;==========================================================================
; Master prototype file; includes all other prototype files.
;==========================================================================
;cut-scenes


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "cut-scenes/cut-scenes.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; This file is deprecated, as cut scenes now play without sound protos.


;nathan

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "nathan/nathan-anims.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Common prototypes for nathan.
;

; Sound test.


;============================================
; pull out/read map or journal spooled sounds
;============================================
(sound-proto (
	"read-journal"	; triggered from hero-read-journal anim
        "read-map"	; triggered from hero-read-map anim
	)
	:stream "xvag"
	:send   0.2
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0	
	:fo-exp 2.0
	)
;============================================



; harness/holster for move.
(sound-proto "nat-run-harness"
        :send 0.5
	:volume -6.0
	:fo-max 90.0
	:fo-min 1.0
	
	:fo-exp 2.0
	)

; jeans brush for move.
(sound-proto "nat-run-jeans"
        :send 0.5
	:volume -6.0
	:fo-max 90.0
	:fo-min 1.0
		
	:fo-exp 2.0
	)

;clip-in for reload MOVED TO WEAPONS.TXT
;(sound-proto "pistol-clip-in1"
;	:volume -0.0
;	:fo-min 1.0
;	:fo-max 90.0
;		
;	:fo-exp 2.0
;	)

;
;place holder sounds (most to be replaced with surface versions)
;

(sound-proto "tm-knee-plant"
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-hand-slide-s"
        :send 0.5
	:volume -3.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-hand-slide-m"
        :send   0.5
	:volume -3.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-hand-pat"
        :send   0.5
	:volume -0.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)



(sound-proto "tm-body-slide-m"
        :send 0.5
	:volume -6.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-body-impact"
        :send 0.5
	:volume -3.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-body-fall-a"
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "tm-body-fall-b"
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-vine-grab"
        :send 0.5
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-pat-cloth"
        :send 0.5
	:volume -3.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-hand-on-gun"
        :send 0.5
	:volume -5.0
	:fo-min 1.0
	:fo-max 60.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-gun-in-hols"
        :send 0.5
	:volume -4.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-gun-draw"
        :send 0.5
	:volume -4.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "medium-cloth"
        :send 0.5
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "long-cloth"
        :send 0.5
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;
; water sounds
;


(sound-proto "nat-swim-arms1"
        :send 0.5
	:volume -3.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-swim-feet1"
        :send 0.5
	:volume -3.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-tread-water"
        :send 0.5
	:volume -7.48
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "ankle-wade"
        :send 0.5
	:volume -8.00
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-run-water1"
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-body-splash"
        :send 0.5
	:volume -1.07
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)



(sound-proto "heartbeat"
	:send 0.7
	:volume -0.0
	:fo-min 2
	:fo-max 90.0
	:focus-min-angle 360.0
	:focus-max 0.0
	:focus-min 0.0	
        :contract-type #x4000
	:duck-group 1
	:fo-exp 2.0
	)

;===============================
; nathan wall contact protos
;===============================

(sound-proto (
        "nat-wall-step"
        "nat-wall-turn"
        "nat-wall-tap"
        "nat-wall-drag"
        "nat-wall-stealt"
        "nat-wall-scuff"
        "nat-wall-plant"
        "nat-wall-slide"
        "nat-wall-knee"
        "nat-wall-settl"
        "nat-wall-lstep"
        "nat-wall-lturn"
        "nat-wall-ltap"
        "nat-wall-ldrag"
        "nat-wall-lsteal"
        "nat-wall-lscuff"
        "nat-wall-lplant"
        "nat-wall-lslide"
        "nat-wall-lknee"
        "nat-wall-lsettl"
        "nat-wall-rstep"
        "nat-wall-rturn"
        "nat-wall-rtap"
        "nat-wall-rdrag"
        "nat-wall-rsteal"
        "nat-wall-rscuff"
        "nat-wall-rplant"
        "nat-wall-rslide"
        "nat-wall-rknee"
        "nat-wall-rsettl"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)



(sound-proto "nat-wall-pat"
        :send 0.5
	:volume -4.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-wall-brush"
        :send 0.5
	:volume -4.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;================================
; vine/wall-rope sounds (vine.bank)
;================================

(sound-proto "vine-grab"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "rope-grab"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "chain-grab"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "pipe-grab"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)

(sound-proto "vine-loop"
        :send 0.5
        :volume -4.0
	:fo-min 15.0
	:fo-max 100.0
        :fo-exp 1.0
        :fo-push 0.0
	)
        
(sound-proto "chain-loop"
        :send 0.5
        :volume -4.0
	:fo-min 15.0
	:fo-max 100.0
        :fo-exp 1.0
        :fo-push 0.0
	)
        
(sound-proto (
	"vine-slide"
	"rope-slide"
	"pipe-slide"
        )
        :send 0.5
        :volume -4.0
	:fo-min 15.0
	:fo-max 100.0
        :fo-exp 1.0
        :fo-push 0.0
	)

;================================
; ladder sounds
;================================

(sound-proto "ladder-hand-lmt"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "ladder-foot-lmt"
        :send 0.5
	:volume -8.87
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)

;===============================
; radio
;===============================

(sound-proto "radio-on" 
        :send 0.5
        :fo-min	6.0
        :volume -8.0
	:fo-exp 2.0
        )
        
(sound-proto "radio-off" 
        :send 0.5
        :fo-min	6.0
        :volume -8.0
	:fo-exp 2.0
        )



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "nathan/nat-surface.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for nathan surface foley.
;

;==== GRASS ====

(sound-proto (
        "nat-step-grs"
        "nat-lheel-grs"
        "nat-rheel-grs"
        "nat-ltoe-grs"
        "nat-rtoe-grs"
        "nat-turn-grs"
        "nat-tap-grs"
        "nat-drag-grs"
        "nat-stealth-grs"
        "nat-scuff-grs"
        "nat-plant-grs"
        "nat-slide-grs"
        "nat-knee-grs"
        "nat-settle-grs"
        "nat-lstep-grs"
        "nat-lturn-grs"
        "nat-ltap-grs"
        "nat-ldrag-grs"
        "nat-lstealt-grs"
        "nat-lscuff-grs"
        "nat-lplant-grs"
        "nat-lslide-grs"
        "nat-lknee-grs"
        "nat-lsettle-grs"
        "nat-rstep-grs"
        "nat-rturn-grs"
        "nat-rtap-grs"
        "nat-rdrag-grs"
        "nat-rstealt-grs"
        "nat-rscuff-grs"
        "nat-rplant-grs"
        "nat-rslide-grs"
        "nat-rknee-grs"
        "nat-rsettle-grs"
        )
        :send 0.5
	:volume -15.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-pat-grs"
	:volume -8.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-grs"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        

(sound-proto "nat-roll-grs"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== DIRT ====

(sound-proto (
        "nat-step-drt"
        "nat-lheel-drt"
        "nat-rheel-drt"
        "nat-ltoe-drt"
        "nat-rtoe-drt"
        "nat-turn-drt"
        "nat-tap-drt"
        "nat-drag-drt"
        "nat-stealth-drt"
        "nat-scuff-drt"
        "nat-plant-drt"
        "nat-slide-drt"
        "nat-knee-drt"
        "nat-settle-drt"
        "nat-lstep-drt"
        "nat-lturn-drt"
        "nat-ltap-drt"
        "nat-ldrag-drt"
        "nat-lstealt-drt"
        "nat-lscuff-drt"
        "nat-lplant-drt"
        "nat-lslide-drt"
        "nat-lknee-drt"
        "nat-lsettle-drt"
        "nat-rstep-drt"
        "nat-rturn-drt"
        "nat-rtap-drt"
        "nat-rdrag-drt"
        "nat-rstealt-drt"
        "nat-rscuff-drt"
        "nat-rplant-drt"
        "nat-rslide-drt"
        "nat-rknee-drt"
        "nat-rsettle-drt"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-drt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-drt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-drt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== GRAVEL ====

(sound-proto (
        "nat-step-grv"
        "nat-lheel-grv"
        "nat-rheel-grv"
        "nat-ltoe-grv"
        "nat-rtoe-grv"
        "nat-turn-grv"
        "nat-tap-grv"
        "nat-drag-grv"
        "nat-stealth-grv"
        "nat-scuff-grv"
        "nat-plant-grv"
        "nat-slide-grv"
        "nat-knee-grv"
        "nat-settle-grv"
        "nat-lstep-grv"
        "nat-lturn-grv"
        "nat-ltap-grv"
        "nat-ldrag-grv"
        "nat-lstealt-grv"
        "nat-lscuff-grv"
        "nat-lplant-grv"
        "nat-lslide-grv"
        "nat-lknee-grv"
        "nat-lsettle-grv"
        "nat-rstep-grv"
        "nat-rturn-grv"
        "nat-rtap-grv"
        "nat-rdrag-grv"
        "nat-rstealt-grv"
        "nat-rscuff-grv"
        "nat-rplant-grv"
        "nat-rslide-grv"
        "nat-rknee-grv"
        "nat-rsettle-grv"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-grv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-grv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-grv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== CLAY ====

(sound-proto (
        "nat-step-cla"
        "nat-lheel-cla"
        "nat-rheel-cla"
        "nat-ltoe-cla"
        "nat-rtoe-cla"
        "nat-turn-cla"
        "nat-tap-cla"
        "nat-drag-cla"
        "nat-stealth-cla"
        "nat-scuff-cla"
        "nat-plant-cla"
        "nat-slide-cla"
        "nat-knee-cla"
        "nat-settle-cla"
        "nat-lstep-cla"
        "nat-lturn-cla"
        "nat-ltap-cla"
        "nat-ldrag-cla"
        "nat-lstealt-cla"
        "nat-lscuff-cla"
        "nat-lplant-cla"
        "nat-lslide-cla"
        "nat-lknee-cla"
        "nat-lsettle-cla"
        "nat-rstep-cla"
        "nat-rturn-cla"
        "nat-rtap-cla"
        "nat-rdrag-cla"
        "nat-rstealt-cla"
        "nat-rscuff-cla"
        "nat-rplant-cla"
        "nat-rslide-cla"
        "nat-rknee-cla"
        "nat-rsettle-cla"
        )
        :send 0.5
	:volume -7.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-cla"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-cla"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-cla"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== MUD ====

(sound-proto (
        "nat-lheel-mud"
        "nat-rheel-mud"
        "nat-ltoe-mud"
        "nat-rtoe-mud"
        "nat-step-mud"
        "nat-turn-mud"
        "nat-tap-mud"
        "nat-drag-mud"
        "nat-stealth-mud"
        "nat-scuff-mud"
        "nat-plant-mud"
        "nat-slide-mud"
        "nat-knee-mud"
        "nat-settle-mud"
        "nat-lstep-mud"
        "nat-lturn-mud"
        "nat-ltap-mud"
        "nat-ldrag-mud"
        "nat-lstealt-mud"
        "nat-lscuff-mud"
        "nat-lplant-mud"
        "nat-lslide-mud"
        "nat-lknee-mud"
        "nat-lsettle-mud"
        "nat-rstep-mud"
        "nat-rturn-mud"
        "nat-rtap-mud"
        "nat-rdrag-mud"
        "nat-rstealt-mud"
        "nat-rscuff-mud"
        "nat-rplant-mud"
        "nat-rslide-mud"
        "nat-rknee-mud"
        "nat-rsettle-mud"
        )
        :send 0.5
	:volume -7.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-mud"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-mud"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-mud"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== STONE ====

(sound-proto (
        "nat-step-stn"
        "nat-lheel-stn"
        "nat-rheel-stn"
        "nat-ltoe-stn"
        "nat-rtoe-stn"
        "nat-turn-stn"
        "nat-tap-stn"
        "nat-drag-stn"
        "nat-stealth-stn"
        "nat-scuff-stn"
        "nat-plant-stn"
        "nat-slide-stn"
        "nat-knee-stn"
        "nat-settle-stn"
        "nat-lstep-stn"
        "nat-lturn-stn"
        "nat-ltap-stn"
        "nat-ldrag-stn"
        "nat-lstealt-stn"
        "nat-lscuff-stn"
        "nat-lplant-stn"
        "nat-lslide-stn"
        "nat-lknee-stn"
        "nat-lsettle-stn"
        "nat-rstep-stn"
        "nat-rturn-stn"
        "nat-rtap-stn"
        "nat-rdrag-stn"
        "nat-rstealt-stn"
        "nat-rscuff-stn"
        "nat-rplant-stn"
        "nat-rslide-stn"
        "nat-rknee-stn"
        "nat-rsettle-stn"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-stn"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-stn"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-stn"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== ROUGH STONE ====

