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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ENGINE SOUNDS THAT USE SND_SFX  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


DEFAULT: 3d mindist 5 minPitch .8 maxPitch 1.2 priority 70 fadein .25 fadeout 2 Volume 0 probability 1 distancepriority 0 randomdelay 0 effect_level .25


event Rocket_Launcher_Fire mindist 15 priority 240 minPitch .5 maxPitch 1.2 fadein 0 fadeout 2 Volume -10 rndvolume -20 probability 1 distancepriority 0 randomdelay 0 effect_level .25
	folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
	RL_fire_01
	RL_fire_02
	RL_fire_03
	RL_fire_04
	RL_fire_05
	RL_fire_06
	RL_fire_07
end


event Monster_Ribault_Fire mindist 20 priority 240 minPitch .5 maxPitch 1.5 fadein 0 fadeout 2 Volume 0 rndvolume -20 probability 1 distancepriority 0 randomdelay 0 effect_level .25
	folder data/sounds/SFX/Individual/Siege_Engines/ribault
	ribault_fire_01
	ribault_fire_02
	ribault_fire_03
	ribault_fire_04
	ribault_fire_05
	ribault_fire_06
	ribault_fire_07
	ribault_fire_08
	ribault_fire_09
	ribault_fire_10
	ribault_fire_11
	ribault_fire_12
end

event Ribault_Fire mindist 20 priority 240 minPitch .5 maxPitch 1.5 fadein 0 fadeout 2 Volume 0 rndvolume -20 probability 1 distancepriority 0 randomdelay 0 effect_level .25
	folder data/sounds/SFX/Individual/Siege_Engines/ribault
	ribault_fire_01
	ribault_fire_02
	ribault_fire_03
	ribault_fire_04
	ribault_fire_05
	ribault_fire_06
	ribault_fire_07
	ribault_fire_08
	ribault_fire_09
	ribault_fire_10
	ribault_fire_11
	ribault_fire_12
	end
	
	
	
	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ANIMATION SOUNDS FOR STRAT MAP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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DEFAULT: 3D minPitch .9 maxPitch 1.1 fadein 0 fadeout 0 mindist 3 volume 0 probability 1 rndvolume 0 randomdelay 0  effect_level .25 priority 10

event SM_ANIM_FOOTSTEP rndvolume -10 volume 0
	folder data/sounds/SFX/Individual/Footsteps/Infantry
	strat_dirt_walk_01
	strat_dirt_walk_02
	strat_dirt_walk_03
	strat_dirt_walk_04
	strat_dirt_walk_05
	strat_dirt_walk_06
	strat_dirt_walk_07
	strat_dirt_walk_08
	strat_dirt_walk_09
	strat_dirt_walk_10
		
end

event SM_ANIM_BATTLE mindist 8 volume -10 effect_level 0 minPitch 1 maxPitch 1
folder data/sounds/SFX/Interface/Campaign
engage_enemy_02
end

event SM_ANIM_SWOOSH
folder data/sounds/SFX/Individual/Melee/Swooshes/Swoosh_Medium_Long
Swoosh_Med_Long_01
Swoosh_Med_Long_02
end

event SM_ANIM_SMALL_SWOOSH mindist 2
folder data/sounds/SFX/Individual/Melee/Swooshes/Swoosh_Low_Long
Swoosh_Low_Long_01
Swoosh_Low_Long_02
Swoosh_Low_Long_03
Swoosh_Low_Long_04
folder data/sounds/SFX/Individual/Melee/Swooshes/Swoosh_Medium_Short
Swoosh_Medium_Short_01
Swoosh_Medium_Short_02
Swoosh_Medium_Short_03
Swoosh_Medium_Short_04
Swoosh_Medium_Short_05
Swoosh_Medium_Short_06
Swoosh_Medium_Short_07
Swoosh_Medium_Short_08
Swoosh_Medium_Short_09
Swoosh_Medium_Short_10
Swoosh_Medium_Short_11
end

event SM_ANIM_SCRAPE
folder data/sounds/SFX/Individual/Melee/Sword/Sword_Hit_Breastplate
Sword_Hit_Breastplate_06
Sword_Hit_Breastplate_07

end

event SM_ANIM_FALL  
folder data/sounds/SFX/Individual/Falls/Infantry
Fall_Infantry_Grass_03
Fall_Infantry_Grass_04
Fall_Infantry_Grass_05
Fall_Infantry_Grass_06
Fall_Infantry_Grass_07
end



event SM_ANIM_IDLE_NECK_CRACK mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Infantry_Neck_Cracking_01
	Infantry_Neck_Cracking_01
end

event SM_ANIM_IDLE_STRETCH_ARMS mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Inf_Stretch_02
	Inf_Stretch_03
	Inf_Stretch_04
	Inf_Stretch_06
	Inf_Stretch_07
	Inf_Stretch_09
end

event SM_ANIM_IDLE_STRETCH_BACK mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Inf_Stretch_02
	Inf_Stretch_03
	Inf_Stretch_04
	Inf_Stretch_06
	Inf_Stretch_07
	Inf_Stretch_09
end


event SM_ANIM_IDLE_SNEEZE mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Infantry_Sneezing_05
	Infantry_Sneezing_02
	Infantry_Sneezing_03
	Infantry_Sneezing_01
end

event SM_ANIM_IDLE_SCRATCH_HEAD mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Infantry_Scratch_Head_02
	Infantry_Scratch_Head_01

end

event SM_ANIM_IDLE_CLEAR_THROAT mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Infantry_ClearThroat_01
	Infantry_ClearThroat_02
	Infantry_ClearThroat_05
	Infantry_ClearThroat_07
end

event SM_ANIM_IDLE_SNIFF mindist 2 probability .1
folder data/sounds/voice/human/Generic
	Infantry_Sniff_Nose_01
	Infantry_Sniff_Nose_02
end



event SM_BODY_HIT volume 0
				folder data/sounds/SFX/Individual/Melee/Elephant
				Kick_Body_Low
				Punch_Body_1
				Punch_Body_2
				Swipe_Kick
			
				folder data/sounds/SFX/Individual/Melee/Thuds
				Axe_Hit_Flesh_02
				Axe_Hit_Flesh_03
				Dagger_Hit_Flesh_01
				Mace_Hit_Flesh_02
				
				
				end	

	
				
				

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;; TOWER FIRING    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


DEFAULT: 3d mindist 5 minPitch .9 maxPitch 1.1 volume -10 probability 1 priority 190 distancepriority -1 fadein 0 fadeout 2 randomdelay 0  effect_level .25


event TOWER_ARROW_FIRING priority 110 mindist 7 minPitch .7 maxPitch 1.2 rndvolume -10 volume -10
folder data/sounds/SFX/Individual/Tower_cannons
Tower_Crossbow_fire_01
Tower_Crossbow_fire_02
Tower_Crossbow_fire_03
Tower_Crossbow_fire_04
Tower_Crossbow_fire_05
Tower_Crossbow_fire_06

end



event TOWER_BALLISTA_FIRING priority 190 mindist 10 minPitch .7 maxPitch 1.2 rndvolume -10 volume 0
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_fire_01
	Ballista_fire_02
end




event CANNON_FIRING priority 190 mindist 15 minPitch .9 maxPitch 1.1 volume 0
folder data/sounds/SFX/Individual/Siege_Engines/bombard
	Bombard_Fire_01	
	
end






;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;    AMBIENCE AND STRUCTURE SOUNDS     ;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event ambient_Settlement mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume 0 fadein .1 fadeout .2 looped
				folder data/sounds/SFX/Environment/Ambience
				
				ambient_town_euro_01 probability .004 volume -15
				ambient_town_euro_02 probability .004 volume -15
				ambient_town_euro_03 probability .004 volume -15
				ambient_town_euro_04 probability .004 volume -15
				ambient_town_euro_05 probability .004 volume -15
				
				ambient_town_euro_birds_01a probability .004 volume 0 
				ambient_town_euro_birds_01b probability .004 volume 0 
				ambient_town_euro_birds_01c probability .004 volume 0 
			
				
				ambient_town_euro_birds_02a probability .004 volume 0 
				ambient_town_euro_birds_02b probability .004 volume 0 
				ambient_town_euro_birds_02c probability .004 volume 0 
				
				
				ambient_town_euro_birds_03a probability .004 volume 0 
				ambient_town_euro_birds_03b probability .004 volume 0 
				ambient_town_euro_birds_03c probability .004 volume 0 
				
				ambient_town_euro_birds_04a probability .004 volume 0 
				ambient_town_euro_birds_04b probability .004 volume 0 
				ambient_town_euro_birds_04c probability .004 volume 0 
								
				
				ambient_town_euro_birds_05a probability .004 volume 0 
				ambient_town_euro_birds_05b probability .004 volume 0 
				
end


event ambient_Settlement_night mindist 4 minpitch .95 maxpitch .5 priority 0 volume 0 fadein 1 fadeout 1 looped
				folder data/sounds/SFX/Environment/Ambience
				
				night_ambience_01 probability .001 volume -40
				night_ambience_02 probability .001 volume -40
				night_ambience_03 probability .001 volume -40
				night_ambience_04 probability .001 volume -40

end






				
event ambient_dog mindist 40 minpitch .8 maxpitch 1.1 priority 1 volume -25 fadein .1 fadeout .2  probability 1 distancepriority 0
				folder data/sounds/SFX/Environment/Ambience
			
				ambient_town_dog_01
				ambient_town_dog_02 
				ambient_town_dog_03 
				ambient_town_dog_04 
				
				ambient_town_dog_night_01 
				ambient_town_dog_night_02 
				ambient_town_dog_night_03 
				ambient_town_dog_night_04 
				ambient_town_dog_night_05 
				ambient_town_dog_night_06 
				ambient_town_dog_night_07 

				 ;dog_03
				 ;dog_04
				 ;dog_05
				 ;dog_06
end
				 
event ambient_dog_night mindist 40 minpitch .8 maxpitch 1.1 priority 1 volume -25 fadein .1 fadeout .2  probability 1 distancepriority 0
				folder data/sounds/SFX/Environment/Ambience
			
				ambient_town_dog_01
				ambient_town_dog_02 
				ambient_town_dog_03 
				ambient_town_dog_04 
				
				ambient_town_dog_night_01 
				ambient_town_dog_night_02 
				ambient_town_dog_night_03 
				ambient_town_dog_night_04 
				ambient_town_dog_night_05 
				ambient_town_dog_night_06 
				ambient_town_dog_night_07 

