/sounds/SFX/environment/weather
					Wind_Winter_Light_01
					Wind_Winter_Light_02
				end

	terrain forest_dense
		climates mediterranean, sandy_desert, rocky_desert,  semi_arid
			ambient
			event

				end


			looped
				event volume 0 mindist 1 volume -15
					folder data/sounds/SFX/environment/ambience
					Jungle_01
					Jungle_02
					Jungle_03
					Jungle_04
					Jungle_05
				end



	terrain forest_sparse
	   climates mediterranean, sandy_desert, rocky_desert,  semi_arid
			ambient
				event

				end

			looped
				event mindist 4
					folder data/sounds/SFX/environment/ambience
					forest_01 volume -15
					forest_02 volume -15
					
					
				end


			climates unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest,  highland, alpine, tropical
				ambient
			event volume -35 probability 1 effect_level 1 mindist 2
				folder data/sounds/SFX/Environment/Animals/winter_strat_animals
				eagle01
				eagle02
				hawk01
				wolf01
 				wolf02
 				wolf03
 				wolf04
				owl_01
				owl_02
				end
				looped
				event mindist 3 volume -50 effect_level .5
					folder data/sounds/SFX/environment/weather
					Wind_winter
				end


	terrain swamp
		climates mediterranean, sandy_desert, rocky_desert,  semi_arid
			ambient
				event


				end
			looped
				event volume 0 mindist 2
					folder data/sounds/SFX/environment/ambience
					swamp_01
					swamp_02
				end

	terrain ocean, sea_deep
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume -35
					folder data/sounds/SFX/environment/water
					Ocean_Distant
				end

	terrain sea_shallow
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume -35 mindist 1
					folder data/sounds/SFX/Environment/water
					ocean_wave_01
					ocean_wave_02
				end

	terrain beach
		climates mediterranean, sandy_desert, rocky_desert, unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical, semi_arid
			ambient
				event volume 0
					folder data/sounds/SFX

				end
			looped
				event volume 0
					folder data/sounds/SFX/environment/water
					;Wave1
					;Wave2
				end

				
				
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;; BANK: stratmap_object
;; culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european
;; level	village, town, large_town, city, large_city, huge_city
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DEFAULT: 3d volume 0 probability 1 fadein 0 fadeout 0
DEFAULT: mindist 1 minPitch .9 maxPitch 1
DEFAULT: priority 0 distancepriority -1

BANK: stratmap_object

	what settlement
		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, orcs
		level	village, town, large_town
			event
				folder data/sounds/SFX/Environment/Structures
				;village
			end

	what settlement
		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, orcs
		level city, large_city, huge_city
			event
				folder data/sounds/SFX/Environment/Structures
				;city
			end

	what port
		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, orcs
		level	fishing_village, sea_port, shipwright, dockyard
			event
				folder data/sounds/SFX/Environment/Structures
				;port_01
			end


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