(sound-proto (
        "nat-step-rst"
        "nat-lheel-rst"
        "nat-rheel-rst"
        "nat-ltoe-rst"
        "nat-rtoe-rst"
        "nat-turn-rst"
        "nat-tap-rst"
        "nat-drag-rst"
        "nat-stealth-rst"
        "nat-scuff-rst"
        "nat-plant-rst"
        "nat-slide-rst"
        "nat-knee-rst"
        "nat-settle-rst"
        "nat-lstep-rst"
        "nat-lturn-rst"
        "nat-ltap-rst"
        "nat-ldrag-rst"
        "nat-lstealt-rst"
        "nat-lscuff-rst"
        "nat-lplant-rst"
        "nat-lslide-rst"
        "nat-lknee-rst"
        "nat-lsettle-rst"
        "nat-rstep-rst"
        "nat-rturn-rst"
        "nat-rtap-rst"
        "nat-rdrag-rst"
        "nat-rstealt-rst"
        "nat-rscuff-rst"
        "nat-rplant-rst"
        "nat-rslide-rst"
        "nat-rknee-rst"
        "nat-rsettle-rst"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-rst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-rst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-rst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== MOSSY STONE ====

(sound-proto (
        "nat-step-mst"
        "nat-lheel-mst"
        "nat-rheel-mst"
        "nat-ltoe-mst"
        "nat-rtoe-mst"
        "nat-turn-mst"
        "nat-tap-mst"
        "nat-drag-mst"
        "nat-stealth-mst"
        "nat-scuff-mst"
        "nat-plant-mst"
        "nat-slide-mst"
        "nat-knee-mst"
        "nat-settle-mst"
        "nat-lstep-mst"
        "nat-lturn-mst"
        "nat-ltap-mst"
        "nat-ldrag-mst"
        "nat-lstealt-mst"
        "nat-lscuff-mst"
        "nat-lplant-mst"
        "nat-lslide-mst"
        "nat-lknee-mst"
        "nat-lsettle-mst"
        "nat-rstep-mst"
        "nat-rturn-mst"
        "nat-rtap-mst"
        "nat-rdrag-mst"
        "nat-rstealt-mst"
        "nat-rscuff-mst"
        "nat-rplant-mst"
        "nat-rslide-mst"
        "nat-rknee-mst"
        "nat-rsettle-mst"
        )
        :send 0.5
	:volume -4.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-mst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-mst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-mst"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== THICK WOOD ====

(sound-proto (
        "nat-step-twd"
        "nat-lheel-twd"
        "nat-rheel-twd"
        "nat-ltoe-twd"
        "nat-rtoe-twd"
        "nat-turn-twd"
        "nat-tap-twd"
        "nat-drag-twd"
        "nat-stealth-twd"
        "nat-scuff-twd"
        "nat-plant-twd"
        "nat-slide-twd"
        "nat-knee-twd"
        "nat-settle-twd"
        "nat-lstep-twd"
        "nat-lturn-twd"
        "nat-ltap-twd"
        "nat-ldrag-twd"
        "nat-lstealt-twd"
        "nat-lscuff-twd"
        "nat-lplant-twd"
        "nat-lslide-twd"
        "nat-lknee-twd"
        "nat-lsettle-twd"
        "nat-rstep-twd"
        "nat-rturn-twd"
        "nat-rtap-twd"
        "nat-rdrag-twd"
        "nat-rstealt-twd"
        "nat-rscuff-twd"
        "nat-rplant-twd"
        "nat-rslide-twd"
        "nat-rknee-twd"
        "nat-rsettle-twd"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
(sound-proto "nat-roll-twd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-twd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-twd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== HOLLOW WOOD ====

(sound-proto (
        "nat-step-hwd"
        "nat-lheel-hwd"
        "nat-rheel-hwd"
        "nat-ltoe-hwd"
        "nat-rtoe-hwd"
        "nat-turn-hwd"
        "nat-tap-hwd"
        "nat-drag-hwd"
        "nat-stealth-hwd"
        "nat-scuff-hwd"
        "nat-plant-hwd"
        "nat-slide-hwd"
        "nat-knee-hwd"
        "nat-settle-hwd"
        "nat-lstep-hwd"
        "nat-lturn-hwd"
        "nat-ltap-hwd"
        "nat-ldrag-hwd"
        "nat-lstealt-hwd"
        "nat-lscuff-hwd"
        "nat-lplant-hwd"
        "nat-lslide-hwd"
        "nat-lknee-hwd"
        "nat-lsettle-hwd"
        "nat-rstep-hwd"
        "nat-rturn-hwd"
        "nat-rtap-hwd"
        "nat-rdrag-hwd"
        "nat-rstealt-hwd"
        "nat-rscuff-hwd"
        "nat-rplant-hwd"
        "nat-rslide-hwd"
        "nat-rknee-hwd"
        "nat-rsettle-hwd"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
(sound-proto "nat-roll-hwd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-hwd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-hwd"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== JUNGLE FLOOR ====

(sound-proto (
        "nat-step-jng"
        "nat-lheel-jng"
        "nat-rheel-jng"
        "nat-ltoe-jng"
        "nat-rtoe-jng"
        "nat-turn-jng"
        "nat-tap-jng"
        "nat-drag-jng"
        "nat-stealth-jng"
        "nat-scuff-jng"
        "nat-plant-jng"
        "nat-slide-jng"
        "nat-knee-jng"
        "nat-settle-jng"
        "nat-lstep-jng"
        "nat-lturn-jng"
        "nat-ltap-jng"
        "nat-ldrag-jng"
        "nat-lstealt-jng"
        "nat-lscuff-jng"
        "nat-lplant-jng"
        "nat-lslide-jng"
        "nat-lknee-jng"
        "nat-lsettle-jng"
        "nat-rstep-jng"
        "nat-rturn-jng"
        "nat-rtap-jng"
        "nat-rdrag-jng"
        "nat-rstealt-jng"
        "nat-rscuff-jng"
        "nat-rplant-jng"
        "nat-rslide-jng"
        "nat-rknee-jng"
        "nat-rsettle-jng"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
(sound-proto "nat-roll-jng"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-pat-jng"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-jng"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== WATER ====

(sound-proto "nat-lstep-wtr"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-rstep-wtr"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

; Ian's water hit stuff, in nat-water.bank
(sound-proto (
       "hit-wtr-body"   
       "hit-wtr-body-sh"
       "hit-wtr-sml"   
       )
	:volume -3.0
	:fo-min 1.0
	:fo-max 90.0		
	:fo-exp 2.0
	)



;==== DULL PLATE ====

(sound-proto "nat-step-pdl"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-walk-pdl"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        

;==== LIVE PLATE ====

(sound-proto (
        "nat-lheel-plv"
        "nat-rheel-plv"
        "nat-ltoe-plv"
        "nat-rtoe-plv"
        "nat-step-plv"
        "nat-walk-plv"
        "nat-turn-plv"
        "nat-tap-plv"
        "nat-drag-plv"
        "nat-stealth-plv"
        "nat-scuff-plv"
        "nat-plant-plv"
        "nat-slide-plv"
        "nat-knee-plv"
        "nat-settle-plv"
        "nat-lstep-plv"
        "nat-lwalk-plv"
        "nat-lturn-plv"
        "nat-ltap-plv"
        "nat-ldrag-plv"
        "nat-lstealt-plv"
        "nat-lscuff-plv"
        "nat-lplant-plv"
        "nat-lslide-plv"
        "nat-lknee-plv"
        "nat-lsettle-plv"
        "nat-rstep-plv"
        "nat-rwalk-plv"
        "nat-rturn-plv"
        "nat-rtap-plv"
        "nat-rdrag-plv"
        "nat-rstealt-plv"
        "nat-rscuff-plv"
        "nat-rplant-plv"
        "nat-rslide-plv"
        "nat-rknee-plv"
        "nat-rsettle-plv"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-plv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-plv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-plv"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


;==== UBOAT HULL ====

(sound-proto (
        "nat-lheel-hbt"
        "nat-rheel-hbt"
        "nat-ltoe-hbt"
        "nat-rtoe-hbt"
        "nat-step-hbt"
        "nat-walk-hbt"
        "nat-turn-hbt"
        "nat-tap-hbt"
        "nat-drag-hbt"
        "nat-stealth-hbt"
        "nat-scuff-hbt"
        "nat-plant-hbt"
        "nat-slide-hbt"
        "nat-knee-hbt"
        "nat-settle-hbt"
        "nat-lstep-hbt"
        "nat-lturn-hbt"
        "nat-lwalk-hbt"
        "nat-ltap-hbt"
        "nat-ldrag-hbt"
        "nat-lstealt-hbt"
        "nat-lscuff-hbt"
        "nat-lplant-hbt"
        "nat-lslide-hbt"
        "nat-lknee-hbt"
        "nat-lsettle-hbt"
        "nat-rstep-hbt"
        "nat-rturn-hbt"
        "nat-rwalk-hbt"
        "nat-rtap-hbt"
        "nat-rdrag-hbt"
        "nat-rstealt-hbt"
        "nat-rscuff-hbt"
        "nat-rplant-hbt"
        "nat-rslide-hbt"
        "nat-rknee-hbt"
        "nat-rsettle-hbt"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-hbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-hbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-hbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

        
;==== UBOAT FLOOR ====

(sound-proto (
        "nat-lheel-fbt"
        "nat-rheel-fbt"
        "nat-ltoe-fbt"
        "nat-rtoe-fbt"
        "nat-walk-fbt"
        "nat-turn-fbt"
        "nat-tap-fbt"
        "nat-drag-fbt"
        "nat-stealth-fbt"
        "nat-scuff-fbt"
        "nat-plant-fbt"
        "nat-slide-fbt"
        "nat-knee-fbt"
        "nat-settle-fbt"
        "nat-lstep-fbt"
        "nat-lwalk-fbt"
        "nat-lturn-fbt"
        "nat-ltap-fbt"
        "nat-ldrag-fbt"
        "nat-lstealt-fbt"
        "nat-lscuff-fbt"
        "nat-lplant-fbt"
        "nat-lslide-fbt"
        "nat-lknee-fbt"
        "nat-lsettle-fbt"
        "nat-rstep-fbt"
        "nat-rwalk-fbt"
        "nat-rturn-fbt"
        "nat-rtap-fbt"
        "nat-rdrag-fbt"
        "nat-rstealt-fbt"
        "nat-rscuff-fbt"
        "nat-rplant-fbt"
        "nat-rslide-fbt"
        "nat-rknee-fbt"
        "nat-rsettle-fbt"
        )
        :send 0.5
	:volume -5.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-fbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


(sound-proto "nat-pat-fbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-fbt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


;==== GRATE ====

(sound-proto (
        "nat-lheel-grt"
        "nat-rheel-grt"
        "nat-ltoe-grt"
        "nat-rtoe-grt"
        "nat-step-grt"
        "nat-walk-grt"
        "nat-turn-grt"
        "nat-tap-grt"
        "nat-drag-grt"
        "nat-stealth-grt"
        "nat-scuff-grt"
        "nat-plant-grt"
        "nat-slide-grt"
        "nat-knee-grt"
        "nat-settle-grt"
        "nat-lstep-grt"
        "nat-lwalk-grt"
        "nat-lturn-grt"
        "nat-ltap-grt"
        "nat-ldrag-grt"
        "nat-lstealt-grt"
        "nat-lscuff-grt"
        "nat-lplant-grt"
        "nat-lslide-grt"
        "nat-lknee-grt"
        "nat-lsettle-grt"
        "nat-rstep-grt"
        "nat-rwalk-grt"
        "nat-rturn-grt"
        "nat-rtap-grt"
        "nat-rdrag-grt"
        "nat-rstealt-grt"
        "nat-rscuff-grt"
        "nat-rplant-grt"
        "nat-rslide-grt"
        "nat-rknee-grt"
        "nat-rsettle-grt"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
(sound-proto "nat-roll-grt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
 

(sound-proto "nat-pat-grt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

(sound-proto "nat-brush-grt"
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==================================================
; DIVE BOAT (barefoot - no moves)
;==================================================
        