				 ;dog_03
				 ;dog_04
				 ;dog_05
				 ;dog_06

end
				
				
event ambient_euro_bell mindist 40 minpitch .7 maxpitch 1.1 priority 0 volume -40 fadein .1 fadeout .2 probability 1 distancepriority 0				
				folder data/sounds/SFX/Environment/Ambience	
											
 				ambient_town_euro_bell_01 
 				ambient_town_euro_bell_02 
 				ambient_town_euro_bell_03 
 				ambient_town_euro_bell_04 
 				ambient_town_euro_bell_05 
								
end


event ambient_Settlement_arabic mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume 0 fadein .2 fadeout .5 looped 
				folder data/sounds/SFX/Environment/Ambience
								
				ambient_town_euro_01 probability .004 volume -15
				ambient_town_euro_02 probability .004 volume -15
				ambient_town_euro_03 probability .004 volume -15
				ambient_town_euro_04 probability .004 volume -15
				ambient_town_euro_05 probability .004 volume -15
				
				ambient_town_euro_birds_01a probability .004 volume 0 
				ambient_town_euro_birds_01b probability .004 volume 0 
				ambient_town_euro_birds_01c probability .004 volume 0 
			
				
				ambient_town_euro_birds_02a probability .004 volume 0 
				ambient_town_euro_birds_02b probability .004 volume 0 
				ambient_town_euro_birds_02c probability .004 volume 0 
				
				
				ambient_town_euro_birds_03a probability .004 volume 0 
				ambient_town_euro_birds_03b probability .004 volume 0 
				ambient_town_euro_birds_03c probability .004 volume 0 
				
				ambient_town_euro_birds_04a probability .004 volume 0 
				ambient_town_euro_birds_04b probability .004 volume 0 
				ambient_town_euro_birds_04c probability .004 volume 0 
								
				
				ambient_town_euro_birds_05a probability .004 volume 0 
				ambient_town_euro_birds_05b probability .004 volume 0 
				
				
end

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


event ambient_farm mindist 4 minpitch 1.0 maxpitch 1.0 priority 20 looped fadein .2 fadeout .5 
			folder data/sounds/SFX/structure
			ambient_farmyard_light_chickens_02a
			ambient_farmyard_light_chickens_02b
end


event ambient_swamp mindist 4 minpitch 1.0 maxpitch 1.0 priority 20 looped fadein .2 fadeout .5 volume -20
			folder data/sounds/SFX/environment/ambience
			swamp_01
			swamp_02
end




event WELL mindist 1 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped 
				folder data/sounds/SFX/Structure
				village_well_02
end



event ambient_alchemy mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume -15 looped  fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_alchemy
end


event ambient_archery mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_archery
end


event ambient_ballista mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_ballista
end

event ambient_barracks mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume -15 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_barracks
end

event ambient_blacksmith mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_blacksmith
end

event ambient_brothel mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume -15 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_Brothel_a
				ambient_Brothel_b
end


event ambient_gunsmith mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_gunsmith
				
end


event ambient_cannon mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_cannon
				
end

event ambient_cathedral mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_cathedral_bell
				
end

event ambient_catapult mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_catapult
				
end



event ambient_church mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_church_bell
				
end

event ambient_market mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume -15 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_market_03
				
end

event ambient_arabic_market mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume -15 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_arabic_market
				
end


event ambient_tavern mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_tavern
				
end

event ambient_small_church mindist 4 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_village_church_bell
				
end

event ambient_horse_stables mindist 3 minpitch .8 maxpitch 1.1 priority 0 volume 0 looped fadein .2 fadeout .5
				folder data/sounds/SFX/Structure
				ambient_horse_stables_a
				ambient_horse_stables_b
end





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



event Burning_building_large mindist 8 priority 190 volume -10 fadein .5 fadeout 1 distancepriority -2
		folder data/sounds/SFX/Structure
		Fire_large
end


event Burning_building_medium mindist 8 priority 190 volume -20 fadein .5 fadeout 1 distancepriority -2
		folder data/sounds/SFX/Structure
		Fire_medium
end


event Burning_building_small mindist 8 priority 190 volume -20 fadein .5 fadeout 1 distancepriority -2
		folder data/sounds/SFX/Structure
		Fire_small
end


event TORCH mindist .7 looped volume -45 minpitch .75  maxpitch 1.15 fadein .3 fadeout 1 priority 15 distancepriority -3
		folder data/sounds/SFX/Individual
		torch
end

event NAPTHA_LOOP mindist 1 looped volume -20 minpitch .75  maxpitch 1.15 fadein .5 fadeout 1 priority 15 distancepriority -3
		folder data/sounds/SFX/Structure
		Fire_small
end
	

;; added to men and buildings - priority is -5 below deathscream
event FIRE_FLARE_UP mindist 2 priority 125 volume 0 fadein 0 fadeout 0 distancepriority -2
		folder data/sounds/SFX/Structure
		Fire_flare_up_01
		Fire_flare_up_02
		Fire_flare_up_03
		Fire_flare_up_04
		Fire_flare_up_05
		Fire_flare_up_06
end


event Burning_man_sound looped mindist 1.5 priority 60 volume -25 fadein .2 fadeout .5 distancepriority -3
		folder data/sounds/SFX/Individual/misc
		men_on_fire
end

event BURNING_SCREAM mindist 2 priority 130 volume -10 minpitch .7 maxpitch 1.1 fadein 0 fadeout 1 distancepriority -2
		folder data/sounds/Voice/Human/Generic
		burning_scream_01
		burning_scream_02
		burning_scream_03
		burning_scream_04
		burning_scream_05
		burning_scream_06
		burning_scream_07
		burning_scream_08
		burning_scream_09
		burning_scream_10
		burning_scream_11
		burning_scream_12
		burning_scream_13
		burning_scream_14
		burning_scream_15
		burning_scream_16
		burning_scream_17
		burning_scream_18
		burning_scream_19
		burning_scream_20
		burning_scream_21
		burning_scream_22
		
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  DRUID CHANT   ;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event DRUID_CHANT mindist 4 priority 130 rndvolume -15 volume -10  minpitch .7 maxpitch 1 fadein .2 fadeout 2 distancepriority -2
		folder data/sounds/Voice/Human/Generic
		druid_chant_01
		druid_chant_02
		druid_chant_03
		druid_chant_04
		druid_chant_05
		druid_chant_06
		druid_chant_07
		druid_chant_08
		druid_chant_09
		druid_chant_10
		druid_chant_11
		druid_chant_12
		druid_chant_13
		druid_chant_14
		druid_chant_15
		druid_chant_16
		druid_chant_17
		druid_chant_18

end


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

event COW_IMPACT mindist 15 priority 200 volume 0 fadein 0 fadeout 0 distancepriority 0 probability 1 
		folder data/sounds/SFX/individual/cow
		cow_impact_01
		cow_impact_02
end

event COW_FLYS_BUZZING mindist 2 looped priority 15 volume -10 fadein 0 fadeout 0 distancepriority 0 probability 1 
		folder data/sounds/SFX/individual/cow
		cow_flys_buzzing
end

event COW_FLY mindist 7 looped priority 170 volume 0 fadein .2 fadeout .5 distancepriority -1 
		folder data/sounds/SFX/individual/cow
		cow_fly
end


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

event INCOMING mindist 3 looped priority 170 volume 0 fadein 1 fadeout .2 distancepriority 0 probradius 1 probability 1 
		folder data/sounds/SFX/individual/siege_engines
		incoming_short_01
		incoming_short_02
end

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

event CANNON_HIT_GROUND mindist 20 priority 200 volume -25 distancepriority 0 randomdelay 0 probability 1 
		folder data/sounds/SFX/Individual/Siege_Engines
			;peep
end


event CANNON_HIT_GROUND_FIERY mindist 20 priority 200 volume -25 distancepriority 0 randomdelay 0 probability 1 
		folder data/sounds/SFX/Individual/Siege_Engines
			;peep
end





	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;  WALL, TOWER DESTRUCTION  ;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;; BUILDING ;;;;;;;;
event ANIM_Building_collapse mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	building_medium_destruction_01
end


event ANIM_Building_collapse_LARGE mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	building_collapse_medium_01
	building_collapse_medium_02
end

 
event ANIM_Building_collapse_SMALL mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	building_hit_destruction_01
	building_hit_destruction_02
	building_hit_destruction_03
	building_hit_destruction_04
	building_hit_destruction_05
	building_hit_destruction_06
	building_hit_destruction_07
	building_hit_destruction_08
	building_hit_destruction_09
	building_hit_destruction_10
	building_hit_destruction_11
	building_small_destruction_02
end


;;;;;; STONE ;;;;;;;;
event ANIM_Stone_collapse_LARGE mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	stone_collapse_large_01
	stone_collapse_large_02
	
end


event ANIM_Stone_collapse_MEDIUM mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	stone_collapse_medium_01
	stone_collapse_medium_02
	stone_collapse_medium_03
	stone_collapse_medium_04
	stone_collapse_medium_05
	
end

event ANIM_Stone_collapse_SMALL mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	stone_collapse_small_01
	stone_collapse_small_02
	stone_collapse_small_03
	stone_collapse_small_04
	stone_collapse_small_05
		
end


event ANIM_Stone_HITS mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	stone_impact_01
	stone_impact_02
	stone_impact_03
	stone_impact_04
	stone_impact_05
	stone_impact_06
	stone_impact_07
	stone_impact_08
	stone_impact_09
	stone_impact_10
	stone_impact_11
	stone_impact_12
	
end	
	
	

;;;;;; WOOD ;;;;;;;;
event ANIM_Wood_collapse_LARGE mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	building_wood_collapse_large_01
	building_wood_collapse_large_02
	building_wood_collapse_large_03
	building_wood_collapse_large_04
	
end

event ANIM_Wood_collapse_SMALL mindist 10 probability 1 priority 190
	folder data/sounds/SFX/Structure
	building_wood_collapse_small_01
	building_wood_collapse_small_02
	building_wood_collapse_small_03
	building_wood_collapse_small_04
	building_wood_collapse_small_05
	building_wood_collapse_small_06
	building_wood_collapse_small_07
		
end


;;;;;;;;;;;  DISTANT COLLAPSE  ;;;;;;;;;;;;;;;;

event ANIM_Stone_collapse_LARGE_DISTANT mindist 100 probability 1 priority 190 volume 0
	folder data/sounds/SFX/Structure
	stone_collapse_large_distant_01
	stone_collapse_large_distant_02
end	

event ANIM_Stone_collapse_MEDIUM_DISTANT mindist 100 probability 1 priority 190 volume 0
	folder data/sounds/SFX/Structure
	stone_collapse_medium_distant_01
	stone_collapse_medium_distant_02
end	

event ANIM_Stone_collapse_SMALL_DISTANT mindist 100 probability 1 priority 190 volume 0
	folder data/sounds/SFX/Structure
	stone_collapse_small_distant_01
	stone_collapse_small_distant_02
end	





