;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; The Sounds database - Very much a work in progress
;
; The file format is pretty much ripped wholesale from shogun
;
; event { name } {3d/1d} {streamed} { probability } { volume }
;       { minDist } { maxDist } { minPitch } { maxPitch }
;       { looped } {randomdelay} { probradius } { pan }
;       { pref sfx|speech|music }
;     folder { base path }
;     {sample name}     modifiers (any of probability, volume etc)
;     {sample name} ...
; end
;
; The streamed keyword means that the sample will be streamed from disk instead of loaded at initialisation time
; Volume is a modifier to the base volume set in the preferences (between -100db & 0db)
; Pan is -100.0db to 100.0db        ( N.B. Pan is currently ignored as either a sound is played in 3D or 1D)
; minDist must be greater than 1.0f
; retrigger delay in seconds before retriggering the sound (used currently in music code)
; looped    will overwrite the parameter in play_tracked_sound
;
; DEFAULT: sets some default values for all the following sound events
; parameters are as per the event keyword (i.e. minDist, volume etc)
;
; Artem (20/1/03): there is a limitation in the current version of the parser,
; which does not allow to have an event definition after a bank definition!
; Individual events must be listed after a DEFAULT clause or at the begining of
; the file.
;
; Artem (30/07/2003):
; New event parameter 'randomdelay' is the delay in seconds
; before 3D sounds start playing.
;
; Artem (11/11/2003):
; probradius - distance to camera inside which the probability is set to 1.0
;
; pan - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;
;; will load that many samples per event in Win98 machines
;;
required_samples_cutoff 2

;;
;; rollof_factor by default is 1.0f
;; see "Minimum and Maximum Distances" page in DirectSound help
;;
;rolloff_factor .4
rolloff_factor 1

doppler_factor 0.5

;;
;; strat map rollof_factor by default is 1.0f
;; see "Minimum and Maximum Distances" page in DirectSound help
;;
stratmap_rolloff_factor 3


;;
;; default maxdist percentage. This is the percentage of the volume at which the sound is turned off.
;;
volume_cutoff .01

;; priority floor (priority units)
priority_floor -1000.0

;; pitch offset for water, wind and rain sounds
pitch_offset .2

;;
;; Audio ducking control
;;
ducking_on          1       ; 0- off, 1 - on
ducking_fade_in     1       ; in seconds
ducking_fade_out    1       ; in seconds
ducking_amount      -40     ; in volume units


;;
;; Camera culling sphere radius for event triggering of units, default = 10.0f ;;

cam_cull_radius_unit    100.0f;

;;
;; Camera culling sphere radius for event triggering of siege engines, default = 10.0f 

cam_cull_radius_engine  2000.0f;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;     ENVIRONMENT_GENERIC,                // factory default
;     ENVIRONMENT_PADDEDCELL,
;     ENVIRONMENT_ROOM,                   // standard environments
;     ENVIRONMENT_BATHROOM,
;     ENVIRONMENT_LIVINGROOM,
;     ENVIRONMENT_STONEROOM,
;     ENVIRONMENT_AUDITORIUM,
;     ENVIRONMENT_CONCERTHALL,
;     ENVIRONMENT_CAVE,
;     ENVIRONMENT_ARENA,
;     ENVIRONMENT_HANGAR,
;     ENVIRONMENT_CARPETEDHALLWAY,
;     ENVIRONMENT_HALLWAY,
;     ENVIRONMENT_STONECORRIDOR,
;     ENVIRONMENT_ALLEY,
;     ENVIRONMENT_FOREST,
;     ENVIRONMENT_CITY,
;     ENVIRONMENT_MOUNTAINS,
;     ENVIRONMENT_QUARRY,
;     ENVIRONMENT_PLAIN,
;     ENVIRONMENT_PARKINGLOT,
;     ENVIRONMENT_SEWERPIPE,
;     ENVIRONMENT_UNDERWATER,
;     ENVIRONMENT_DRUGGED,
;     ENVIRONMENT_DIZZY,
;     ENVIRONMENT_PSYCHOTIC,

;
; New event parameter: effect_level
;

;; MTW2 climates
; 	mediterranean
; 	sandy_desert
; 	rocky_desert
; 	unused1
; 	steppe
; 	temperate_deciduous_forest
; 	temperate_coniferous_forest
; 	unused2
; 	highland
; 	alpine
; 	tropical
; 	semi_arid



EAX:
    global
        parameter   "Mute at maximum"       0

    terrain grass_short, grass_long, scrub_dense
        room        ENVIRONMENT_GENERIC

    terrain sand, rock
        room        ENVIRONMENT_GENERIC

    terrain forest_dense
        room        ENVIRONMENT_GENERIC

    terrain swamp
        room        ENVIRONMENT_GENERIC

    terrain mud
        room        ENVIRONMENT_GENERIC

    terrain mud_road
        room        ENVIRONMENT_GENERIC

    terrain stone_road
        room        ENVIRONMENT_GENERIC

    terrain water
        room        ENVIRONMENT_GENERIC

    terrain ice
        room        ENVIRONMENT_GENERIC

    terrain snow
        room        ENVIRONMENT_GENERIC

    terrain wood
        room        ENVIRONMENT_GENERIC

    terrain dirt
        room        ENVIRONMENT_GENERIC

    city
    level town, large_town, city, large_city, huge_city              ; village, 
    provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)"
        room        ENVIRONMENT_ALLEY
        parameter   "EAX effect volume"     .8
    
    provider "Miles Fast 2D Positional Audio"
        room        ENVIRONMENT_ALLEY

        
 ;;;;;  small forest
   forest
    climates tropical, semi_arid, steppe, highland ; sandy_desert, 
    provider "Miles Fast 2D Positional Audio"
        room        ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .2
    provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)"
        room        ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .2
  
          
;;;;  large  forest 
   forest
    climates temperate_deciduous_forest, temperate_coniferous_forest, alpine
    provider "Miles Fast 2D Positional Audio"
        room        ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .6
    provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)"
        room        ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .6

    frontend
        master_room ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .6
    
    campaign
        master_room ENVIRONMENT_FOREST
        parameter   "EAX effect volume"     .6
        end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; List of used music types
music_types_enum northern_european eastern_european southern_european middle_eastern mesoamerican greek iliac_bay argonian orcs

; descr_sounds_music_types.txt is loaded in world_map from world/maps/base/

include descr_sounds_accents.txt
include descr_sounds_music.txt
include descr_sounds_interface.txt
include descr_sounds_stratmap.txt
include descr_sounds_stratmap_voice.txt
include descr_sounds_units.txt
include descr_sounds_units_ambient.txt
include descr_sounds_units_idle.txt
include descr_sounds_units_march.txt
include descr_sounds_units_run.txt
include descr_sounds_units_charge.txt
include descr_sounds_units_fight.txt
include descr_sounds_units_fire.txt
include descr_sounds_units_anims.txt
include descr_sounds_units_voice.txt
include descr_sounds_units_reform.txt
include descr_sounds_units_collide.txt
include descr_sounds_units_taunt.txt
include descr_sounds_units_retreat.txt
include descr_sounds_units_confirm.txt
include descr_sounds_units_celebrate.txt
include descr_sounds_weapons.txt
include descr_sounds_structures.txt
include descr_sounds_enviro.txt
include descr_sounds_engine.txt
include descr_sounds_events.txt
include descr_sounds_advice.txt
include descr_sounds_prebattle.txt
include descr_sounds_battle_events.txt
include descr_sounds_narration.txt
include descr_sounds_generic.txt