(sound-proto (
        "nat-lstep-bdv"
        "nat-rstep-bdv"
        "nat-lwalk-bdv"
        "nat-rwalk-bdv"
        "nat-lheel-bdv"
        "nat-rheel-bdv"
        "nat-ltoe-bdv"
        "nat-rtoe-bdv"
        "nat-lturn-bdv"
        "nat-ltap-bdv"
        "nat-ldrag-bdv"
        "nat-lstealt-bdv"
        "nat-lscuff-bdv"
        "nat-lplant-bdv"
        "nat-lslide-bdv"
        "nat-lsettle-bdv"
        "nat-rturn-bdv"
        "nat-rtap-bdv"
        "nat-rdrag-bdv"
        "nat-rstealt-bdv"
        "nat-rscuff-bdv"
        "nat-rplant-bdv"
        "nat-rslide-bdv"
        "nat-rsettle-bdv"
       
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==================================================
; CREAKY WOOD (no moves)
;==================================================  
     
(sound-proto (
        "nat-lheel-cwd"
        "nat-rheel-cwd"
        "nat-ltoe-cwd"
        "nat-rtoe-cwd"
       
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
;==================================================
; WATER (no moves)
;==================================================  
     
(sound-proto (
        "nat-lheel-wtr"
        "nat-rheel-wtr"
        "nat-lstep-wtr"
        "nat-rstep-wtr"
        "nat-lwalk-wtr"
        "nat-rwalk-wtr"
        "nat-lscuff-wtr"
        "nat-rscuff-wtr"
       
        )
        :send 0.5
	:volume -9.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;==== METAL ====

(sound-proto (
        "nat-lheel-mtl"
        "nat-rheel-mtl"
        "nat-ltoe-mtl"
        "nat-rtoe-mtl"
        "nat-step-mtl"
        "nat-lstep-mtl"
        "nat-rstep-mtl"
        "nat-walk-mtl"
        "nat-lturn-mtl"
        "nat-ltap-mtl"
        "nat-ldrag-mtl"
        "nat-lstealt-mtl"
        "nat-lscuff-mtl"
        "nat-lplant-mtl"
        "nat-lslide-mtl"
        "nat-lsettle-mtl"
        "nat-rturn-mtl"
        "nat-rtap-mtl"
        "nat-rdrag-mtl"
        "nat-rstealt-mtl"
        "nat-rscuff-mtl"
        "nat-rplant-mtl"
        "nat-rslide-mtl"
        "nat-rsettle-mtl"
        
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
;================
; TILE
;================

(sound-proto (
        "nat-lheel-til"
        "nat-rheel-til"
        "nat-ltoe-til"
        "nat-rtoe-til"
        "nat-step-til"
        "nat-walk-til"
        "nat-turn-til"
        "nat-tap-til"
        "nat-drag-til"
        "nat-stealth-til"
        "nat-scuff-til"
        "nat-plant-til"
        "nat-slide-til"
        "nat-knee-til"
        "nat-settle-til"
        "nat-lstep-til"
        "nat-lwalk-til"
        "nat-lturn-til"
        "nat-ltap-til"
        "nat-ldrag-til"
        "nat-lstealt-til"
        "nat-lscuff-til"
        "nat-lplant-til"
        "nat-lslide-til"
        "nat-lknee-til"
        "nat-lsettle-til"
        "nat-rstep-til"
        "nat-rwalk-til"
        "nat-rturn-til"
        "nat-rtap-til"
        "nat-rdrag-til"
        "nat-rstealt-til"
        "nat-rscuff-til"
        "nat-rplant-til"
        "nat-rslide-til"
        "nat-rknee-til"
        "nat-rsettle-til"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "nathan/nat-fight.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; nathan fight sounds
;


; face punches

(sound-proto (
	"nat-punch-s"
	"punch-snap"
	"cloth-impact-4"
	"nat-punch-l"
	"nat-face-punch"
	"wet-swtnr-1"
	"wet-swtnr-6"
	"punch-1"
	"fight-grab-10"
	"body-impact-2"
	"toon-punch-1"
	"toon-punch-2"
	"toon-punch-3"
	"punch-3"
	"punch-8"
	"swing-1"
	"fight-cloth-3"
	"fight-cloth-4"
	"bone-break-5"
	"bone-break-6"
	)
        :send 0.5
	:volume -0.0
	:fo-max 22.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)

(sound-proto "punch-swish"
        :send 0.5
	:volume -5.48
	:fo-max 22.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)

(sound-proto "neck-grab"
        :send 0.5
	:volume -0.0
	:fo-max 22.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)

(sound-proto "body-kick"
        :send 0.5
	:volume -0.0
	:fo-max 22.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)

(sound-proto "leg-pull"
        :send 0.5
	:volume -0.0
	:fo-max 90.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)
        
(sound-proto "neck-break1"
        :send 0.5
	:volume -0.0
	:fo-max 90.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)
        
(sound-proto "back-break1"
        :send 0.5
	:volume -0.0
	:fo-max 90.0
	
	:fo-exp 2.0
	)
        
(sound-proto "fist-on-stone"
        :send 0.5
	:volume -0.0
	:fo-max 90.0
	:fo-min 2.0
	
	:fo-exp 2.0
	)

(sound-proto "time-freeze-in"
	:volume -0.0
       	:contract-type #x4000      
       	)
        
(sound-proto "time-freeze-out"
	:volume -15.0
       	:contract-type #x4000      
       	)
        

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "nathan/hero.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
;       Nathan long / action-pack animation sounds
;

;===================================================
;       zip line
;===================================================

(sound-proto "zipline1"
	:send 0.5
	:stream "vag"
       
	:fo-exp 1.0
	)
        
(sound-proto "table-hit1"
	:send 0.5
	:stream "xvag"
	
	:fo-exp 1.0
	)
  
(sound-proto "nat-fort-window"
	:send 0.5
	:stream "vag"
	
	:fo-exp 1.0
	)
        
(sound-proto "window-bust1"
	:send 0.5
	:stream "vag"
	
	:fo-exp 1.0
	)
        

;=============================================
;       sub hatch
;=============================================

(sound-proto "wheel-turn"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "slow-start"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "air-seal"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "wheel-stop"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
	:option-flags #x1	
	:fo-exp 2.0
	)
        
(sound-proto "wheel-start"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "open-latch"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "f100-hinge-hit"
        :send 0.5
	:volume -2.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "turn-swtnr"
        :send 0.5
	:volume -6.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
;(sound-proto "hatch-open1"
;	:send 0.5
;	:stream "xvag"
;	
;	:fo-exp 1.0
;	)
        
(sound-proto "hatch-wronk-1"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hatch-wronk-2"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hatch-wronk-3"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hatch-wronk-4"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hinge-squeak-1"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hinge-squeak-2"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hatch-hit"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hit-crumble-1"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)
        
(sound-proto "hit-crumble-2"
        :send 0.5
	:volume -3.0
	:fo-min 4.0
	:fo-max 80.0
		
	:fo-exp 2.0
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "nathan/body-falls.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


(sound-proto (
        "nat-body-stn"
        "nat-bodpart-stn"
        "nat-body-mst"
        "nat-bodpart-mst"
        "nat-body-hwd"
        "nat-bodpart-hwd"
        "nat-body-grv"
        "nat-bodpart-grv"
        "nat-body-grt"
        "nat-bodpart-grt"
        "nat-body-grs"
        "nat-bodpart-grs"
        "nat-body-drt"
        "nat-bodpart-drt"
        "nat-body-cla"
        "nat-bodpart-cla"
        "nat-body-dvb"
        "nat-bodpart-dvb"
        "nat-body-mud"
        "nat-bodpart-mud"
        "nat-body-cwd"
        "nat-bodpart-cwd"
        "nat-body-til"
        "nat-bodpart-til"
        "nat-body-jng"
        "nat-bodpart-jng"
        "nat-body-twd"
        "nat-bodpart-twd"
        "nat-body-plv"
        "nat-bodpart-plv"
        "nat-body-mtl"
        "nat-bodpart-mtl"
        "nat-body-pdl"
        "nat-bodpart-pdl"
        "nat-body-hbt"
        "nat-bodpart-hbt"
        "nat-body-fbt"
        "nat-bodpart-fbt"
        "nat-body-wtr"
        "nat-body-rst"
        "nat-bodpart-rst"        
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)


;elena

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "elena/elena-protos.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;==========================
;       DIRT
;==========================
(sound-proto (
        "ele-lstep-drt"
        "ele-rstep-drt"
        "ele-lwalk-drt"
        "ele-rwalk-drt"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 2.0
	)
 
(sound-proto (
        "ele-lstep-grs"
        "ele-rstep-grs"
        "ele-lwalk-grs"
        "ele-rwalk-grs"
        )
        :send 0.5
	:volume -11
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        


;==== GRAVEL ====

(sound-proto (
        "ele-lstep-grv"
        "ele-rstep-grv"
        "ele-lwalk-grv"
        "ele-rwalk-grv"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== CLAY ====

(sound-proto (
        "ele-lstep-cla"
        "ele-rstep-cla"
        "ele-lwalk-cla"
        "ele-rwalk-cla"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== MUD ====

(sound-proto (
        "ele-lstep-mud"
        "ele-rstep-mud"
        "ele-lwalk-mud"
        "ele-rwalk-mud"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== STONE ====

(sound-proto (
        "ele-lstep-stn"
        "ele-rstep-stn"
        "ele-lwalk-stn"
        "ele-rwalk-stn"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== ROUGH STONE ====

(sound-proto (
        "ele-lstep-rst"
        "ele-rstep-rst"
        "ele-lwalk-rst"
        "ele-rwalk-rst"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== MOSSY STONE ====

(sound-proto (
        "ele-lstep-mst"
        "ele-rstep-mst"
        "ele-lwalk-mst"
        "ele-rwalk-mst"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== THICK WOOD ====

(sound-proto (
        "ele-lstep-twd"
        "ele-rstep-twd"
        "ele-lwalk-twd"
        "ele-rwalk-twd"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== HOLLOW WOOD ====

(sound-proto (
        "ele-lstep-hwd"
        "ele-rstep-hwd"
        "ele-lwalk-hwd"
        "ele-rwalk-hwd"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)


;==== JUNGLE FLOOR ====

(sound-proto (
        "ele-lstep-jng"
        "ele-rstep-jng"
        "ele-lwalk-jng"
        "ele-rwalk-jng"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== WATER ====

(sound-proto "ele-lstep-wtr"
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "ele-rstep-wtr"
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)


;==== DULL PLATE ====

(sound-proto (
        "ele-lstep-pdl"
        "ele-rstep-pdl"
        "ele-lwalk-pdl"
        "ele-rwalk-pdl"
        )
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== LIVE PLATE ====

(sound-proto (
        "ele-lstep-plv"
        "ele-rstep-plv"
        "ele-lwalk-plv"
        "ele-rwalk-plv"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0

	:fo-exp 4.0
	)


;==== UBOAT HULL ====

(sound-proto (
        "ele-lstep-hbt"
        "ele-rstep-hbt"
        "ele-lwalk-hbt"
        "ele-rwalk-hbt"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== UBOAT FLOOR ====

(sound-proto (
        "ele-lstep-fbt"
        "ele-rstep-fbt"
        "ele-lwalk-fbt"
        "ele-rwalk-fbt"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        

;==== GRATE ====

(sound-proto (
        "ele-lstep-grt"
        "ele-lwalk-grt"
        "ele-rstep-grt"
        "ele-rwalk-grt"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== METAL ====        
(sound-proto (
        "ele-lstep-mtl"
        "ele-rstep-mtl"
        "ele-lwalk-mtl"
        "ele-rwalk-mtl"
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0

	:fo-exp 4.0
	)
        

;=========================
;       FOLEY
;=========================

(sound-proto "ele-pants"
	:volume -11.0
	:fo-max 35.0
	:fo-min 1.0
		
	:fo-exp 4.0
	)
        
(sound-proto "ele-hand-pat"
	:volume -8.0
	:fo-max 35.0
	:fo-min 1.0
		
	:fo-exp 4.0
	)

;==================================================
; DIVE BOAT (barefoot - no moves)
;==================================================
        
(sound-proto (
        "ele-lstep-bdv"
        "ele-rstep-bdv"
        "ele-lwalk-bdv"
        "ele-rwalk-bdv"
               
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 2.0
	)

;==================================================
; CREAKY WOOD (no moves)
;==================================================  
     
(sound-proto (
        "ele-lstep-cwd"
        "ele-rstep-cwd"
        "ele-lwalk-cwd"
        "ele-rwalk-cwd"
       
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
        
)

;==== TILE ====

(sound-proto (
        "ele-lstep-til"
        "ele-rstep-til"
        "ele-lwalk-til"
        "ele-rwalk-til"
        )
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== WATER ====