;;;;;;;;
	
event ANIM_Wood_collapse_LARGE_DISTANT mindist 100 probability 1 priority 190 volume 0
	folder data/sounds/SFX/Structure
	wood_collapse_large_distant_01
	wood_collapse_large_distant_02
	

end	
	
event ANIM_Wood_collapse_SMALL_DISTANT mindist 100 probability 1 priority 190 volume 0
	folder data/sounds/SFX/Structure
	wood_collapse_small_distant_01
	wood_collapse_small_distant_02

end	








;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;  GATES, PORTCULLIS  ;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;; SMALL WOOD ;;;;;

event ANIM_Gate_wood_small_creak mindist 7 volume 0 probability 1 probradius 1 priority 20
folder data/sounds/SFX/Structure
gate_wood_small_creak_01
gate_wood_small_creak_02
end			


event ANIM_Gate_wood_small_OPEN mindist 7 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_small_open
end		


event ANIM_Gate_wood_small_CLOSE mindist 7 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_small_close
end	




;;;;; LARGE WOOD ;;;;;

event ANIM_Gate_wood_large_creak mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_large_creak_01
end	


event ANIM_Gate_wood_large_open mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_large_open
end	


event ANIM_Gate_wood_large_close mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_large_close
end	



;;;;; PORTCULLIS ;;;;;

event ANIM_Gate_portcullis_move_down mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_portcullis_move_down
end	

event ANIM_Gate_portcullis_move_up mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_portcullis_move_up
end	


event ANIM_Gate_portcullis_UP mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_portcullis_up
end	

event ANIM_Gate_portcullis_DOWN mindist 10 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_portcullis_down
end	



;;;;; WOOD DESTROYED ;;;;;

event ANIM_Gate_wood_SMALL_DESTROYED mindist 25 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_destroyed_small
end	

event ANIM_Gate_wood_LARGE_DESTROYED mindist 25 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_destroyed_large
end	



;;;;; METAL DESTROYED ;;;;;

event ANIM_Gate_metal_DESTROYED mindist 25 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_metal_destroyed
end	



;;;;; WOOD GATE IMPACT ;;;;;

event ANIM_Gate_wood_IMPACT mindist 25 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_wood_impact_01
gate_wood_impact_02
gate_wood_impact_03
gate_wood_impact_04
end

	

;;;;; METAL GATE IMPACT ;;;;;


event ANIM_Gate_metal_IMPACT mindist 25 volume 0 probability 1 probradius 1 priority 190
folder data/sounds/SFX/Structure
gate_metal_impact_01
gate_metal_impact_02
gate_metal_impact_03
gate_metal_impact_04
end







;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;  IDLE HUMAN SOUNDS  ;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Human_ready mindist 1 volume -35 probability .005 priority 60 probradius 0 minPitch .8 maxPitch 1

				folder data/sounds/SFX/Individual/Human_ambient
					 belch_01
					 belch_02
					 belch_03
					 belch_04
					 belch_05
					 belch_06

				folder data/sounds/SFX/Individual/Human_ambient
					 cough_01
					 cough_02
					 cough_03
					 cough_04
					 cough_05
					 cough_06
					 cough_07
					 cough_08
					 cough_09
					 cough_10
 				 
				

				folder data/sounds/SFX/Individual/Human_ambient
					 fart_01 probability .002
					 fart_02 probability .002
					 fart_03 probability .002
					 fart_04 probability .002
					 fart_05 probability .002
					 fart_06 probability .002
					 fart_07 probability .002
 
				
 
				folder data/sounds/SFX/Individual/Human_ambient
					sneeze_01
					sneeze_02
					sneeze_03
					sneeze_04
					sneeze_05
					sneeze_06
				 	sneeze_07
				 	sneeze_08
					sneeze_09
					sneeze_10
					sneeze_11
					sneeze_12
 
				folder data/sounds/SFX/Individual/Human_ambient
					 sniff_01
					 sniff_02
					 sniff_03
					 sniff_04
					 sniff_05
					 sniff_06
 
				folder data/sounds/SFX/Individual/Human_ambient
					 spit_01
					 spit_02
					 spit_03
					 spit_04
					 spit_05
					 spit_06
					 spit_07
 
				folder data/sounds/SFX/Individual/Human_ambient
					 throat_01
					 throat_02
					 throat_03
					 throat_04
					 throat_05
					 throat_06
					 throat_07
					 throat_08
					 throat_09
					 throat_10
					 throat_11
					 throat_12
					 throat_13
					 throat_14
					 throat_15
					 throat_16
					 throat_17
					 throat_18
 
				folder data/sounds/SFX/Individual/Human_ambient
					 whistle_11 probability .01
					 whistle_12 probability .01
					 whistle_13 probability .01
					 whistle_14 probability .01

				folder data/sounds/SFX/Individual/Human_ambient
					 yawn_01
					 yawn_02
					 yawn_03
					 yawn_04
					 yawn_05
					 yawn_06
					 yawn_07
					 yawn_08

				end	


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

event ANIM_Flag_flapping mindist 1 volume 0 probability 1 priority 90 probradius 1
folder data/sounds/SFX/Individual/Siege_Engines
flag_flapping
end			



event ANIM_KILL_MOUNT mindist 1 volume -20 probability 1 priority 90
folder data/sounds/SFX/Individual/Melee/Death_Hits
Death_Hit_05
Death_Hit_09
Death_Hit_02
end




event ANIM_SWIM mindist 1 minPitch .8 maxPitch 1.1 priority 80 volume -20
folder data/sounds/SFX/Individual/Swimming
Swimming_01
Swimming_02
Swimming_03
Swimming_04
Swimming_05
Swimming_06
end



event ANIM_KICK mindist 1.2 minPitch .8 maxPitch 1.1 priority 80 volume 0
folder data/sounds/SFX/Individual/Melee/Elephant
kick_body_low
punch_body_1
end

event ANIM_STAB mindist .75 minPitch 1 maxPitch 1 priority 80 volume 0
folder data/sounds/SFX/Individual/Melee
Death_Hits_01
Death_Hits_02
Death_Hits_03
Death_Hits_04
Death_Hits_05
Death_Hits_06
Death_Hits_07
Death_Hits_08
Death_Hits_09
Death_Hits_10
Death_Hits_11
Death_Hits_12
Death_Hits_13
Death_Hits_14
Death_Hits_15
Death_Hits_16
Death_Hits_17
Death_Hits_18
Death_Hits_19
end

event ANIM_SWOOSH mindist 0.75 volume -25 priority 80
folder data/sounds/SFX/Individual/Melee
swoosh_01
swoosh_02
swoosh_03
swoosh_04
swoosh_05
swoosh_06
swoosh_07
swoosh_08
swoosh_09
swoosh_10


end

event ANIM_SCRAPE mindist 0.75 minPitch .6 maxPitch 1.1 priority 80 volume -35
folder data/sounds/SFX/Individual/Melee
heavy_clangs_01
heavy_clangs_02
heavy_clangs_03
heavy_clangs_04
heavy_clangs_05
heavy_clangs_06
heavy_clangs_07
heavy_clangs_08
heavy_clangs_09
heavy_clangs_10
heavy_clangs_11
heavy_clangs_12
heavy_clangs_13
heavy_clangs_14
heavy_clangs_15
end



event ANIM_ARCHER_LOAD priority 40 mindist 1 rndvolume -10 randomdelay .25
folder data/sounds/SFX/Individual/Missiles/Archers/Archer_Load
Archer_Load_01
Archer_Load_02
Archer_Load_03
Archer_Load_04
Archer_Load_05
Archer_Load_06
end

event ANIM_ARCHER_AIM priority 40 mindist 1 rndvolume -10 randomdelay .25
folder data/sounds/SFX/Individual/Missiles/Archers/Archer_Aim
Archer_Aim_01
Archer_Aim_02
Archer_Aim_03
Archer_Aim_04
Archer_Aim_05
Archer_Aim_06
Archer_Aim_07
Archer_Aim_08
Archer_Aim_09
Archer_Aim_10
Archer_Aim_11

end

event ANIM_ARCHER_FIRE priority 110 mindist 3 minPitch .8 maxPitch 1.2 volume -15 rndvolume -5 randomdelay .25
folder data/sounds/SFX/Individual/Missiles/Archers
bow_fire_01
bow_fire_02
bow_fire_03
bow_fire_04
bow_fire_05
bow_fire_06
end


event ANIM_SPEAR_FIRE priority 110 minPitch .8 maxPitch 1.1 volume -20 mindist 1 rndvolume -10 randomdelay .25
folder data/sounds/SFX/Individual/Spears
Spear_01
Spear_02
Spear_03
Spear_04
Spear_05
Spear_06
Spear_07
Spear_08
Spear_09
Spear_10
Spear_11
Spear_12
Spear_13
Spear_14
Spear_15
Spear_16
Spear_17
Spear_18
Spear_19

end

event ANIM_Crossbow_Load priority 110 minPitch .7 maxPitch 1.2 volume -10 mindist 1 rndvolume -15 randomdelay .25
folder data/sounds/SFX/Individual/Crossbows
Crossbow_Load_01
Crossbow_Load_02
Crossbow_Load_03
Crossbow_Load_04
Crossbow_Load_05
end

event ANIM_Crossbow_Wind priority 110 minPitch .7 maxPitch 1.2 volume -15 mindist 1.3 rndvolume -15 randomdelay .25
folder data/sounds/SFX/Individual/Crossbows
Crossbow_Wind_01
Crossbow_Wind_02
end


event ANIM_Crossbow_Wind_End priority 110 minPitch .7 maxPitch 1.2 volume -15 mindist 1 rndvolume -15 randomdelay .25
folder data/sounds/SFX/Individual/Crossbows
Crossbow_Wind_End_01
Crossbow_Wind_End_02
Crossbow_Wind_End_03
end


event ANIM_Crossbow_Fire priority 110 minPitch .9 maxPitch 1.2 volume 0 mindist 3 rndvolume -5 randomdelay .25
folder data/sounds/SFX/Individual/Crossbows
Crossbow_Fire_01
Crossbow_Fire_02
Crossbow_Fire_03
Crossbow_Fire_04
Crossbow_Fire_05
Crossbow_Fire_06
Crossbow_Fire_07
Crossbow_Fire_08
Crossbow_Fire_10
Crossbow_Fire_11
Crossbow_Fire_12
Crossbow_Fire_13
Crossbow_Fire_14
Crossbow_Fire_15
end




event ARROW_FLY looped volume -30 mindist 3 priority 170 minpitch .5 maxpitch 1.5 rndvolume -10 probability .3 fadein .2 fadeout .2  probradius 3
folder data/sounds/SFX/Individual/Missiles
Missile_Normal_Arrow_Fly
end

event ARROW_WHIZZ_SOUND looped volume 0 mindist 1.2 priority 170 minpitch .7 maxpitch 1.3 rndvolume 0 probability 1 fadein .2 fadeout .2  probradius 3
folder data/sounds/SFX/Individual/Missiles/Archers
arrow_fly_01
arrow_fly_02
arrow_fly_03
arrow_fly_04
arrow_fly_05
arrow_fly_06
arrow_fly_07
arrow_fly_08
arrow_fly_09
arrow_fly_10
arrow_fly_11
arrow_fly_12
arrow_fly_13
arrow_fly_14
arrow_fly_15
arrow_fly_16
arrow_fly_17
arrow_fly_18
arrow_fly_19
arrow_fly_20
arrow_fly_21
arrow_fly_22
arrow_fly_23
arrow_fly_24
arrow_fly_25
end


event CROSSBOW_FLY_CONSTANT looped volume -20 mindist 3 priority 170 minpitch 1 maxpitch 1.8 rndvolume -10 probability .6 fadein 1 fadeout .2  probradius 3
folder data/sounds/SFX/Individual/Crossbows
Crossbow_fly_constant
end


event CROSSBOW_FLY mindist 1.2 priority 170 minPitch .6 maxPitch 1 volume -40 rndvolume -10 fadein .2 fadeout .2 probability .5 
folder data/sounds/SFX/Individual/Crossbows
crossbow_fly_01
crossbow_fly_02
crossbow_fly_03
crossbow_fly_04
crossbow_fly_05
crossbow_fly_06
crossbow_fly_07
crossbow_fly_08
crossbow_fly_09
crossbow_fly_10
crossbow_fly_11
crossbow_fly_12
crossbow_fly_13
crossbow_fly_14
crossbow_fly_15
end