(sound-proto (
        "ele-lstep-wtr"
        "ele-rstep-wtr"
        "ele-lwalk-wtr"
        "ele-rwalk-wtr"
        )
	:volume -8.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)


;NPC

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "npc/pirate.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Pirate Foley Protos
;
        
; dirt

(sound-proto (
        "p-lstep-drt-b"
        "p-rstep-drt-b"
        "p-lstep-drt-s"
        "p-rstep-drt-s"
        "p-lstep-drt-f"
        "p-rstep-drt-f"
        "p-lwalk-drt-b"
        "p-rwalk-drt-b"
        "p-lwalk-drt-s"
        "p-rwalk-drt-s"
        "p-lwalk-drt-f"
        "p-rwalk-drt-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
; clay 
       
(sound-proto (
        "p-lstep-cla-b"
        "p-rstep-cla-b"
        "p-lstep-cla-s"
        "p-rstep-cla-s"
        "p-lstep-cla-f"
        "p-rstep-cla-f"
        "p-lwalk-cla-b"
        "p-rwalk-cla-b"
        "p-lwalk-cla-s"
        "p-rwalk-cla-s"
        "p-lwalk-cla-f"
        "p-rwalk-cla-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; grass

(sound-proto (        
        "p-lstep-grs-b"
        "p-rstep-grs-b"
        "p-lstep-grs-s"
        "p-rstep-grs-s"
        "p-lstep-grs-f"
        "p-rstep-grs-f"
        "p-lwalk-grs-b"
        "p-rwalk-grs-b"
        "p-lwalk-grs-s"
        "p-rwalk-grs-s"
        "p-lwalk-grs-f"
        "p-rwalk-grs-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; gravel

(sound-proto (
        "p-lstep-grv-b"
        "p-rstep-grv-b"
        "p-lstep-grv-s"
        "p-rstep-grv-s"
        "p-lstep-grv-f"
        "p-rstep-grv-f"
        "p-lwalk-grv-b"
        "p-rwalk-grv-b"
        "p-lwalk-grv-s"
        "p-rwalk-grv-s"
        "p-lwalk-grv-f"
        "p-rwalk-grv-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; hollow wood

(sound-proto (
        "p-lstep-hwd-b"
        "p-rstep-hwd-b"
        "p-lstep-hwd-s"
        "p-rstep-hwd-s"
        "p-lstep-hwd-f"
        "p-rstep-hwd-f"
        "p-lwalk-hwd-b"
        "p-rwalk-hwd-b"
        "p-lwalk-hwd-s"
        "p-rwalk-hwd-s"
        "p-lwalk-hwd-f"
        "p-rwalk-hwd-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)        

; mossy stone

(sound-proto (
        "p-lstep-mst-b"
        "p-rstep-mst-b"
        "p-lstep-mst-s"
        "p-rstep-mst-s"
        "p-lstep-mst-f"
        "p-rstep-mst-f"
        "p-lwalk-mst-b"
        "p-rwalk-mst-b"
        "p-lwalk-mst-s"
        "p-rwalk-mst-s"
        "p-lwalk-mst-f"
        "p-rwalk-mst-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; mud

(sound-proto (
        "p-lstep-mud-b"
        "p-rstep-mud-b"
        "p-lstep-mud-s"
        "p-rstep-mud-s"
        "p-lstep-mud-f"
        "p-rstep-mud-f"
        "p-lwalk-mud-b"
        "p-rwalk-mud-b"
        "p-lwalk-mud-s"
        "p-rwalk-mud-s"
        "p-lwalk-mud-f"
        "p-rwalk-mud-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; rough stone

(sound-proto (
        "p-lstep-rst-b"
        "p-rstep-rst-b"
        "p-lstep-rst-s"
        "p-rstep-rst-s"
        "p-lstep-rst-f"
        "p-rstep-rst-f"
        "p-lwalk-rst-b"
        "p-rwalk-rst-b"
        "p-lwalk-rst-s"
        "p-rwalk-rst-s"
        "p-lwalk-rst-f"
        "p-rwalk-rst-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; stone

(sound-proto (
        "p-lstep-stn-b"
        "p-rstep-stn-b"
        "p-lstep-stn-s"
        "p-rstep-stn-s"
        "p-lstep-stn-f"
        "p-rstep-stn-f"
        "p-lwalk-stn-b"
        "p-rwalk-stn-b"
        "p-lwalk-stn-s"
        "p-rwalk-stn-s"
        "p-lwalk-stn-f"
        "p-rwalk-stn-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; thick wood

(sound-proto (
        "p-lstep-twd-b"
        "p-rstep-twd-b"
        "p-lstep-twd-s"
        "p-rstep-twd-s"
        "p-lstep-twd-f"
        "p-rstep-twd-f"
        "p-lwalk-twd-b"
        "p-rwalk-twd-b"
        "p-lwalk-twd-s"
        "p-rwalk-twd-s"
        "p-lwalk-twd-f"
        "p-rwalk-twd-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
 
;jungle-floor
       
(sound-proto (
        "p-lstep-jng-b"
        "p-rstep-jng-b"
        "p-lstep-jng-s"
        "p-rstep-jng-s"
        "p-lstep-jng-f"
        "p-rstep-jng-f"
        "p-lwalk-jng-b"
        "p-rwalk-jng-b"
        "p-lwalk-jng-s"
        "p-rwalk-jng-s"
        "p-lwalk-jng-f"
        "p-rwalk-jng-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
 
;==== TILE ====

(sound-proto (
        "p-lstep-til-b"
        "p-rstep-til-b"
        "p-lstep-til-s"
        "p-rstep-til-s"
        "p-lstep-til-f"
        "p-rstep-til-f"
        "p-lwalk-til-b"
        "p-rwalk-til-b"
        "p-lwalk-til-s"
        "p-rwalk-til-s"
        "p-lwalk-til-f"
        "p-rwalk-til-f"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
               
(sound-proto (
        "p-lstep-grt-b"
        "p-rstep-grt-b"
        "p-lstep-grt-s"
        "p-rstep-grt-s"
        "p-lstep-grt-f"
        "p-rstep-grt-f"
        "p-lwalk-grt-b"
        "p-rwalk-grt-b"
        "p-lwalk-grt-s"
        "p-rwalk-grt-s"
        "p-lwalk-grt-f"
        "p-rwalk-grt-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
(sound-proto (
        "p-lstep-pdl-b"
        "p-rstep-pdl-b"
        "p-lstep-pdl-s"
        "p-rstep-pdl-s"
        "p-lstep-pdl-f"
        "p-rstep-pdl-f"
        "p-lwalk-pdl-b"
        "p-rwalk-pdl-b"
        "p-lwalk-pdl-s"
        "p-rwalk-pdl-s"
        "p-lwalk-pdl-f"
        "p-rwalk-pdl-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
(sound-proto (
        "p-lstep-plv-b"
        "p-rstep-plv-b"
        "p-lstep-plv-s"
        "p-rstep-plv-s"
        "p-lstep-plv-f"
        "p-rstep-plv-f"
        "p-lwalk-plv-b"
        "p-rwalk-plv-b"
        "p-lwalk-plv-s"
        "p-rwalk-plv-s"
        "p-lwalk-plv-f"
        "p-rwalk-plv-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
(sound-proto (
        "p-lstep-hbt-b"
        "p-rstep-hbt-b"
        "p-lstep-hbt-s"
        "p-rstep-hbt-s"
        "p-lstep-hbt-f"
        "p-rstep-hbt-f"
        "p-lwalk-hbt-b"
        "p-rwalk-hbt-b"
        "p-lwalk-hbt-s"
        "p-rwalk-hbt-s"
        "p-lwalk-hbt-f"
        "p-rwalk-hbt-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
(sound-proto (
        "p-lstep-fbt-b"
        "p-rstep-fbt-b"
        "p-lstep-fbt-s"
        "p-rstep-fbt-s"
        "p-lstep-fbt-f"
        "p-rstep-fbt-f"
        "p-lwalk-fbt-b"
        "p-rwalk-fbt-b"
        "p-lwalk-fbt-s"
        "p-rwalk-fbt-s"
        "p-lwalk-fbt-f"
        "p-rwalk-fbt-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; creaky wood
        
(sound-proto (
        "p-lstep-cwd-b"
        "p-rstep-cwd-b"
        "p-lstep-cwd-s"
        "p-rstep-cwd-s"
        "p-lstep-cwd-f"
        "p-rstep-cwd-f"
        "p-lwalk-cwd-b"
        "p-rwalk-cwd-b"
        "p-lwalk-cwd-s"
        "p-rwalk-cwd-s"
        "p-lwalk-cwd-f"
        "p-rwalk-cwd-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

; water steps
        
(sound-proto (
        "p-lstep-wtr-b"
        "p-rstep-wtr-b"
        "p-lwalk-wtr-b"
        "p-rwalk-wtr-b"
               
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        

; water

(sound-proto (
        "p-swim-arms1"
        "p-swim-feet1"
        "p-run-water1"
        "p-tread-water"
        "p-body-splash"
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)

;vocal fight sounds, currently located in nat-efforts.bank for gamer's day demo. To be moved.

(sound-proto (
      "pira-misc-08"
      "pira-misc-09a"
      "pira-misc-09b"
      "pira-misc-09c"
      "pira-misc-09e"
      "pira-misc-09g"
      "pirb-misc-09"
      "pirb-misc-09a"
      "pirb-misc-09b"
      "pird-misc-09"
      "pird-misc-09f"
      "pird-misc-09i"
      "pird-misc-09j"
      "pirc-misc-09"
      "pirc-misc-09a"
      "pirc-misc-09b"

      "pira-misc-11"
      "pira-misc-11b"
      "pira-misc-12a"
      "pirb-misc-10e"
      "pirb-misc-11"
      "pirb-misc-11a"
      "pirb-misc-11b"
      "pirc-misc-10"
      "pirc-misc-11d"
      "pird-misc-11"
      "pird-misc-11a"
      "pird-misc-11b"

      "pira-misc-10a"
      "pira-misc-10b"
      "pira-misc-10c"
      "pirb-misc-10a"
      "pirb-misc-10c"
      "pirb-misc-10d"
      "pirc-misc-10a"
      "pirc-misc-11b"
      "pird-misc-09b"
      "pird-misc-09k"
      "pird-misc-10"
      "pird-misc-10b"
      )
      :stream "xvag"
      :send 0.5
      :volume -6.0
      :fo-min 1.0
      :fo-max 90.0
      	
      :fo-exp 2.0
      )
      
; metal
        
(sound-proto (
        "p-lstep-mtl-b"
        "p-rstep-mtl-b"
        "p-lstep-mtl-s"
        "p-rstep-mtl-s"
        "p-lstep-mtl-f"
        "p-rstep-mtl-f"
        "p-lwalk-mtl-b"
        "p-rwalk-mtl-b"
        "p-lwalk-mtl-s"
        "p-rwalk-mtl-s"
        "p-lwalk-mtl-f"
        "p-rwalk-mtl-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
        
(sound-proto (
        "p-lstep-bdv-b"
        "p-rstep-bdv-b"
        "p-lstep-bdv-s"
        "p-rstep-bdv-s"
        "p-lstep-bdv-f"
        "p-rstep-bdv-f"
        "p-lwalk-bdv-b"
        "p-rwalk-bdv-b"
        "p-lwalk-bdv-s"
        "p-rwalk-bdv-s"
        "p-lwalk-bdv-f"
        "p-rwalk-bdv-f"       
        )
        :send 0.5
	:volume -8.87
	:fo-min 1.0
	:fo-max 30.0
		
	:fo-exp 2.0
	)
      


;===================================
; GENERAL PIRATE FOLEY
;===================================

(sound-proto (
        "p-hand-pat"
        "p-hand-slide-s"
        "p-body-impact"
        "p-draw-pistol"
        "p-pat-cloth"
        "p-holster-pistl"
        "p-handle-pistol"
        "p-pistol-clip"
        "p-move-pants"
        "p-body-gear"
        )
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 60.0
		
	:fo-exp 2.0
	)

;sullivan

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "sullivan/sullivan-protos.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;==========================
;       DIRT
;==========================
(sound-proto (
        "sul-lstep-drt"
        "sul-rstep-drt"
        "sul-lwalk-drt"
        "sul-rwalk-drt"
        )
        :send 0.5
	:volume -8.5
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto (
        "sul-lstep-grs"
        "sul-rstep-grs"
        "sul-lwalk-grs"
        "sul-rwalk-grs"
        )
        :send 0.5
	:volume -15.0
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-pat-grs"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-grs"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-body-grs"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-grs"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-roll-grs"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
       

;==== GRAVEL ====

(sound-proto (
        "sul-lstep-grv"
        "sul-rstep-grv"
        "sul-lwalk-grv"
        "sul-rwalk-grv"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-grv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-grv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-grv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-grv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-grv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== CLAY ====

(sound-proto (
        "sul-lstep-cla"
        "sul-rstep-cla"
        "sul-lwalk-cla"
        "sul-rwalk-cla"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-cla"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-cla"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-cla"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-cla"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-cla"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== MUD ====

(sound-proto (
        "sul-lstep-mud"
        "sul-rstep-mud"
        "sul-lwalk-mud"
        "sul-rwalk-mud"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-mud"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-mud"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-mud"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-mud"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-mud"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== STONE ====

(sound-proto (
        "sul-lstep-stn"
        "sul-rstep-stn"
        "sul-lwalk-stn"
        "sul-rwalk-stn"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-stn"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-stn"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-stn"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-stn"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-stn"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== ROUGH STONE ====

(sound-proto (
        "sul-lstep-rst"
        "sul-rstep-rst"
        "sul-lwalk-rst"
        "sul-rwalk-rst"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-rst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-rst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-rst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-rst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-rst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== MOSSY STONE ====

(sound-proto (
        "sul-lstep-mst"
        "sul-rstep-mst"
        "sul-lwalk-mst"
        "sul-rwalk-mst"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-mst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-mst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-mst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-mst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-mst"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== THICK WOOD ====

(sound-proto (
        "sul-lstep-twd"
        "sul-rstep-twd"
        "sul-lwalk-twd"
        "sul-rwalk-twd"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
(sound-proto "sul-roll-twd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-twd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-twd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-twd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-twd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== HOLLOW WOOD ====

(sound-proto (
        "sul-lstep-hwd"
        "sul-rstep-hwd"
        "sul-lwalk-hwd"
        "sul-rwalk-hwd"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
(sound-proto "sul-roll-hwd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-hwd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-hwd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-hwd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-hwd"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== JUNGLE FLOOR ====

(sound-proto (
        "sul-lstep-jng"
        "sul-rstep-jng"
        "sul-lwalk-jng"
        "sul-rwalk-jng"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
(sound-proto "sul-roll-jng"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-jng"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-jng"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-jng"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-jng"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

;==== WATER ====

(sound-proto "sul-lstep-wtr"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-rstep-wtr"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)



;==== DULL PLATE ====

(sound-proto (
        "sul-lstep-pdl"
        "sul-rstep-pdl"
        "sul-lwalk-pdl"
        "sul-rwalk-pdl"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        

;==== LIVE PLATE ====

(sound-proto (
        "sul-lstep-plv"
        "sul-rstep-plv"
        "sul-lwalk-plv"
        "sul-rwalk-plv"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-plv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-plv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-plv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-plv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-plv"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)


;==== UBOAT HULL ====

(sound-proto (
        "sul-lstep-hbt"
        "sul-rstep-hbt"
        "sul-lwalk-hbt"
        "sul-rwalk-hbt"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-hbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-hbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-hbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-hbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-hbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

        
;==== UBOAT FLOOR ====

(sound-proto (
        "sul-lstep-fbt"
        "sul-rstep-fbt"
        "sul-lwalk-fbt"
        "sul-rwalk-fbt"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-fbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-body-fbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-fbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-fbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-fbt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)


;==== GRATE ====

(sound-proto (
        "sul-lstep-grt"
        "sul-rstep-grt"
        "sul-lwalk-grt"
        "sul-rwalk-grt"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
(sound-proto "sul-roll-grt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)
 
(sound-proto "sul-body-grt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-bodpart-grt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-pat-grt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

(sound-proto "sul-brush-grt"
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)        
;=========================
;       FOLEY
;=========================

(sound-proto "sul-jeans"
	:volume -10
	:fo-max 35.0
	:fo-min 1.0
		
	:fo-exp 4.0
	)
        
(sound-proto "sul-hand-pat"
	:volume -10
	:fo-max 35.0
	:fo-min 1.0
		
	:fo-exp 4.0
	)
        

;==================================================
; CREAKY WOOD (no moves)
;==================================================  
     
(sound-proto (
        "sul-lstep-cwd"
        "sul-rstep-cwd"
        "sul-lwalk-cwd"
        "sul-rwalk-cwd"
       
        )
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 90.0
		
	:fo-exp 2.0
	)
        
;==== TILE ====

(sound-proto (
        "sul-lstep-til"
        "sul-rstep-til"
        "sul-lwalk-til"
        "sul-rwalk-til"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
;==== WATER ====

(sound-proto (
        "sul-lstep-wtr"
        "sul-rstep-wtr"
        "sul-lwalk-wtr"
        "sul-rwalk-wtr"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
 	:fo-exp 4.0
	)
        
;==== METAL ====

(sound-proto (
        "sul-lstep-mtl"
        "sul-rstep-mtl"
        "sul-lwalk-mtl"
        "sul-rwalk-mtl"
        )
        :send 0.5
	:volume -10
	:fo-min 1.0
	:fo-max 35.0
		
	:fo-exp 4.0
	)

        



;descendants

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "descendants/descendants-protos.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;==========================
;       DESCENDANTS
;==========================
(sound-proto (
        "des-lstep-drt"
        "des-rstep-drt"
        "des-lstep-stn"
        "des-rstep-stn"
        "des-lstep-plv"
        "des-rstep-plv"
        "des-lstep-rst"
        "des-rstep-rst"
        "des-lstep-grt"
        "des-rstep-grt"
        "des-lstep-fbt"
        "des-rstep-fbt"
        "des-lstep-grv"
        "des-rstep-grv"
        "des-lstep-hbt"
        "des-rstep-hbt"
        "des-lstep-pdl"
        "des-rstep-pdl"
        "des-lstep-til"
        "des-rstep-til"
        "des-lstep-mtl"
        "des-rstep-mtl"
        )
        :send 0.5
	:volume -5.0
	:fo-min 2.0
	:fo-max 70.0
        :fo-exp 3.0
	)

; Attack SFX
(sound-proto "des-slice1" 
        :send 0.5
	:volume -3
	:fo-min 2.0
	:fo-max 70.0
        :fo-exp 3.0
	)

(sound-proto "des-whoosh1"
        :send 0.5
	:volume -0.5
	:fo-min 2.0
	:fo-max 70.0
        :fo-exp 3.0
	)

(sound-proto (
	"des-chomp1"
	"des-rip1"
        )
        :send 0.5
	:volume -0.5
	:fo-min 2.0
	:fo-max 70.0
        :fo-exp 2.0
	)

(sound-proto "des-lhand-run"
	
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
        :fo-exp 2.0
	)	
        
(sound-proto "des-rhand-run"
	
        :send 0.5
	:volume -6.0
	:fo-min 1.0
	:fo-max 90.0
        :fo-exp 2.0
	)  
        
(sound-proto "des-scratch"
	
        :send 0.5
	:volume -8.0
	:fo-min 1.0
	:fo-max 90.0
        :fo-exp 2.0
	)	     



; Weapons

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "weapons/weapons.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;========================================================================
; Prototypes for weapons.
;========================================================================


;========================================================================
; grenade1

; Explosion sound
(sound-proto (
	"grenade1" 
	"grenade-explo-b" ;round from mounted launcher
	"grenade-wtr-exp" ; This triggers a child sound in level bank, "grenade-water".
	)
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 200.0
	:fo-min 15.0
	:fo-push 1.0
	)

;NEAR EXPLOS
(sound-proto (
	"explo-grenade" ; new grenade1 name
	"explo-glaunch" ; new round from mounted grenade launcher
	"explo-sm"
	"explo-med"
	"explo-big"
	)
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 100.0
	:fo-min 15.0
	:fo-push 1.0
	)

;FAR EXPLOS
(sound-proto (
	"f-explo-grenade" ; new grenade1 name
	"f-explo-glaunch" ; new round from mounted grenade launcher
	"f-explo-sm"
	"f-explo-med"
	"f-explo-big"
	)
	:send 0.5
	:volume -8.0
	:fo-exp 2.0
	:fo-max 300.0
	:fo-min 35.0
	:fo-push 1.0
	)

(sound-proto "grenade-beep"
	:send 0.5
	:volume -5.0
	:fo-exp 2.5
	:fo-max 45.0
	:fo-min 3.0
	:fo-push 1.0
	)

; grenade bounce
(sound-proto "grenade-bounce"
	:send 0.5
	:volume -4.0
	:fo-exp 2.0
	:fo-max 50
	:fo-min 15.0
	:fo-push 0.7
	)

; grenade pin pull
(sound-proto "grenade-pin"
	:send 0.5
	:volume -2.00
	:fo-exp 1.0
	:fo-max 70
	:fo-min 15.0
        )

(sound-proto "tinnitus"
	:contract-type #x4000
	:send 0.5
	:volume -1.83
	:duck-group 1
	)

;========================================================================
; firearms
;========================================================================


; Pistol Semi-Auto/Holster Slot (Default, Makarov, Beretta 92, Luger, micro-uzi, S&W 629, Desert Eagle .50)
(sound-proto (  
	"DEFAULT-GUNSHOT" ; default weapon sound = plays from 'weapon-defines.dc' if nothing defined in 'weapons.dc'
	"pistol-semi-a"
	"pistol-semi-b"
	"pistol-semi-d"
	"pistol-full-b"
	"pistol-revo-b"
	"pistol-revo-c"  ;.50 desert eagle

	)
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 100.0
	:fo-min 3.0
	)

; NPC Pistol Semi-Auto/Holster Slot (Makarov, Beretta 92, Luger, micro-uzi, S&W 629, Desert Eagle .50) CLOSE
(sound-proto (  
	"a-pistol-semi-a"
	"a-pistol-semi-b"
	"a-pistol-semi-d"
	"a-pistol-full-b"
	"a-pistol-revo-b" ;
	)
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 60.0
	:fo-min 3.0
	)

(sound-proto "a-pistol-revo-c" ;.50 desert eagle
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 150.0
	:fo-min 3.0
	)

; Pistol Fully-Auto/Holster Slot (micro-uzi)
;(sound-proto (
;	"pistol-full-b"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 3.6
;	:fo-max 85.0
;	:fo-min 3.0
;	)

; NPC Pistol Fully-Auto/Holster Slot (micro-uzi) CLOSE
;(sound-proto  (
;	"a-pistol-full-b"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 3.6
;	:fo-max 85.0
;	:fo-min 3.0
;	)

; Pistol Revolver/Holster Slot (S&W 629, Desert Eagle .50)
; (sound-proto (
; 	"pistol-revo-b"
; 	"pistol-revo-c"
; 	)
; 	:send 0.5
; 	:volume -0.89
; 	:fo-exp 3.6
; 	:fo-max 85.0
; 	:fo-min 3.0
; 	)

; NPC Pistol Revolver/Holster Slot (S&W 629, Desert Eagle .50) CLOSE
; (sound-proto  (
; 	"a-pistol-revo-b"
; 	"a-pistol-revo-c"
; 	)
; 	:send 0.5
; 	:volume -0.89
; 	:fo-exp 3.6
; 	:fo-max 85.0
; 	:fo-min 3.0
; 	)

; SMG/Long Gun Slot (MP5, MP40, AK-47, M4, Mossberg, SPAS)
(sound-proto (
	"smg-b"
	"smg-c"
	"assault-a"
	"assault-b"
	"shotgun-b"
	"shotgun-c"
	"sniper-rifle-a"
	)
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 100.0
	:fo-min 3.0
	)

; NPC SMG/Long Gun Slot (MP5, MP40, AK-47, M4, Mossberg, SPAS)
(sound-proto  (
	"a-smg-b"
	"a-smg-c"
	"a-assault-a"
	"a-assault-b"
	"a-shotgun-b"
        "a-sniper-a"
	)
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 75.0
	:fo-min 3.0
	)

(sound-proto "a-shotgun-c" ; SPAS needs shorter FO on near shot, since it has stylized sound and gets annoying.
	:send 0.5
	:volume -2.00
	:fo-exp 3.6
	:fo-max 30.0
	:fo-min 3.0
	)

; Grenade Launcher/Long Gun Slot (M79 and mounted)
 (sound-proto (
	"g-launcher-a"
	"g-launcher-b"     
	)
	:send 0.5
	:volume -0.89
	:fo-exp 2.0
	:fo-max 100.0
	:fo-min 3.0
	)