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

event ANIM_Gunner_Fire priority 110 minPitch .9 maxPitch 1.1 volume 0 mindist 5 
folder data/sounds/SFX/Individual/Gunners
Gunner_Fire_01
Gunner_Fire_02
Gunner_Fire_03
Gunner_Fire_04
Gunner_Fire_05
Gunner_Fire_06

end


event ANIM_Musket_Fire priority 110 minPitch .8 maxPitch 1.1 mindist 10 volume 0
folder data/sounds/SFX/Individual/Muskets
Musket_Fire_01
Musket_Fire_02
Musket_Fire_03
Musket_Fire_04
Musket_Fire_05
Musket_Fire_06

end



event ANIM_Musket_Rod priority 110 minPitch .9 maxPitch 1.1 volume -30 mindist 1 
folder data/sounds/SFX/Individual/Muskets
Musket_rod_long_01
Musket_rod_long_02
end


event ANIM_Musket_Ammo priority 110 minPitch .9 maxPitch 1.1 volume 0 mindist 1 
folder data/sounds/SFX/Individual/Muskets
Musket_ammo_01
Musket_ammo_02
Musket_ammo_03
end

event ANIM_Musket_Gunpowder priority 110 minPitch .9 maxPitch 1.1 volume 0 mindist 1 
folder data/sounds/SFX/Individual/Muskets
Musket_pour_gunpowder
end


event ANIM_Musket_cock priority 110 minPitch .6 maxPitch 1.4 volume -25 mindist 1 
folder data/sounds/SFX/Individual/Muskets
Musket_cock

end

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

event ANIM_FALL_SQUASH priority 140 mindist 4 volume -20
folder data/sounds/SFX/Individual/Misc
Fall_squash_01
Fall_squash_02
Fall_squash_03
Fall_squash_04
Fall_squash_05
Fall_squash_06
Fall_squash_07
end

event ANIM_SQUASH mindist 3 priority 130 volume -25
folder data/sounds/SFX/Individual/Misc
body_squash_01
body_squash_02
body_squash_03
end



event ANIM_TESTUDO mindist 2 priority 150
folder data/sounds/SFX/Individual/Movement
Testudo_Indiv_01
Testudo_Indiv_02
Testudo_Indiv_03
Testudo_Indiv_04
Testudo_Indiv_05
Testudo_Indiv_06
Testudo_Indiv_07
Testudo_Indiv_08
end





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;   HORSE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;; used on horse charge ;;;;
event ANIM_HORSE_ATTACK volume -20 priority 130 probability .05
folder data/sounds/Voice/Animal/Horse
horse_nay_02
horse_nay_03
horse_nay_04
horse_nay_05
horse_nay_08
horse_nay_13
horse_nay_14
horse_nay_16
horse_nay_17
horse_nay_18
horse_nay_22
end

event ANIM_HORSE_DEATH volume -15 priority 130 probability 1
folder data/sounds/Voice/Animal/Horse
horse_death_01
horse_death_03
horse_death_05
horse_death_06
horse_death_07
horse_death_08
horse_death_09
horse_death_10
horse_death_11
horse_death_12
horse_death_13
horse_death_14
end

;;; this is used for horse mid attack - when general rears up ;;;
;;; this is used for horse jump too ;;;;
;;; this is used for horse refuse as well ;;;;
event ANIM_HORSE_REGROUP volume -15 priority 120 probradius 8 probability .2
folder data/sounds/Voice/Animal/Horse
horse_nay_05
horse_nay_13
horse_nay_17
horse_nay_08
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;    CAMEL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_CAMEL_ATTACK priority 130 ;; probability .25
folder data/sounds/Voice/Animal/Camel

Camel_Roar_02
Camel_Roar_03
Camel_Roar_04
Camel_Roar_05
Camel_Roar_06
Camel_Roar_07

Camel_Roar_09

Camel_Groan_25
Camel_Groan_26

end

event ANIM_CAMEL_DEATH priority 130 volume -5 probability 1
folder data/sounds/Voice/Animal/Camel
Camel_Death_01
Camel_Death_02

Camel_Death_04

Camel_Death_06

Camel_Death_08
Camel_Death_09
Camel_Death_10
Camel_Death_11
Camel_Death_12



end






;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;   ELEPHANT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event ANIM_ELE_ATTACK  priority 130 mindist 10 volume -30 distancepriority 0
folder data/sounds/Voice/Animal/Elephant
Elephant_Attack_02
Elephant_Attack_04
Elephant_Attack_05
Elephant_Attack_06
Elephant_Attack_07
Elephant_Attack_08
Elephant_Attack_09
Elephant_Attack_10
Elephant_Attack_11
Elephant_Attack_12
end

event ANIM_ELE_DEATH priority 130 mindist 10 distancepriority 0 probability 1
folder data/sounds/Voice/Animal/Elephant
Elephant_Death_01
Elephant_Death_02
Elephant_Death_03
Elephant_Death_04
Elephant_Death_05
Elephant_Death_06
Elephant_Death_07
Elephant_Death_08
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;  WARDOGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event ANIM_WARDOG_BARK volume -30 priority 130 probability .8
folder data/sounds/Voice/Animal/Wardog
Wardog_Bark_05
Wardog_Bark_06
Wardog_Bark_07
Wardog_Bark_08
Wardog_Bark_09
end


event ANIM_WARDOG_ATTACK volume -20 priority 130 probability .3
folder data/sounds/Voice/Animal/Wardog
Wardog_Attack_05
Wardog_Attack_06
Wardog_Attack_07
Wardog_Attack_08
end

event ANIM_WARDOG_DEATH  priority 130 minPitch .6 maxPitch .8 probability 1
folder data/sounds/Voice/Animal/Wardog
Wardog_Death_01
Wardog_Death_02
Wardog_Death_03
Wardog_Death_04
end







;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;	SIEGE ENGINES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

DEFAULT: mindist 12 priority 210 minpitch .7 maxpitch 1.2 distancepriority 0 volume 0 probability 1 fadeout 2



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GENERIC SIEGE/CANNON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; event ANIM_Siege_Move_Medium mindist 4 minpitch .9 maxpitch 1.1 volume -20
; 	folder data/sounds/SFX/Individual/Siege_Engines
; 	Siege_move_medium
; 	
; end

; event ANIM_Siege_Move_Large mindist 6 minpitch .9 maxpitch 1.1 volume -5
; 	folder data/sounds/SFX/Individual/Siege_Engines
; 	Siege_move_large
; 	
; end


event ANIM_cannon_load_in mindist 1 minpitch .9 maxpitch 1.1 volume -30 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_load_in_01
	
end

event ANIM_cannon_load_out mindist 1 minpitch .9 maxpitch 1.1 volume -20 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_load_out_01
	
end

event ANIM_cannon_load_ball mindist 2 volume 0 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_load_ball_01
	cannon_load_ball_02
	cannon_load_ball_03
end


event ANIM_destroyed_siege_SMALL mindist 15 priority 190 
	folder data/sounds/SFX/Individual/Siege_Engines
	siege_small_destroyed_01
	
end

event ANIM_destroyed_siege_MEDIUM mindist 20 priority 190 
	folder data/sounds/SFX/Individual/Siege_Engines
	siege_medium_destroyed_01
	siege_medium_destroyed_02
	siege_medium_destroyed_03
end


event ANIM_destroyed_siege_LARGE mindist 20 priority 190 volume -15
	folder data/sounds/SFX/Individual/Siege_Engines
	siege_large_destroyed_01
	siege_large_destroyed_02
	
end


event ANIM_cannon_creaks mindist 2 volume -40 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_creak_01
	cannon_creak_02
	cannon_creak_03
	cannon_creak_04
	cannon_creak_05
	cannon_creak_06
	cannon_creak_07
	
end


event ANIM_cannon_thud mindist 1 volume -50 minpitch .9 maxpitch 1.1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_thud_01
	cannon_thud_02
	cannon_thud_03
	cannon_thud_04
end

event ANIM_cannon_wheel_bounce mindist 2 volume -30 rndvolume -20 minpitch .6 maxpitch 1.1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_wheel_bounce_01
	cannon_wheel_bounce_02
	cannon_wheel_bounce_03
	
end


event ANIM_cannon_ball_roll mindist 2 volume -30  minpitch .9 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_ball_roll
		
end

event ANIM_cannon_ball_jam mindist 2 volume 0  minpitch .9 maxpitch 1.0 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_jam_ball
	
end


event ANIM_cannon_small_distant mindist 1500 volume -35  minpitch .8 maxpitch 1.1 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_small_distant_01
	
end


event ANIM_cannon_large_distant mindist 1500 volume -35  minpitch .8 maxpitch 1.1 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_large_distant_01
	
end

event ANIM_cannon_recover mindist 1.5 volume 0  minpitch .8 maxpitch 1.1 priority 100 fadein .1 fadeout .1
	folder data/sounds/SFX/Individual/Siege_Engines
	cannon_recover
	
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ARTILLERY - typical cannon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_artillery_Fire mindist 25 volume 0 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/artillery
	artillery_fire_01
	
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BASILISK
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Basilisk_Fire mindist 25 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/basilisk
	Basilisk_Fire_01
	
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BOMBARD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Bombard_Fire mindist 25 volume -10 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/bombard
	Bombard_Fire_01
	
end

event ANIM_Bombard_Recover mindist 2 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/bombard
	Bombard_recover_01 volume 0

end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; CULVERIN
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Culverin_Fire mindist 25 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Culverin
	Culverin_Fire_01
	
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GREAT BOMBARD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Great_Bombard_Fire mindist 25 volume 0 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Great_Bombard
	Great_Bombard_Fire_01
	
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; HUGE BOMBARD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Huge_Bombard_Fire mindist 30 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Huge_Bombard
	Huge_Bombard_Fire
	
end

event ANIM_Huge_Bombard_Recoil mindist 3 volume -20  priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Huge_Bombard
	Huge_Bombard_Recoil
	
end

event ANIM_Huge_Bombard_Chain mindist 2 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Huge_Bombard
	Huge_Bombard_chain_shake
	
end

event ANIM_Huge_Bombard_Prepare mindist 2 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Huge_Bombard
	Huge_Bombard_prepare
	
end

event ANIM_Huge_Bombard_Move mindist 3 minpitch .9 maxpitch 1.1 priority 110
	folder data/sounds/SFX/Individual/Siege_Engines/Huge_Bombard
	Huge_Bombard_move
	
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; MORTAR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Mortar_Fire mindist 25 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Mortar
	Mortar_Fire_01
	
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; RIBAULT - infantry multifire
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_ribault_fuse mindist 2 volume -30 minpitch .7 maxpitch 1 priority 100
 	folder data/sounds/SFX/Individual/Siege_Engines/ribault
		Ribault_fast_fuse

end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SERPENTINE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Serpentine_Fire mindist 25 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Serpentine
	Serpentine_Fire_01	
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BALLISTA
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Ballista_Fire mindist 10 volume 0 minpitch .9 maxpitch 1.1 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_fire_01
	Ballista_fire_02

end

event ANIM_Ballista_distant_Fire mindist 20 volume -15 minpitch .9 maxpitch 1.1 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_distant_fire_01
	Ballista_distant_fire_02

end
;;;;;;;;;;;;;;;;;;;;


event ANIM_Ballista_Crank mindist 2 volume -15 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_crank_01
	Ballista_crank_02
	Ballista_crank_03
	Ballista_crank_04
	Ballista_crank_05
	Ballista_crank_06
	
end

event ANIM_Ballista_Finish_Crank mindist 2 volume -15 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_finish_crank_01
	Ballista_finish_crank_02

end



event ANIM_Ballista_Load mindist 2 volume -5 priority 100 minpitch .9 maxpitch 1.1
	folder data/sounds/SFX/Individual/Siege_Engines/Ballista
	Ballista_load_01
	Ballista_load_02

end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; CATAPULT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event ANIM_Catapult_whoosh mindist 2 volume 0 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Catapult
	Catapult_whoosh

end


;;;;;;;;;;;;;;;;;;
event ANIM_Catapult_Fire mindist 5 volume 0 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Catapult
	Catapult_fire_01
	Catapult_fire_02

end

event ANIM_Catapult_distant_Fire mindist 25 volume 0 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Catapult
	Catapult_distant_fire_01
	Catapult_distant_fire_02
end




;;;;;;;;;;;;;;;;;
event ANIM_Catapult_Crank mindist 2.5 volume 0 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Catapult
	Catapult_crank_01
	Catapult_crank_02
	
	
end

event ANIM_Catapult_Crank_Finish mindist 2.5 volume 0 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Catapult
	Catapult_crank_finish_01
	Catapult_crank_finish_02

end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; TREBUCHET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_Trebuchet_Fire mindist 5 volume 0 minpitch .8 maxpitch 1.2 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_fire_01
	trebuchet_fire_02
	trebuchet_fire_03

end

event ANIM_Trebuchet_Crank mindist 5 volume -25 minpitch .8 maxpitch 1.2 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_crank_short_01
	trebuchet_crank_short_02

end


event ANIM_Trebuchet_distant_Fire mindist 25 volume 0 minpitch .8 maxpitch 1.2  priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_distant_fire_01
	trebuchet_distant_fire_02
	trebuchet_distant_fire_03

end

event ANIM_Trebuchet_distant_Crank mindist 25 volume -25 minpitch .8 maxpitch 1.2 priority 190
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_distant_crank_short_01
	trebuchet_distant_crank_short_02

end

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

event ANIM_Trebuchet_recover mindist 5 volume 0 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_recover_01
	trebuchet_recover_02
end


event ANIM_Trebuchet_swing mindist 5 volume 0 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_swing
end


event ANIM_Trebuchet_Rope_drop mindist 5 volume 0 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Trebuchet
	trebuchet_rope_drop
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ROCKET LAUNCHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event ANIM_RL_Fuse mindist 2 volume -20 minpitch .5 maxpitch 1.5 priority 100
 	folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
 	Fuse_light_01
 	Fuse_light_02
	Fuse_light_03
end

event ANIM_RL_Prepare mindist 1 volume -40 minpitch .5 maxpitch 1.5 priority 100
 	folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
 	RL_prepare_01
 	RL_prepare_02
	RL_prepare_03
end


event ANIM_RL_Fuse_loop  mindist 2 volume -25 minpitch .8 maxpitch 1 priority 100
 	folder data/sounds/SFX/Individual/Siege_Engines/Rocket_Launcher
 	Fuse_loop
 	
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; LADDER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event ANIM_Ladder_Raised  minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Ladder
	Siege_Ladder_Raised
end
event ANIM_Ladder_Destroyed priority 100
	folder data/sounds/SFX/Individual/Siege_Engines
	Siege_Ladder_Destroyed
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SIEGE TOWERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event ANIM_Siege_Tower_Open mindist 10 priority 180
	folder data/sounds/SFX/Individual/Siege_Engines/Siege_Tower
	Siege_Tower_Door_Open_01
end
event ANIM_Siege_Tower_Close mindist 10 priority 180
	folder data/sounds/SFX/Individual/Siege_Engines/Siege_Tower
	Siege_Tower_Door_Close_01
end

event ANIM_Siege_Tower_Creak mindist 10 volume -25 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Siege_Tower
	Siege_Tower_Door_Creak_01
	Siege_Tower_Door_Creak_02
	Siege_Tower_Door_Creak_03
end
event ANIM_Siege_Tower_Wind mindist 10 volume -20 minpitch 1 maxpitch 1 priority 100
	folder data/sounds/SFX/Individual/Siege_Engines/Siege_Tower
	Siege_Tower_Door_Wind_01
	Siege_Tower_Door_Wind_02
end

event ANIM_Siege_Tower_Destroyed mindist 25 volume 0 priority 180
	folder data/sounds/SFX/Individual/Siege_Engines
	siege_large_destroyed_01
	siege_large_destroyed_02
	
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;   RAM  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;





event ANIM_RAM_PREPARE mindist 5 minpitch .8 maxpitch 1 volume -30 priority 180
	folder data/sounds/SFX/Individual/Siege_Engines/all_rams
	Ram_Prepare_01
	Ram_Prepare_02
	Ram_Prepare_03
	Ram_Prepare_04
	Ram_Prepare_05
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;  BELL STANDARD  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event ANIM_Bell_Standard mindist 1.5 minpitch .95 maxpitch 1.05 volume -25 priority 50
	folder data/sounds/SFX/Individual/Siege_Engines
	bell_standard
end






;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;; INTERFACE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	

DEFAULT: 1d volume -10 priority 250 fadein 0 fadeout 0
DEFAULT: randomdelay 0 rndvolume 0 pan .5
DEFAULT: dry_level 1 wet_level 1 delay 0 minpitch 1.0 maxpitch 1.0
DEFAULT: pref INTERFACE



;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;   PRISONER EXECUTIONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event STRAT_PRISONERS_EXECUTED volume 0 streamed
folder data/sounds/SFX/interface/campaign
;end_turn_mtw2_01

prisoner_group_execution_guillotine_01.mp3
prisoner_group_execution_guillotine_02.mp3
prisoner_group_execution_hanging_01.mp3
prisoner_group_execution_horse_01.mp3

end


event STRAT_PRISONERS_EXECUTED_GUNPOWDER volume 0 streamed
folder data/sounds/SFX/interface/campaign
;end_turn_mtw2_01
prisoner_execution_musket.mp3
prisoner_group_execution_guillotine_01.mp3
prisoner_group_execution_guillotine_02.mp3
prisoner_group_execution_hanging_01.mp3
prisoner_group_execution_horse_01.mp3
end


event STRAT_PRISONERS_RELEASED volume 0 streamed
folder data/sounds/SFX/interface/campaign
;end_turn_mtw2_01
prisoner_release_01.mp3
prisoner_release_02.mp3
prisoner_release_03.mp3
prisoner_release_04.mp3
prisoner_release_05.mp3
prisoner_release_06.mp3
prisoner_release_07.mp3
prisoner_release_08.mp3
prisoner_release_09.mp3
prisoner_release_10.mp3
end


event STRAT_PRISONERS_RANSOMED volume 0  streamed
folder data/sounds/SFX/interface/campaign
;end_turn_mtw2_01
prisoner_ransom_01.mp3
prisoner_ransom_02.mp3
prisoner_ransom_03.mp3
prisoner_ransom_04.mp3
prisoner_ransom_05.mp3
prisoner_ransom_06.mp3
prisoner_ransom_07.mp3
prisoner_ransom_08.mp3
prisoner_ransom_10.mp3
prisoner_ransom_11.mp3
prisoner_ransom_12.mp3
end


; event STRAT_PRISONERS_PRE_RELEASE_HIGH volume -15 fadeout 0.5 delay 0.5  
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_RELEASE_MED volume -15 fadeout 0.5 delay 0.5 
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_RELEASE_LOW volume -15 fadeout 0.5 delay 0.5  
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_RANSOM_HIGH volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_ransom_01
; prisoner_voice_ransom_02
; prisoner_voice_ransom_03
; prisoner_voice_ransom_04
; end

; event STRAT_PRISONERS_PRE_RANSOM_MED volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_ransom_01
; prisoner_voice_ransom_02
; prisoner_voice_ransom_03
; prisoner_voice_ransom_04
; end

; event STRAT_PRISONERS_PRE_RANSOM_LOW volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_ransom_01
; prisoner_voice_ransom_02
; prisoner_voice_ransom_03
; prisoner_voice_ransom_04
; end

; event STRAT_PRISONERS_PRE_EXECUTE_HIGH volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end

; event STRAT_PRISONERS_PRE_EXECUTE_MED volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end

; event STRAT_PRISONERS_PRE_EXECUTE_LOW volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end

; event STRAT_PRISONERS_PRE_ACCEPT_HIGH volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_ACCEPT_MED volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_ACCEPT_LOW volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_release_01
; prisoner_voice_release_02
; prisoner_voice_release_03
; end

; event STRAT_PRISONERS_PRE_REJECT_HIGH volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end

; event STRAT_PRISONERS_PRE_REJECT_MED volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end