; Old broken out gun slots (now combined above)
; Assault Rifle/Long Slot (AK-47, M4)
;(sound-proto (
;	"assault-a"
;	"assault-b"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 3.6
;	:fo-max 85.0
;	:fo-min 3.0
;	)

; NPC Assault Rifle/Long Slot (AK-47, M4) CLOSE
;(sound-proto  (
;	"a-assault-a"
;	"a-assault-b"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 3.6
;	:fo-max 85.0
;	:fo-min 3.0
;	)

; Shotgun/Long Gun Slot (Mossberg, SPAS)
; (sound-proto (
;	"shotgun-b"
;	"shotgun-c"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 2.0
;	:fo-max 85.0
;	:fo-min 3.0
;	)

; NPC Shotgun/Long Gun Slot (Mossberg, SPAS) CLOSE
; (sound-proto (
;	"a-shotgun-b"
;	"a-shotgun-c"
;	)
;	:send 0.5
;	:volume -0.89
;	:fo-exp 2.0
;	:fo-max 85.0
;	:fo-min 3.0
;	)


; NPC Grenade Launcher/Long Gun Slot (M79 and mounted) CLOSE
 (sound-proto (
	"a-g-launcher-a"
	"a-g-launcher-b"
	)
	:send 0.5
	:volume -0.89
	:fo-exp 2.0
	:fo-max 95.0
	:fo-min 25.0
	)

; NPC-only Rocket Launcher/Long Gun Slot (RPG-7) CLOSE
 (sound-proto (
	"a-rocket-a" ; only loaded with dive-boat level in "rpg.bank"
	)
	:send 0.5
	:volume -0.89
	:fo-exp 2.0
	:fo-max 125.0
	:fo-min 3.0
	)

; .30-cal emplaced gun
(sound-proto "turret-a"
	:send 0.5
	:volume -4.5
 ;       :fo-exp 3.6
	:fo-max 75.0
	:fo-min 3.0
	)

; NPC .30-cal emplaced gun
(sound-proto "a-turret-a"
	:send 0.5
	:volume -0.89
	:fo-exp 3.6
	:fo-max 95.0
	:fo-min 3.0
	)

; NPC Master Far-shot proto. All go here unless they need to be unique
 (sound-proto (
	"f-pistol-semi-a"
	"f-pistol-semi-b"
	"f-pistol-semi-d"
	"f-pistol-full-b"
	"f-pistol-revo-b"
;	"f-pistol-revo-c" <-moved to unique proto to fix suck-ass distant sound
	"f-smg-b"
	"f-smg-c"
	"f-assault-a"
	"f-assault-b"
	"f-shotgun-b"
	"f-shotgun-c"
	"f-sniper-a"
	"f-rocket-a" ; only loaded with dive-boat level in "rpg.bank"
	)
	:send 0.5
	:volume -4.89
	:fo-exp 2.0
	:fo-max 145.0
	:fo-min 20.0
	)

; NPC Far-shot, broken out from master to fix mix
 (sound-proto "f-pistol-revo-c"
	:send 0.5
	:volume -4.89
	:fo-exp 2.0
	:fo-max 155.0
	:fo-min 25.0
	)

; NPC grenade launcher fars
 (sound-proto (
	"f-g-launcher-a"
	"f-g-launcher-b"
	)
	:send 0.5
	:volume -2.89
	:fo-exp 2.0
	:fo-max 145.0
	:fo-min 35.0
	)

(sound-proto "f-turret-a"
	:send 0.5
	:volume -8.0
	:fo-exp 2.0
	:fo-max 255.0
	:fo-min 30.0
	)

;========================================================================
; gun foley type stuff
;========================================================================

;Gun drops
(sound-proto (
	"pistol-drop-hd" ; hard surface
	"pistol-drop-sf" ; soft surface
	"rifle-drop-hd"
	"rifle-drop-sf"
	"helmet-drop" ; this sound resides in ...common-sounds/physics.bank         
	)
	:send 0.5
        :volume -3
	:fo-min 3                                        
        :fo-max 90.0                                     
        :fo-exp 5.0                        
	)                                  


(sound-proto (
	"flashlight-on"
	"flashlight-off"
	)
	:send 0.75
	:volume -6.0
	:fo-exp 2.0
	:fo-max 90.0
	:fo-min 2.0
	)

(sound-proto "rifle-grab"
	:send 0.5
	:volume -0.0
	:fo-exp 2.0
	:fo-max 90.0
	:fo-min 2.0
	)

(sound-proto "rifle-out"
	:send 0.5
	:volume -6.20
	:fo-exp 2.0
	:fo-max 120.0
	:fo-min 2.0
	)

(sound-proto "rifle-back"
	:send 0.5
	:volume -0.0
	:fo-exp 2.0
	:fo-max 120.0
	:fo-min 2.0
	)

(sound-proto (
	"shotgun-pump-a"
	"shotgun-pump-b"
	)
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 120.0
	:fo-min 2.0
	)

(sound-proto ( 
	"shotgun-load-a"
	"shotgun-load-b"
	)
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	:fo-max 120.0
	:fo-min 2.0
	)

(sound-proto ( 
	"pistol-clip-in1" 
	"ak-clip-out"
	"ak-clip-in"
	)
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	)

;NPC pistol clip in
(sound-proto "a-pistol-clipin"            
	:send 0.5
        :volume -1.83                                           
        :fo-max 50.0                                     
        :fo-exp 2.0                        
	)                                  

(sound-proto "ak-cock"
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	)

(sound-proto "ak-ammo-pull"
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	)

;revolver reloads
(sound-proto ( 
	"revolver-open" 
	"revolver-pull"
	"revolver-load"
	"revolver-close"
	)
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	)


;grenade launcher reloads
(sound-proto ( 
	"glaunch-open" 
	"glaunch-unld"
	"glaunch-reld"
	"glaunch-close"
	)
	:send 0.5
	:fo-min 40
	:fo-max 80
	:volume -0
	:fo-exp 2.0
	)

;NPC grenade launcher reloads
(sound-proto ( 
	"a-glaunch-open" 
	"a-glaunch-unld"
	"a-glaunch-reld"
	"a-glaunch-close"
	)
	:send 0.5
	:volume -3.83
	:fo-max 50.0  
	:fo-exp 2.0
	)

(sound-proto "bullet-by"
	:fo-push 1.0
	:volume -10.39
	:fo-min 3.5
	:fo-max 40.0
	:fo-exp 5.0
	)

;========================================================================
; Impacts 
; (Currently covered surface types: grass, dirt, gravel, clay, 
; mud, stone, rough stone, mossy stone, thick wood, hollow wood, 
; jungle floor, water, flesh)
;========================================================================

;Bullet hits
(sound-proto (	
	"bullet-hit-grs"
	"bullet-hit-drt"
	"bullet-hit-grv"
	"bullet-hit-cla"
	"bullet-hit-mud"
	"bullet-hit-stn"
	"bullet-hit-rst"
	"bullet-hit-mst"
	"bullet-hit-twd"
	"bullet-hit-hwd"
	"bullet-hit-jng"
	"bullet-hit-wtr"
	"bullet-hit-fls" ; this one's (flesh) not a PAT, but is hooked up by Travis

	"bullet-hit-pdl"
	"bullet-hit-plv"
	"bullet-hit-hbt"
	"bullet-hit-fbt"
	"bullet-hit-grt"
	"bullet-hit-mtl"
	"bullet-hit-gls"
		)
	:send 0.5
	:volume -3.0
	:fo-exp 11.0
	:fo-min 2.0
	:fo-max 60
	)

;.30-cal bullet hits
(sound-proto (	
	"bull30-hit-grs"
	"bull30-hit-drt"
	"bull30-hit-grv"
	"bull30-hit-cla"
	"bull30-hit-mud"
	"bull30-hit-stn"
	"bull30-hit-rst"
	"bull30-hit-mst"
	"bull30-hit-twd"
	"bull30-hit-hwd"
	"bull30-hit-jng"
	"bull30-hit-wtr"
	"bull30-hit-fls" ; this one's (flesh) not a PAT, but is hooked up by Travis
        "bull30-hit-pdl"
	"bull30-hit-plv"
	"bull30-hit-hbt"
	"bull30-hit-fbt"
	"bull30-hit-grt"
        "bull30-hit-gls"
        )
	:send 0.5
	:volume -3.0
	:fo-exp 11.0
	:fo-min 2.0
	:fo-max 60
	)

;long exp for chase "mtl" and "atv"
(sound-proto "bull30-hit-mtl"
	:send 0.5
	:volume -3.0
	:fo-exp 1.0
	:fo-min 5.0
	:fo-max 60
	)
        
(sound-proto "bull30-hit-atv" ;.30 round hits atv or atc in chase level
	:send 0.5
	:volume -3.0
	:fo-exp 1.0
	:fo-min 5.0
	:fo-max 60
	)

;;Bullet hit DIRT
;(sound-proto "bullet-hit-drt"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit GRAVEL
;(sound-proto "bullet-hit-grv"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit CLAY
;(sound-proto "bullet-hit-cla"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)
        
;;Bullet hit MUD
;(sound-proto "bullet-hit-mud"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit STONE
;(sound-proto "bullet-hit-stn"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)
 
;;Bullet hit ROUGH STONE
;(sound-proto "bullet-hit-rst"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit MOSSY STONE
;(sound-proto "bullet-hit-mst"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)
	 
;;Bullet hit THICK WOOD
;(sound-proto "bullet-hit-twd"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit HOLLOW WOOD
;(sound-proto "bullet-hit-hwd"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)
	 
;;Bullet hit JUNGLE FLOOR
;(sound-proto "bullet-hit-jng"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;;Bullet hit WATER
;(sound-proto "bullet-hit-wtr"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)
 
;;Bullet hit FLESH
;(sound-proto "bullet-hit-fls"
;	:send 0.5
;	:volume -0.0
;	:fo-exp 9.4
;	:fo-min 3.0
;	:fo-max 200
;	)

;========================================================================
; Dryfire
;========================================================================

(sound-proto (
	"ak47-dryfire"
	"9mm-dryfire"
	"sg-dryfire"
	"glaunch-dryfire"
	)
	:send 0.5
	:volume -1.83
	:fo-exp 2.0
	)

;========================================================================
; Pickups
;========================================================================

(sound-proto "ammo-pickup1"
	:send 0.5
	:volume -4.0
        )
        

; Menu

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "menu/menu.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;================================================
; menu prototypes
;================================================

(sound-proto "cycle"
        :volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "select"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
;(sound-proto "switch"
;	:volume 1.0
;	:contract-type #x0001
;	:duck-group 1
;	)
        
(sound-proto "back"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "change"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "open"
        :volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "close"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "tip"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "medal"
	:volume 1.0
	:contract-type #x0001
        :duck-group 1
        )
        
(sound-proto "treasure"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "activate"
        :volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        
(sound-proto "slide"
	:volume 1.0
	:contract-type #x0001
	:duck-group 1
	)
        

 (sound-proto "l2-button"
	:volume -0.0
	:contract-type #x0001
        ) 
        
(sound-proto "quick-button"
	:volume -0.0
	:contract-type #x0001
        )      

(sound-proto "o-button"
	:volume 1.0
	:contract-type #x0001
        )      




; Vehicles
; (include "chase/chase.txt") These vehicle sounds are now in level proto "chase-vehicles.txt", found below

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jet-ski/jet-ski.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jetski.
;


; Jetski
(sound-proto "jet-ski-low-1"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "jet-ski-med-1"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "jet-ski-high-1"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "jet-ski-idle"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "jet-ski-start"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)

(sound-proto "jet-ski-stop"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "glub-glub"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "wash-loop"
        :send 0.5
	:volume -0.0
	:fo-min 10.0
	:fo-max 90.0
	:fo-exp 1.0	
	)
        
(sound-proto "js-bounce-small"
        :send 0.5
	:volume -9.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)
        
(sound-proto "js-bounce-med"
        :send 0.5
	:volume -9.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)
        
(sound-proto "js-bounce-big"
        :send 0.5
	:volume -9.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)
        
(sound-proto "js-hit-small"
        :send 0.5
	:volume -8.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)

(sound-proto "js-hit-med"
        :send 0.5
	:volume -8.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)
        
(sound-proto "js-hit-big"
        :send 0.5
	:volume -8.0
	:fo-min 2.0
	:fo-max 40.0
	:fo-exp 1.0	
	)
        