; event STRAT_PRISONERS_PRE_REJECT_LOW volume -15 fadeout 0.5 delay 0.5
; folder data/sounds/SFX/interface/campaign
; prisoner_voice_execute_01
; prisoner_voice_execute_02
; prisoner_voice_execute_03
; prisoner_voice_execute_04
; end





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;   COMMONLY USED
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event STRAT_SELECT_CARD volume -35  dry_level 1 wet_level .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event STRAT_DESELECT_CARD volume -35 minpitch .5 maxpitch .5 dry_level 1 wet_level .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

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

event BATTLE_UI_START_DRAG_FORMATION volume -40 minpitch 1 maxpitch 1 dry_level 0.9 wet_level 1
folder data/sounds/SFX/interface/Battlefield
drag_formation
end


event BATTLE_UI_END_DRAG_FORMATION volume -25 minpitch 1.0 maxpitch 1.0 dry_level 0.9 wet_level 1
folder data/sounds/SFX/interface/Battlefield
move
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
event BATTLE_UI_START_DRAG_SELECTION volume -50 dry_level 0.9 wet_level 1
folder data/sounds/SFX/interface/Battlefield
group_select
end

event BATTLE_UI_END_DRAG_SELECTION volume -25  dry_level 0.9 wet_level 1
folder data/sounds/SFX/interface/Battlefield
card_select_mtw_01
end

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




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; WORKING GLOBAL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event BUTTON_DOWN  volume -50 streamed
	folder data/sounds/SFX/Interface
	button_down.mp3
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; WORKING  FRONT END
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

DEFAULT: 1d dry_level 1 wet_level .5


event  BATTLE_UI_FLASH_UNIT_UNDERLAYS volume -50 streamed
folder data/sounds/SFX/interface/battlefield
flash_units.mp3
end

event  UI_NEXT_FACTION_BUTTON  volume -35 streamed
folder data/sounds/SFX/interface/frontend
change_faction_mtw2.mp3

end

event UI_NEXT_TEAM_BUTTON volume -40 streamed
folder data/sounds/SFX/interface/frontend
next_team.mp3
end


event UI_CHANGE_ARMOUR volume -40 streamed
folder data/sounds/SFX/interface/frontend
upgrade_armour.mp3
end


event  UI_CHANGE_EXPERIENCE volume -40 streamed
folder data/sounds/SFX/interface/frontend
upgrade_experience.mp3
end


event   UI_CHANGE_WEAPON volume -40 streamed
folder data/sounds/SFX/interface/frontend
upgrade_weapon.mp3
end


event   UI_CLEAR_CURRENT_ARMY volume -30 streamed
folder data/sounds/SFX/interface/frontend
remove_army.mp3
end


event  UI_COMPUTER_CHOOSE_ARMY volume -30 streamed
folder data/sounds/SFX/interface/frontend
computer_choose_Army.mp3
end


event  UI_REFRESH_GAME_LIST streamed
folder data/sounds/SFX/interface
button_down.mp3
end


event  UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING streamed
folder data/sounds/SFX/interface/frontend
quick_03.mp3
end


event UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING streamed
folder data/sounds/SFX/interface/frontend
quick_03.mp3
end


event  UI_LOAD_KEY_SETTINGS streamed
folder data/sounds/SFX/interface
button_down.mp3
end


event  UI_SAVE_KEY_SETTINGS streamed
folder data/sounds/SFX/interface
button_down.mp3
end


event START_GAME volume 0 streamed
folder data/sounds/SFX/interface/frontend
ui_startnewgame.wav
end



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


event UI_HIGHLIGHT priority 100 volume -30 streamed 
folder data/sounds/SFX/interface/frontend
text_slide.mp3
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Main 'next' sound in front end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event UI_SELECT_MENU_ITEM volume -25 streamed
folder data/sounds/SFX/interface/frontend
next_mtw_01.mp3
end

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

event UI_RETURN_TO_PREVIOUS volume -40 streamed
folder data/sounds/SFX/interface/frontend
go_back_02.mp3
end

event UI_TEXT_FIELD_CLICKED 
folder data/sounds/SFX/interface/frontend
;text_field_clicked
end

event UI_TEXT_FIELD_ENTERED 
folder data/sounds/SFX/interface/frontend
text_input volume -70
end

event UI_FIELD_CHANGED 
folder data/sounds/SFX/interface/frontend
text_input volume -70
end

; this doubles up on choose defender or attacker
event UI_TICK_BOX_ON streamed
folder data/sounds/SFX/interface/frontend
tick_on.mp3 volume -50
end

; this doubles up on choose defender or attacker
event UI_TICK_BOX_OFF streamed
folder data/sounds/SFX/interface/frontend
tick_off.mp3 volume -65
end

; this is the semi-transparent window that pops up
event UI_HELP_DIALOG_APPEAR streamed
folder data/sounds/SFX/interface/frontend
remove_army.mp3 volume -50
end

; this is the semi-transparent window that pops and closes
event UI_HELP_DIALOG_DISAPPEAR streamed
folder data/sounds/SFX/interface/frontend
dialog_disappear.mp3
end




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  WORKING STRAT MAP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


DEFAULT: 1d volume -10


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  ON STRAT MAP
;;; - UNIT AND BUILDING SELECT/HIGHLIGHT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


; Strat map - when new message is clicked on and opened
event OPEN_MSG volume -70 streamed
folder data/sounds/SFX/interface
	open_message_mtw2.mp3
end

event MERGE_ARMIES volume -35 
	folder data/sounds/SFX/campaign_map
	merge_armies_02
end

event STRAT_SELECT_CHARACTER volume -25 dry_level 1 wet_level .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end





; This is when you click on a city on the strat map - currently it plays on the big button on the UI
event STRAT_SELECT_CITY_DOWN volume -35 dry_level .5 wet_level 1 streamed
   folder data/sounds/SFX/Interface
	select_building_city_noise_mtw2_01.mp3
	select_building_city_noise_mtw2_02.mp3
	select_building_city_noise_mtw2_03.mp3
	select_building_city_noise_mtw2_04.mp3
	select_building_city_noise_mtw2_05.mp3
	select_building_city_noise_mtw2_06.mp3
	select_building_city_noise_mtw2_07.mp3
	select_building_city_noise_mtw2_08.mp3
	end


event STRAT_SELECT_CITY volume -35 dry_level .5 wet_level .5
folder data/sounds/SFX/campaign_map
  
end


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

event STRAT_TAB_SELECT volume -30 streamed
   folder data/sounds/SFX/interface
	tab.mp3
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;; END TURN SOUNDS - CULTURE SPECIFIC   ;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;  mouse UP

;;; SOUTHERN_EURO
event END_TURN volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end

;;; NORTHERN_EURO
event END_TURN_CULTURE_1 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end


;;; MESOAMERICAN
event END_TURN_CULTURE_2 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end


;;; GREEK
event END_TURN_CULTURE_3 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end


;;; EASTERN_EURO
event END_TURN_CULTURE_4 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end


;;; MIDDLE_EASTERN
event END_TURN_CULTURE_5 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end



;;; ORCS
event END_TURN_CULTURE_6 volume -15 priority 260 streamed
  folder data/sounds/SFX/interface/campaign
   end_turn.wav
  
end




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


;;; mouse DOWN
event  STRAT_END_TURN_DOWN volume -30 streamed
  folder data/sounds/SFX/interface
button_down.mp3
end


event STRAT_BATTLE_ZOOM streamed volume -40
folder data/sounds/SFX/interface
view_settlement_battlefield_mtw2.mp3
end
;;;;;;;;;;;;

event STRAT_BUILD_FORT volume -30 minpitch .8 maxpitch .8 streamed
   folder data/sounds/SFX/interface
	button_down.mp3
end

event STRAT_BUILD_WATCHTOWER volume -30 minpitch .8 maxpitch .8 streamed
folder data/sounds/SFX/interface
	button_down.mp3
end

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

event STRAT_TRAINING_QUEUE_SELECT_UNIT streamed
   folder data/sounds/SFX/interface
	select_building.mp3
end

event STRAT_TRAINING_QUEUE_DELETE_UNIT volume -60 streamed
   folder data/sounds/SFX/interface
	remove_from_queue_mtw2.mp3
end

event STRAT_TRAINING_QUEUE_DRAG_UNIT volume -30 streamed
    folder data/sounds/SFX/interface
	pickup_card.mp3
end

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


event STRAT_CONSTRUCTION_SELECT_BUILDING volume -55 streamed
   folder data/sounds/SFX/interface
	add_building_mtw2.mp3
end

event STRAT_CONSTRUCTION_DELETE_BUILDING volume -60 streamed
      folder data/sounds/SFX/interface
	remove_from_queue_mtw2.mp3
end

event STRAT_CONSTRUCTION_DRAG_BUILDING volume -30 streamed
   folder data/sounds/SFX/interface
	pickup_building_mtw2.mp3
	end

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



;;; not needed
; event STRAT_HIGHLIGHT
; end

event STRAT_TOOLTIP  volume -70 streamed
folder data/sounds/SFX/interface
tooltip_02.mp3
end



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


event STRAT_SHOW_INFO_RIGHT_CLICK

; folder data/sounds/SFX/interface
; paper_07
end

event STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN

; folder data/sounds/SFX/interface
; paper_07_deselect
end

event STRAT_DISBAND_UNIT volume -35 
	folder data/sounds/SFX/campaign_map
	merge_armies_02
end

event STRAT_DESTROY_BUILDING volume -15 streamed
folder data/sounds/SFX/interface 
keep_collapse.mp3
end

event STRAT_SCROLL_OPENS volume -15 streamed
	folder data/sounds/SFX/interface
	scroll_02_open.mp3
	scroll_03_open.mp3
	scroll_06_open.mp3
	scroll_08_open.mp3
	scroll_10_open.mp3
	scroll_12_open.mp3
	scroll_13_open.mp3
	scroll_14_open.mp3
	scroll_16_open.mp3
	scroll_17_open.mp3
	scroll_18_open.mp3
	scroll_19_open.mp3
	
end

event STRAT_SCROLL_CLOSES volume -25 streamed
	folder data/sounds/SFX/interface
	scroll_01_close.mp3
	scroll_04_close.mp3
	scroll_05_close.mp3
	scroll_07_close.mp3
	scroll_09_close.mp3
	scroll_11_close.mp3
	scroll_15_close.mp3
	scroll_22_close.mp3
		
	end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
event STRAT_PANEL_MENU_SELECT
	folder data/sounds/SFX/interface
	;button_down
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event STRAT_PANEL_MENU_SCROLL_BALL streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event STRAT_PANEL_MENU_SCROLL_ARROWS streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event STRAT_PANEL_MENU_SCROLLING volume -15 
folder data/sounds/SFX/interface
slider
end

event STRAT_PANEL_MENU_TICK_BOX_ON volume -30 
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event STRAT_PANEL_MENU_TICK_BOX_OFF volume -10 minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event STRAT_PANEL_MENU_CLOSE_BUTTON volume -25
folder data/sounds/SFX/interface
;panel_close
end

;removed
event STRAT_PANEL_MENU_CHECK_BUTTON
folder data/sounds/SFX/interface
;check_button_mtw2
end

event STRAT_PANEL_MENU_X_BUTTON volume -20
folder data/sounds/SFX/interface
;panel_close
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
event STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON streamed
	folder data/sounds/SFX/interface
	button_down.mp3
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;  FOUR LEFT BUTTONS  ;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event STRAT_SET_GAME_OPTIONS  volume -10
folder data/sounds/SFX/interface
;left_four_buttons
end

event STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW  volume -10 streamed looped
folder data/sounds/SFX/campaign_map
; summary_generic_01.mp3
; summary_generic_02.mp3
; summary_generic_03.mp3
; summary_generic_04.mp3
end

event STRAT_OPEN_FACTION_SUMMARY volume -10 streamed looped
folder data/sounds/SFX/campaign_map
; summary_generic_01.mp3
; summary_generic_02.mp3
; summary_generic_03.mp3
; summary_generic_04.mp3
end

event STRAT_OPEN_MISSIONS_LOG volume -10 streamed looped
folder data/sounds/SFX/campaign_map
summary_generic_01.mp3
summary_generic_02.mp3
summary_generic_03.mp3
summary_generic_04.mp3
end


event STRAT_SHOW_TRADE_SUMMARY volume -25 streamed looped
folder data/sounds/SFX/campaign_map
summary_generic_01.mp3
summary_generic_02.mp3
summary_generic_03.mp3
summary_generic_04.mp3
end


event STRAT_OPEN_FINANCES_WINDOW volume -25 streamed looped
folder data/sounds/SFX/campaign_map
summary_finance_01.mp3
summary_finance_02.mp3
end


event STRAT_OPEN_POPE_TAB volume -10 streamed looped
folder data/sounds/SFX/campaign_map
; summary_pope_01.mp3
; summary_pope_02.mp3
end



event STRAT_SHOW_FAMILY_TREE
folder data/sounds/SFX/campaign_map
;report.mp3
end


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

event STRAT_OPEN_CONTRUCTION_PANEL volume -25 streamed looped
folder data/sounds/SFX/campaign_map
summary_building_01.mp3
summary_building_02.mp3

end

event STRAT_OPEN_TRAINING_PANEL volume -25 streamed looped
folder data/sounds/SFX/campaign_map
summary_training_01.mp3
summary_training_02.mp3
summary_training_03.mp3
summary_training_04.mp3
summary_training_05.mp3
end

event STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN volume -80 streamed
folder data/sounds/SFX/interface
radar_click_mtw2.mp3
end


event STRAT_PICKUP_CARD volume -30 streamed
folder data/sounds/SFX/interface
pickup_card.mp3
end

event STRAT_DROP_CARD volume -50 streamed
folder data/sounds/SFX/interface
drop_building_mtw2.mp3
end


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;   FOUR SHOW TABS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event STRAT_SHOW_UNITS_IN_GARRISON volume -30 streamed
folder data/sounds/SFX/interface
tab.mp3
end

event STRAT_SHOW_BUILDS_IN_SETTLEMENT volume -30 streamed
folder data/sounds/SFX/interface
tab.mp3
end

event STRAT_SHOW_VISITORS_IN_SETTLEMENT volume -30 streamed
folder data/sounds/SFX/interface
tab.mp3
end

event STRAT_SHOW_UNITS_ON_SHIP volume -30 streamed
folder data/sounds/SFX/interface
tab.mp3
end


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


event STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON volume -50 streamed
folder data/sounds/SFX/interface
move_camera_mtw2.mp3
end



event STRAT_SELECT_NEXT streamed
folder data/sounds/SFX/interface
select_and_locate.mp3
end

event STRAT_SELECT_PREVIOUS streamed
folder data/sounds/SFX/interface
select_and_locate.mp3
end

event STRAT_SHOW_MISSION_TARGET
folder data/sounds/SFX/interface
;button_down
end

event STRAT_SHOW_CARDINAL_LIST
folder data/sounds/SFX/interface
;button_down
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  ON STRAT MAP - construction screen
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event STRAT_SELECT_BUILDING volume -40
folder data/sounds/SFX/interface
;select_building
end

event STRAT_ADD_BUILDING_TO_QUEUE
folder data/sounds/SFX/interface
;add_building
end

event STRAT_REMOVE_FROM_QUEUE
folder data/sounds/SFX/interface
;remove_from_queue
end

event STRAT_PICKUP_BUILDING
folder data/sounds/SFX/interface
;pickup_building
end

event STRAT_DROP_BUILDING volume -50 streamed
folder data/sounds/SFX/interface
drop_building_mtw2.mp3
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; ON STRAT MAP - training screen
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event STRAT_ADD_UNIT_TO_QUEUE volume -40
folder data/sounds/SFX/interface
;select_building
end

event STRAT_REMOVE_UNIT_FROM_QUEUE
folder data/sounds/SFX/interface
;remove_from_queue
end


event STRAT_PICKUP_UNIT
folder data/sounds/SFX/interface
;pickup_card
end

event STRAT_DROP_UNIT volume -50 streamed
folder data/sounds/SFX/interface
drop_building_mtw2.mp3
end

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



event STRAT_ASK_FOR_ADVICE
folder data/sounds/SFX/interface
;button_down
end

event STRAT_LOCATE_POSITION_OF_SETTLEMENT streamed
folder data/sounds/SFX/interface
select_and_locate.mp3
end


event STRAT_ASK_FOR_UNIT_ADVICE
folder data/sounds/SFX/interface
;button_down
end

event STRAT_SHOW_RALLY_POINTS
folder data/sounds/SFX/interface
;button_down
end

event STRAT_REMOVE_RALLY_POINT
folder data/sounds/SFX/interface
;button_down
end

event STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING
folder data/sounds/SFX/interface
;button_down
end

event STRAT_SHOW_EVENTS_LOG
folder data/sounds/SFX/interface
;button_down
end



event STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP volume -50 streamed
folder data/sounds/SFX/interface
move_camera_mtw2.mp3
end

event STRAT_SET_FACTION_HEIR
folder data/sounds/SFX/interface
;button_down
end

event STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP streamed volume -10
folder data/sounds/SFX/interface
view_settlement_battlefield_mtw2.mp3
end



event STRAT_LOCATION_POSITION_OF_SETTLEMENT
folder data/sounds/SFX/interface
;button_down
end

event STRAT_SHOW_BUILDINGS_IN_SETTLEMENT
folder data/sounds/SFX/interface
;button_down
end

event STRAT_ARROW_BUTTONS
folder data/sounds/SFX/interface
;slidey_03
end

event STRAT_SELECT_DETAIL volume -30 streamed
folder data/sounds/SFX/interface
	radar_zoom.mp3
end

;;;;;;;;;;;;;;;;;;;;;;
;slide out
event STRAT_ADVICE_PANEL_SLIDING_IN volume -20 pan .25 streamed
	folder data/sounds/SFX/interface
	advisor_popout.mp3
end

;slide in
event STRAT_ADVICE_PANEL_SLIDING_OUT volume -60 pan .25  streamed
	folder data/sounds/SFX/interface
	advisor_popin.mp3
end

event STRAT_ADVICE_BUBBLE_APPEARS pan .25
	folder data/sounds/SFX/interface
	;advisor_bubble_appear
end

;; advice slide out covers sound - RV
event STRAT_ADVICE_BUBBLE_DISAPPEARS pan .25
	folder data/sounds/SFX/interface
	;advisor_bubble_disappear
end

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

event STRAT_NEW_MESSAGES_AVAILABLE volume -55 streamed
folder data/sounds/SFX/interface
message.mp3
end

event STRAT_EVENT_CARD_STARTS_TO_FALL pan .25  volume -65 streamed
folder data/sounds/SFX/interface
message_fall.mp3
end

event STRAT_EVENT_CARD_STOPS_FALLING pan .25 volume -50 streamed
folder data/sounds/SFX/interface
message_stop.mp3
end

event STRAT_MESSAGE_DISMISS pan .25 volume -20 streamed
folder data/sounds/SFX/interface
panel_close.mp3
end


;;;;;;;;;;;   New diplomatic window August 2004 ;;;;;;;;;;;;;

event STRAT_DIPLOMACY_AMBIENT  volume -40 streamed looped
folder data/sounds/SFX/Campaign_Map
report.mp3
end

event STRAT_DIPLOMACY_SCROLL_OPEN  volume -25 streamed
folder data/sounds/SFX/interface
	scroll_02_open.mp3
	scroll_03_open.mp3
	scroll_06_open.mp3
	scroll_08_open.mp3
	scroll_10_open.mp3
	scroll_12_open.mp3
	scroll_13_open.mp3
	scroll_14_open.mp3
	scroll_16_open.mp3
	scroll_17_open.mp3
	scroll_18_open.mp3
	scroll_19_open.mp3
end

event STRAT_DIPLOMACY_SCROLL_CLOSE  volume -30 streamed
folder data/sounds/SFX/interface
	scroll_01_close.mp3
	scroll_04_close.mp3
	scroll_05_close.mp3
	scroll_07_close.mp3
	scroll_09_close.mp3
	scroll_11_close.mp3
	scroll_15_close.mp3
	scroll_22_close.mp3
end

event STRAT_DIPLOMACY_TEXT_CLICK  volume -20 streamed
folder data/sounds/SFX/interface
button_down.mp3
end

event STRAT_DIPLOMACY_ARROW_BUTTONS volume -30 streamed
folder data/sounds/SFX/interface
tab.mp3
end







;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; WORKING BATTLE MAP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