(sound-proto "splash-loop"
        :send 0.5
	:volume -5.0
	:fo-min 2.0
	:fo-max 90.0
	:fo-exp 1.0	
	)

;common
;(include "common/common.txt")
; Levels
;(include "rail-jeep/rail-jeep.txt")

;=============================
; Level Banks
;=============================
;(include "circuit-bgs/circuit-bgs.txt")		; Circuit
;(include "fort-b-bgs/fort-b-bgs.txt")

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "dive-boat/dive-boat.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for dive-boat
;=============================================

;dvb-ocean-bg1.xvag
(sound-proto "dvb-ocean-bg1"
	:duck-group 2
	:stream "xvag"
        :stream-loop -1
	:volume -20.5
	:option-flags #x1
	:fo-exp 1.0
	)

;=============================================
; PIRATE BOATS - "pirate-boat.eff"
;=============================================
; anim = pirate-boat-a-enter 
(sound-proto (
	"pirate-boat-in-a"
	"pirate-boat-in-b"
	"pirate-boat-in-c"
;	"pirate-boat-in-d" ; TBD, variant
	)
	:stream "xvag"
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	:fo-min 25.0
        :fo-max	600.0
	)	           

(sound-proto "pirate-boat-low" ; .30-cal pirate boat loop
	:fo-push 1.0
	:volume -7.0
	:fo-exp 2.0
	:fo-min 15.0
        :fo-max	120.0
        :cull-distance 600
	)

; anim = pirate-boat-a-exit
(sound-proto (
	"pirate-boat-exit-a"
	"pirate-boat-exit-b" 
	"pirate-boat-exit-c"
;	"pirate-boat-exit-d" ; TBD, variant 
	)
	:stream "xvag"
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	:fo-min 25.0
        :fo-max	600.0
	)

; anim = pirate-boat-a-idle
(sound-proto (
	"pboat-idle-a"
	"pboat-idle-b"
	"pboat-idle-c"
	"pboat-idle-d"  ; TBD, variant 
	)
	:duck-group 2
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	:fo-min 25.0
        :fo-max	600.0
	)

;=============================================
; SULLY'S PLANE - "seaplane-lod0.eff"
;=============================================

(sound-proto "sully-plane-lp1"
	:volume -1.0
	:fo-min 15.0
        :fo-max	1000.0
	:fo-exp 1.0
	)

;Sully buzzes the .30-cal guy
(sound-proto (
	"sully-plane-byA" ; sully's first buzz of dive boat
	"sully-plane-by1" ; sully buzzes 30-cal pirate boat and saves the day...
	)
	:stream "xvag"
        :stream-loop 0
	:volume -1.5
	:fo-min 75.0
        :fo-max	800.0
	:fo-exp 1.0
	)


;=============================================
; Explosions and destruction
;=============================================

; explosion for Richard L. that plays with camera shake after sully flys over... explosion under the deck of ship
(sound-proto "explo-undr-deck"
        :duck-group 2
	:volume -1.0
	:fo-min 5.0
        :fo-max	200.0
	:fo-exp 1.0
	)

; wheelhouse fire loop (need more info on how the fire will be working)
(sound-proto "dvb-fire-wh1" 
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 30.0
	:fo-min 15.0
	:fo-push 1.0
	)

; diveboat-ladder "fall" explo
(sound-proto "dvb-ladd-explo1" 
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 200.0
	:fo-min 15.0
	:fo-push 1.0
	)

; diveboat-ladder.eff  "fall"
(sound-proto (
	"dvb-ladd-fall" 
	"dvb-panel-open"
	"dvb-crate-explo" ; diveboat-cratestack.EFF
	)
	:duck-group 2
	:send 0.5
	:volume -1.0
	:fo-exp 2.0
	:fo-max 40.0
	:fo-min 5.0
	:fo-push 1.0
	)

; dive-boat-diveboat-panel
(sound-proto "dvb-panl-explo1" 
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 200.0
	:fo-min 15.0
	:fo-push 1.0
	)
 
; dive-boat-groundplate
; dive-boat-groundplate-round
(sound-proto (
	"dvb-plat-explo1" 
	"dvb-pltr-explo1"
	"dvb-extng-explo" ;fire extinguisher explode, played by Rick
	)
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 200.0
	:fo-min 15.0
	:fo-push 1.0
	)

; dive-boat-groundplate
; dive-boat-groundplate-round
(sound-proto (
	"dvb-plat-fly" 
	"dvb-pltr-fly"
	"dvb-platr-hit" 
	)
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 50.0
	:fo-min 5.0
	:fo-push 1.0
	)

; "sea reacher" = crane.eff
(sound-proto (
	"dvb-crane-dr-sd"  
	)
	:duck-group 2
	:send 0.5
	:volume -6.0
	:fo-exp 2.0
	:fo-max 40.0
	:fo-min 4.0
	:fo-push 1.0
	)

; crane.eff
(sound-proto (
	"sea-reacher-mtl-dest" 
	"sea-reacher-2-mtl-dest" ; "damage" anim
	"sea-reacher-splash"
	)
	:duck-group 2
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 50.0
	:fo-min 4.0
	:fo-push 1.0
	:stream "xvag"
	)




;====================================
;	Wheelhouse windows shatter
;====================================

;	window-lg-center-split.eff "split" anim
;	window-lg-split.eff "
(sound-proto (
	"dvb-win-lg-cent" 
	"dvb-win-lg" 
	)
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 100.0
	:fo-min 15.0
	:fo-push 1.0
	)

;	dive-boat-window-md-split    
;	dive-boat-window-side-split
;	dive-boat-window-sm-split 
(sound-proto (
	"dvb-win-md" 
	"dvb-win-side"
	"dvb-win-sm" 
	)
	:send 0.5
	:volume -2.0
	:fo-exp 2.0
	:fo-max 100.0
	:fo-min 15.0
	:fo-push 1.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-0/jungle-a-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-0
;


; Jungle 0 BG stream.... lonely wind thru trees...no birds
(sound-proto "jungle-a-0-quadAmb1"
	:duck-group 2
	:stream "xvag"
        :stream-loop -1
	:option-flags #x1
	:contract-type #x8001
	:volume -15.92
	:fo-min 35.0
	:fo-exp 2.0
	)

(sound-proto "ja0-creep-crit1" ;scary unknown monster cries in distance
	:duck-group 2
	:send 0.6
	:volume -15.92
	:fo-min 20.0
	:contract-type #x8001
	:fo-exp 2.0
	)

(sound-proto "ja0-thunder" ;Streaming grains of thunder, randomly panned from da hid, brah
	:duck-group 2
	:fo-push 1.0
	:volume -14.0
	:contract-type #x8001
	:fo-min 25
;	:fo-max 300
	)	

(sound-proto "chute-line-swng" ;creaks of chute lines, from 'idle' of hero-parachute-hungup-fma.eff
	:duck-group 2
	:fo-push 1.0
	:volume -14.0
	:fo-min 11
	:fo-max 25
	)	

(sound-proto "ja0-chute-flaps" ;flapping chute, from 'idle' of hero-parachute-hungup-fma.eff
	:duck-group 2
	:fo-push 1.0
	:volume -14.0
	:fo-min 12
	:fo-max 26
	)	

;======================================
;        gate fail
;====================================== 


(sound-proto "lock-hit"
	:volume -3.0
	:option-flags #x1
	)

(sound-proto "lock-fall"
	:volume -3.0
	:option-flags #x1
	)

(sound-proto "ja0-lock-kick"
	:volume -6.0
	:option-flags #x1
	)

(sound-proto "gate-fail" ;Nathan kicks gate with lock on it
	:volume -6.0
	:stream "xvag"
        :stream-loop 0
	:option-flags #x1
	)       

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-1/jungle-a-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-1
;


; Jungle BG1
(sound-proto "ja1-bg1"
	:duck-group 2
	:option-flags #x1		;2D no fo
	:volume -15.92
	:fo-min 35.0
	:fo-exp 2.0
	)

;Jungle stream 1
(sound-proto "ja1-stream1"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -13.87
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	20.0
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 3.0
	)

;jungle waterfall 1
(sound-proto "ja1-waterfall1"
	:duck-group 2
	:contract-type #x8001
	:send 0.3
	:fo-push 1.0
	:volume -6.20
	:fo-exp 1.7
	:fo-min 1.0
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 3.0
	)

;Jungle pool 1
(sound-proto "ja1-pool1"
	:duck-group 2
	:contract-type #x8001
	:send 0.3
	:fo-push 1.0
	:volume -15.92
	:fo-exp 1.5
	:fo-min 10.0
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 5.0
	)

; Water rumble1
(sound-proto "ja1-water-rumb1"
	:duck-group 2
	:contract-type #x8000
	:send 0.3
	:fo-push 1.0
	:volume -2.82
	:fo-exp 6.0
	:fo-min 2.0
	:fo-max	20.0
	)

;critter protos

(sound-proto "ja1-critter1"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

(sound-proto "ja1-critter2"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -7.48
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter3"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "ja1-critter4"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-push 1.0
	:fo-min 1.0
	:volume -18.24
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 1.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter5"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter6"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-push 1.0
	:fo-min 1.0
	:volume -1.83
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 3.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter7"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -8.87
	:fo-exp 2.0
	)

(sound-proto "ja1-critter8"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter10"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -10.39
	:fo-exp 2.0
	)

(sound-proto "ja1-critter11"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	1.0
	:fo-push 1.0
	:volume -5.00
	:fo-exp 2.0
	)

(sound-proto "ja1-critter12"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-push 1.0
	:fo-min 2.0
	:volume -15.92
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 2.0
	:fo-exp 2.0
	)

(sound-proto "ja1-critter13"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min	0.80
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)
;
;hidden point-source triggers
;

(sound-proto "hidden4"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden5"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden6"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden7"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden8"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden9"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden10"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)

(sound-proto "hidden11"
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:fo-min 1.0
	:fo-push 1.0
	:volume -6.20
	:fo-exp 2.0
	)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-3/jungle-a-3.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-3.
;

;Why is this jungle-a-1 BG in here? -PF
; Jungle BG1
;#|(sound-proto "jungle-a-1-bg1"
;	:contract-type #x1		;2D no fo
;	:volume -15.92
;	)|#


;jungle waterfall 1 & 2
(sound-proto (
	"ja3-waterfall1"
	"ja3-waterfall2"
	)
	:duck-group 2
	:contract-type #x8001
        :send 0.3
	:fo-push 0.75
	:volume -9.5
	:fo-exp 2.0
	:fo-min 2.0
	:focus-min-angle 360.0
	:focus-max 20.0
	:focus-min 4.0
	)

(sound-proto "ja3-fall-splat1" ; splattering on stone (ja3-water-splatter-1 sphere)
	:duck-group 2
	:contract-type #x8001
        :send 0.3
	:fo-push 0.75
	:volume -13.5
	:fo-exp 2.0
	:fo-min 2.0
	:focus-min-angle 360.0
	:focus-max 20.0
	:focus-min 4.0
	)


;jungle low falls SPLINE
(sound-proto "ja3-low-falls"
	:duck-group 2
        :send 0.3
        :fo-push 0.75
	:volume -9.5
	:fo-exp 2.0
	:fo-max	50.0
	:fo-min 2.0
	:focus-min-angle 270.0
	:focus-max 15.0
	:focus-min 1.0
	)

;Jungle pool 1
(sound-proto "ja3-pool1"
	:duck-group 2
        :send 0.3
	:contract-type #x8001
	:fo-push 0.75
	:volume -5.5
	:fo-exp 1.0
	:fo-min 50.0
	:focus-min-angle 360.0
	:focus-max 40.0
	:focus-min 25.0
	:fo-min-y 1.0
	:fo-max-y 14.0
	)

; Water rumble1
(sound-proto "ja3-water-rumb1"
	:duck-group 2
	:contract-type #x8000
	:fo-push 1.0
	:volume -0.0
	:fo-exp 6.0
	:fo-min 2.0
 ;      :fo-max	20.0  <- commented out 9/18/2007 by PF. No fomax needed for sphere! Also, couldn't find a sphere or spline using this sound in ja3
	)

;cave spline 1
(sound-proto "ja3-cave"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -10.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	10.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

;stairstep falls spline 1
(sound-proto "ja3-stepfall1"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -8.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	10.0
	:focus-min-angle 270.0
	:focus-max 15.0
	:focus-min 1.0
	)

;stairstep falls spline 2 
(sound-proto "ja3-stepfall2"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -8.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	10.0
	:focus-min-angle 270.0
	:focus-max 15.0
	:focus-min 1.0
	)