DEFAULT: volume 0 





event BATTLE_UI_SELECT_UNIT
folder data/sounds/SFX
;peep
end


event BATTLE_UI_SWORD_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_QUICK_SWORD_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_SPEAR_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_QUICK_SPEAR_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_MISSILE_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_QUICK_MISSILE_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_SIEGE_ATTACK
folder data/sounds/SFX
;peep
end


event BATTLE_UI_GRAB_SIEGE_WEAPON
folder data/sounds/SFX
;peep
end


event BATTLE_UI_WALK_TO_LOCATION
folder data/sounds/SFX
;peep
end


event BATTLE_UI_RUN_TO_LOCATION
folder data/sounds/SFX
;peep
end



event BATTLE_SCROLL_OPENS streamed
folder data/sounds/SFX/interface
	scroll_02_open.mp3
	scroll_03_open.mp3
	scroll_06_open.mp3
	scroll_08_open.mp3
	scroll_10_open.mp3
	scroll_12_open.mp3
	scroll_13_open.mp3
	scroll_14_open.mp3
	scroll_16_open.mp3
	scroll_17_open.mp3
	scroll_18_open.mp3
	scroll_19_open.mp3
	
end

event BATTLE_SCROLL_CLOSES volume -15 streamed
folder data/sounds/SFX/interface
	scroll_01_close.mp3
	scroll_04_close.mp3
	scroll_05_close.mp3
	scroll_07_close.mp3
	scroll_09_close.mp3
	scroll_11_close.mp3
	scroll_15_close.mp3
	scroll_22_close.mp3
end

event BATTLE_PANEL_MENU_SELECT
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_PANEL_MENU_SCROLL_BALL streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event BATTLE_PANEL_MENU_SCROLL_ARROWS streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event BATTLE_PANEL_MENU_SCROLLING volume -15
folder data/sounds/SFX/interface
slider
end

event BATTLE_PANEL_MENU_TICK_BOX_ON volume -30 minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_PANEL_MENU_TICK_BOX_OFF volume -10
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_PANEL_MENU_CLOSE_BUTTON volume -20 streamed
folder data/sounds/SFX/interface
panel_close.mp3
end

event BATTLE_PANEL_MENU_CHECK_BUTTON
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_PANEL_MENU_X_BUTTON volume -20 streamed
folder data/sounds/SFX/interface
panel_close.mp3
end

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

event BATTLE_END_DEPLOYMENT
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_FOLLOW_UNIT
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_STOP_FOLLOWING_UNIT
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_ZOOM_UNIT volume -80 streamed
folder data/sounds/SFX/interface
radar_click_mtw2.mp3
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event BATTLE_HIDE_UI streamed
	folder data/sounds/SFX/interface/battlefield
	GUI_slide_down.mp3
end

event BATTLE_UNHIDE_UI streamed
folder data/sounds/SFX/interface/battlefield
	GUI_slide_up.mp3
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

event BATTLE_TURN_MUSIC_ON
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_TURN_MUSIC_OFF minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_TURN_SOUND_EFFECTS_ON_
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_TURN_SOUND_EFFECTS_OFF minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event BATTLE_ZOOM_RADAR_IN volume -30 streamed
folder data/sounds/SFX/interface
	radar_zoom.mp3
end

event BATTLE_ZOOM_RADAR_OUT volume -30 streamed
folder data/sounds/SFX/interface
	radar_zoom.mp3
end


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


event BATTLE_PAUSE
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_UNPAUSE
folder data/sounds/SFX/interface
;button_down
end

event BATTLE_DOUBLE_SPEED streamed
folder data/sounds/SFX/interface
double_button.mp3
end

event BATTLE_TRIPLE_SPEED streamed
folder data/sounds/SFX/interface
double_button.mp3
end

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


event BATTLE_SELECT_CARD volume 0
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event BATTLE_DESELECT_CARD minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

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

event BATTLE_PICKUP_CARD volume -30 streamed
folder data/sounds/SFX/interface
pickup_card.mp3
end

event BATTLE_DROP_CARD volume -50 streamed
folder data/sounds/SFX/interface
drop_building_mtw2.mp3
end

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


event BATTLE_ZOOM_TO_UNIT volume -40 streamed
folder data/sounds/SFX/interface/battlefield
zoom_to_unit.mp3
end

event BATTLE_ZOOM_GENERAL volume -40 streamed
folder data/sounds/SFX/interface/battlefield
zoom_to_unit.mp3
end


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


event BATTLE_SELECT_ALL volume -35 dry_level 1 wet_level .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end


event BATTLE_DESELECT_ALL minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

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


event BATTLE_SELECT_CAVALRY
folder data/sounds/SFX
;peep
end


event BATTLE_SELECT_INFANTRY
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_MELEE
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_MISSILE_
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_SIEGE
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_NEXT_GROUP
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_PREVIOUS_GROUP
folder data/sounds/SFX
;peep
end

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



event BATTLE_HALT_STOP_CURRENT_ORDERS
folder data/sounds/SFX
;peep
end

event BATTLE_WITHDRAW
folder data/sounds/SFX
;peep
end

event BATTLE_GROUP_SELECTED_UNITS
folder data/sounds/SFX
;peep
end

event BATTLE_UNGROUP_SELECTED_UNITS
folder data/sounds/SFX
;peep
end

event BATTLE_ENABLE_LINKING
folder data/sounds/SFX
;peep
end

event BATTLE_DISABLE_LINKING
folder data/sounds/SFX
;peep
end

event BATTLE_TIGHT_FORMATION
folder data/sounds/SFX
;peep
end

event BATTLE_LOOSE_FORMATION
folder data/sounds/SFX
;peep
end

event BATTLE_ENABLE_SKIRMISH_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_DISABLE_SKIRMISH_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_ENABLE_FIRE_AT_WILL
folder data/sounds/SFX
;peep
end

event BATTLE_DISABLE_FIRE_AT_WILL
folder data/sounds/SFX
;peep
end

event BATTLE_NORMAL_FORMATION
folder data/sounds/SFX
;peep
end

event BATTLE_SPECIAL_FORMATION
folder data/sounds/SFX
;peep
end

event BATTLE_ENABLE_GUARD_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_DISABLE_GUARD_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_RUN_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_WALK_MODE
folder data/sounds/SFX
;peep
end

event BATTLE_SHOW_GROUP_FORMATIONS
folder data/sounds/SFX
;peep
end

event BATTLE_HIDE_GROUP_FORMATIONS
folder data/sounds/SFX
;peep
end

event BATTLE_SELECT_GROUP_FORMATION
folder data/sounds/SFX
;peep
end

event BATTLE_AI_ASSISTANCE_ON
folder data/sounds/SFX
;peep
end

event BATTLE_AI_ASSISTANCE_OFF
folder data/sounds/SFX
;peep
end



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  NOT WORKING FRONTEND 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



event UI_F1_HELP volume -5
folder data/sounds/SFX
;peep
end


event UI_HELP_DIALOG_CHECK
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end


event UI_ESC_KEY
folder data/sounds/SFX
;peep
end

event UI_QUIT_DIALOG_APPEAR
folder data/sounds/SFX
;peep
end

;;;; removed
event UI_QUIT_DIALOG_CHECK
folder data/sounds/SFX/interface/frontend
;check_button_mtw2
end

event UI_QUIT_DIALOG_X streamed
folder data/sounds/SFX/interface
check_button_mtw2.mp3
end


event UI_QUIT_DIALOG_DISAPPEAR
folder data/sounds/SFX
;peep
end


event UI_ERROR_DIALOG_APPEAR
folder data/sounds/SFX
;peep
end

event UI_ERROR_DIALOG_CHECK streamed
folder data/sounds/SFX/interface
check_button_mtw2.mp3
end

event UI_ERROR_DIALOG_DISAPPEAR
folder data/sounds/SFX
;peep
end


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



event UI_DROP_MENUS_DOWN volume -10 streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event UI_DROP_MENUS_UP streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event UI_DROP_MENU_ITEM_HIGHLIGHT
folder data/sounds/SFX
;peep
end

event UI_DROP_MENU_ITEM_SELECT
folder data/sounds/SFX
;peep
end

event UI_DROP_MENU_SCROLL_ARROW_HEAD streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end


event UI_DROP_MENU_SCROLL_BALL streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end


event UI_DROP_MENU_SCROLLING volume -15
folder data/sounds/SFX/interface
slider
end


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

event UI_CONTINUE_CAMPAIGN streamed
folder data/sounds/SFX/campaign_map
engage_enemy.mp3
end

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


event UI_SELECT_A_FACTION streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_FACTION_SHIELD_BUTTONS streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end


event UI_START_THE_CAMPAIGN streamed
folder data/sounds/SFX/campaign_map
engage_enemy.mp3
end

event UI_SELECT_CAMPAIGN streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_SELECT_BATTLE streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

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

event UI_CHOOSE_AN_ARMY streamed
folder data/sounds/SFX/interface/frontend
slam_01.mp3
end

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

event UI_START_THE_HISTORICAL_BATTLE streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_CHOOSE_LOCATION streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_CUSTOMISE_THE_BATTLE streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_ARROW_BUTTONS streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

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

event UI_ATTACKER_BUTTON streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_DEFFENDER_BUTTON streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

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

event UI_NO_FACTION_BUTTON streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_CUSTOMISE_THE_ARMIES streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_PICK_UP_CARD
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event UI_DROP_CARD minpitch .5 maxpitch .5
folder data/sounds/SFX/interface/battlefield
card_select_mtw_01
end

event UI_SELECT_UNIT streamed
folder data/sounds/SFX/interface
select_building.mp3
end

event UI_REMOVE_UNIT streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_LEVELS_ARROWS streamed
folder data/sounds/SFX/interface/frontend
scroll_arrow.mp3
end

event UI_START_THE_BATTLE streamed
folder data/sounds/SFX/campaign_map
engage_enemy.mp3
end


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

event UI_GAME_APPEARS
folder data/sounds/SFX
;peep
end

event UI_GAME_DISAPPEARS streamed
folder data/sounds/SFX/interface/frontend
slam_01.mp3
end


event UI_JOIN_AS_SPECTATOR
folder data/sounds/SFX
;peep
end

event UI_JOIN_GAME
folder data/sounds/SFX
;peep
end

event UI_HOST_GAME
folder data/sounds/SFX
;peep
end

event UI_REFRESH_GAME_LIST streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_SORT_BY_COLUMN_BUTTONS streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_SELECT_GAME streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

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

event UI_CHOOSE_CONDITIONS_FOR_BATTLE streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_LOAD_SELECT_GAME streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_APPLY_VIDEO_SETTINGS streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_SELECT_FUNCTION streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_START_REASSIGNMENT streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_KEY_REASSIGNED streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end

event UI_RESTORE_DEFAULT_KEYS streamed
folder data/sounds/SFX/interface/frontend
apply_change.mp3
end










;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  NOT WORKING BATTLEMAP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


event BATTLE_SELECT_UNIT_DESTINATION
folder data/sounds/SFX/interface
;promote_02
end

event BATTLE_INVALID_DESTINATION
folder data/sounds/SFX/interface
;lock
end

event BATTLE_MELEE_ATTACK_UNIT
folder data/sounds/SFX
;peep
end

event BATTLE_CHARGE_MELEE_ATTACK_UNIT
folder data/sounds/SFX
;peep
end

event BATTLE_MISSILE_ATTACK_UNIT
folder data/sounds/SFX
;peep
end

event BATTLE_CHARGE_MISSILE_ATTACK_UNIT
folder data/sounds/SFX
;peep
end

event BATTLE_SIEGE_ATTACK
folder data/sounds/SFX
;peep
end

event BATTLE_CHARGE_SIEGE_ATTACK
folder data/sounds/SFX
;peep
end

event BATTLE_INVALID_ATTACK_TARGET
folder data/sounds/SFX
;peep
end