;stairstep falls spline 3
(sound-proto "ja3-stepfall3"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -8.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	10.0
	:focus-min-angle 270.0
	:focus-max 15.0
	:focus-min 1.0
	)

;lapping water
(sound-proto "ja3-wave-laps"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -10.00
	:contract-type #x8001
	:fo-exp 2.0 
	:fo-min 10.0
	)

;lapping water on spline, end of level area
(sound-proto "ja3-wave-laps-s"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -10.00
	:fo-exp 2.0 
	:fo-min 10.0
	)


;=============================================
; critters
;=============================================

(sound-proto "ja3-cave-bug-1" ;solo cricket type thing
	:duck-group 2
	:contract-type #x8001
        :send 0.70
	:fo-min	4.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "ja3-big-tree" ;crazy casique bird
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	9.0
	:fo-push 0.5
	:volume -6.48
	:fo-exp 2.0
	)

(sound-proto "ja3-bridge-step" ;repeater bug
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	3.0
	:fo-push 1.0
	:volume -14.48
	:fo-exp 2.0
	)

(sound-proto "ja3-bridge-tree" ;song bird
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -11.48
	:fo-exp 2.0
	)

(sound-proto "ja3-outcrop-1" ;frog-b_2
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto "ja3-outcrop-2" ;amazon bird
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto "ja3-outcrop-3" ;another solo cricket type thing
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "ja3-outcrop-4" ;frog b
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto "ja3-outcrop-5" ;bug5
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

(sound-proto "ja3-canopy1" ;mbird, amazon frogs
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "ja3-nook1" ;bug3
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

(sound-proto "ja3-dist-jungle" ;hawk
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto (
	"ja3-ledge-crack" ;jungle-break-ledge-small.eff...pre-crumble anim
	"ja3-ledge-break" ;jungle-break-ledge-small.eff
        "ja3-ledge-pre1"  ;jungle-break-ledge.eff
	"ja3-ledge-crmb1" ;jungle-break-ledge.eff
	)
	:duck-group 2
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ja3-rock-slide1" ;jungle-waterfall-truckbreak.eff
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ja3-rock-teeter" ;jungle-waterfall-truckbreak.eff
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ja3-rock-fall1" ;jungle-waterfall-truckbreak.eff
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ja3-truck-creak" ;truck-jun-bridge-teeter.eff
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -1.00
	:fo-exp 2.0
	)

(sound-proto "ja3-truck-scrpe" ;truck-jun-bridge-fall.eff
        :send 0.5
	:fo-min	6.0
	:fo-push 1.0
	:volume -1.00
	:fo-exp 2.0
	)

(sound-proto "ja3-horn" ;Horn stuck on, starts from truck flip, so needs delayed in script. May not sync reliably...
        :send 0.5
	:fo-push 1.0
	:volume -2.0
	:fo-min	5.0
	:fo-max 29
	:fo-exp 2.0
	)

(sound-proto (
	"ja3-rock-crack" ;jungle-rock-slide.eff beginning sweetner, in bank
	"ja3-splashrock"
	)
	:send 0.5      
	:volume -6.0
	:fo-max 150.0
	:fo-exp 1.0
	)

;=============================================
; streams
;=============================================

(sound-proto "ja3-rock2" ;jungle-rock-slide.eff 
	:send 0.5
	:volume -6.0
	:fo-max 150.0
	:stream "xvag"
	:fo-exp 1.0
	)

(sound-proto "m715-truck-entrance1" ;m715-truck....truck-jun-bridge-entrance
	:send 0.5
	:volume	-6.0
	:fo-min	6.0
	:fo-max 390.0
	:stream "xvag"
	:fo-exp 1.0
	)

(sound-proto "m715-truck-blowup1" ;m715-truck....truck-jun-bridge-blowup
	:send 0.5
	:volume	-1.0
	:fo-min	6.0
	:fo-max 120.0
	:stream "xvag"
	:fo-exp 2.0
	)

(sound-proto "m715-truck-fall1" ;m715-truck....truck-jun-bridge-fall
	:send 0.5
	:volume	-2.0
	:fo-min	6.0
	:fo-max 250.0
	:stream "xvag"
	:fo-exp 2.0
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-2/jungle-a-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-2 actors.
;

;=============================
; Sound test.
;=============================

;=============================
; Streams
;=============================
(sound-proto "gate-break1"
	:send 0.5
	:volume -3.88
	:stream "xvag"
	:option-flags #x1	
	:fo-exp 2.0
	)

(sound-proto "pillar-topple1"
	:send 0.5
	:stream "xvag"
	:option-flags #x1
	:fo-exp 2.0
	)

(sound-proto "ja2-pirate-talk"
	:send 0.5
	:volume -5.00
	:stream "xvag"
	:contract-type #x1
	:fo-exp 2.0
	)

(sound-proto "ja2-wash1"
	:stream "xvag"
	:stream-loop -1
	:option-flags #x1
	:contract-type #x8001
	:volume -24.08
	:fo-min 68.0	
	:fo-exp 2.0
	)


;=============================
; Amb sounds, not streaming
;=============================


(sound-proto "ja2-tree-wind1"
	:contract-type #x8001
	:volume -21.00 	
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 5.0
	:fo-min 25.0	
	:fo-exp 2.0
	:fo-push 0.7
	)

(sound-proto "ja2-bg-transit"
	:contract-type #x8001
	:volume -12.08
	:fo-min 20.0	
	:fo-exp 2.0
	)

;=============================
; Point-source (scream script sounds)
;=============================

(sound-proto "ja2-ps-sound1"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -7.48
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound2"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -8.87
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound3"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound4"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound5"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound6"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound7"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound8"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -20.92
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound9"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -7.48
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound10"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound11"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -12.04
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound12"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound13"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound14"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

(sound-proto "ja2-ps-sound15"
	:duck-group 2
	:contract-type #x8001
	:send 0.5
	:fo-min 1.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

(sound-proto "break-ruins1" ;for jungle-break-ruins.eff which is collapsing top of some stone ruins
	:send 0.5
	:fo-min 12.0
	:fo-max 48.0
	:fo-push 1.0
	:volume -3.88
	:fo-exp 2.0
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-4/jungle-a-4.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-4
;

; Jungle BG1 - wind bed
(sound-proto "ja4-bg1"
	:duck-group 2
	:option-flags #x1	;Pan lock
	:volume -9.92
	:fo-min 35.0
	:fo-exp 2.0
	:fo-push 1.0
	)

; Ocean BG1 - Distant ocean sound
(sound-proto "ja4-ocean-bg1"
	:duck-group 2
	:option-flags #x1	;Pan lock
	:volume -15.92
	:fo-min 35.0
	:fo-exp 2.0
	:fo-push 1.0
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 3.0
	)
	
; Wind loop1 - Wind for archway ruin to ocean ledge
(sound-proto "ja4-windlp1"
	:duck-group 2
	:contract-type #x8001
	:volume -14.00
	:fo-min 1.0
	:fo-exp 2.0
	:fo-push 1.0
	)

; Wind loop2 - Wind for high point of cliff overlooking ocean
(sound-proto "ja4-windlp2"
	:duck-group 2
	:contract-type #x8001
	:volume -20.00
	:fo-min 1.0
	:fo-exp 2.0
	:fo-push 1.0
	)

;cliffs spline 2
(sound-proto "ja4-cliffseabg1"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	20.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

; Ocean BG, close wave laps, gulls, Wind for climbing ledges toward fort, over ocean
;cliffs spline 3 
(sound-proto "ja4-cliffseabg2"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	20.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

; creaking fuselage of plane up in tree
(sound-proto "ja4-hull-creak1"
	:duck-group 2
	:contract-type #x8001
	:fo-push 1.0
	:volume -3.0
	:fo-exp 1.2
	:fo-min 1.0
; overridden by sphere	:fo-max	25.0
	)	

; creaking tail piece of plane up in tree
(sound-proto "ja4-tail-groan1"
	:duck-group 2
	:contract-type #x8001
	:fo-push 1.0
	:volume -3.0
	:fo-exp 1.2
	:fo-min 1.0
; overridden by sphere	:fo-max	25.0
	)

; fire on tree1
(sound-proto "ja4-fire-tree1"
	:duck-group 2
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.0
	:fo-exp 2.0
	:fo-min 4.0
; overridden by sphere	:fo-max	25.0
	)	

; fire on plane hull
(sound-proto "ja4-fire-metal1"
	:duck-group 2
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.0
	:fo-exp 2.0
	:fo-min 4.0
; overridden by sphere	:fo-max	25.0
	)	

; Exploding Rocks STREAM
(sound-proto "ja4-rocks-explo"
	:stream "xvag"
        :stream-loop 0
	:fo-push 1.0
	:volume -3.0
	:fo-exp 2.0
	:fo-min 15.0
        :fo-max	145.0
	)	

; Exploding rocks debris
(sound-proto "ja4-rock-debris"
	:fo-push 1.0
	:volume -12.0
	:fo-exp 2.0
	:fo-min 15.0
        :fo-max	40.0
	)	



;=============================================
; critters
;=============================================

(sound-proto "ja4-critter1" ;slower, down-pitched crix creature
	:duck-group 2
	:contract-type #x8001
	:fo-min	1.0
	:fo-push 1.0
	:volume -18.00
	:fo-exp 2.0
	)

(sound-proto "ja4-critter2" ;owl
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	1.0
	:fo-push 1.0
	:volume -7.48
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto "ja4-bird1"
	:duck-group 2
	:contract-type #x8001
	:send 0.50
	:fo-min	5.0
	:fo-push 1.0
	:volume -13.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto "ja4-critter3" ;solitary cricket
	:duck-group 2
	:contract-type #x8001
	:fo-min	3.0
	:fo-push 1.0
	:volume -14.48
	:fo-exp 2.0
	)

(sound-proto "ja4-critter4" ;thrush bug
	:duck-group 2
	:contract-type #x8001
	:fo-min	3.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

(sound-proto "ja4-critter5" ;bed of cicaidas
	:duck-group 2
	:contract-type #x8001
	:fo-min	3.0
	:fo-push 1.0
	:volume -14.00
	:fo-exp 2.0	
        :focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)
 
(sound-proto "ja4-log-fall1"
	:duck-group 2
	:send 0.3
        :volume -10.00
        :stream "xvag"
	:stream-loop 0
        :fo-exp 1.0
	)
               
(sound-proto "stoneledgefall"
	:send 0.3
        :stream "vag"
	:stream-loop 0
        :fo-exp 1.0
;       :focus-min-angle 360.0
;	:focus-max 20.0
;	:focus-min 1.0
;       :fo-push 0.0
	)
        





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "jungle-a-5/jungle-a-5.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for jungle-a-5
;

; Jungle BG2 - wind bed for area with traps (after ledges)
(sound-proto "ja5-bg1"
	:duck-group 2
	:option-flags #x1	;2D no fo
	:volume -8.00
	:fo-min 35.0
	:fo-exp 2.0
	:fo-push 1.0
	)

; Jungle cliff sea BG - Waves, gulls, ocean bg and wind loops for spline (ja5-sound-cliff1-1)
(sound-proto "ja5-cliffseabg1"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	20.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

; Tree frog bed for tree thicket to rear of area
(sound-proto "ja5-bg2"
	:duck-group 2
	:contract-type #x8001
        :send 0.70
	:fo-push 1.0
	:volume -16.0
	:fo-exp 1.2
	:fo-min 25.0
; overridden by sphere	:fo-max	25.0
	)

;=============================================
;Critters
;=============================================

;creepy monkey (pitched down crix)
(sound-proto "ja5-critter1" 
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	18.0
	:fo-push 1.0
	:volume -20.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

;brazil bird
(sound-proto "ja5-critter2" 
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	18.0
	:fo-push 1.0
	:volume -13.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

;Solitary cricket (sound-jungle-a-5-bug-1)
(sound-proto "ja5-critter3" 
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	8.0
	:fo-push 1.0
	:volume -13.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

;Pack -o- crickets (sound-jungle-a-5-bug-2)
(sound-proto (
	"ja5-critter4" 
	"ja5-critter5" ; 'bird bug'
	"ja5-critter6" ; busier solitary crix
	)
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	8.0
	:fo-push 1.0
	:volume -10.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

(sound-proto (
	"ja5-trap-trig" ;wooden spike trap gets triggered (actual swing-around sound is streamed below)
	"ja5-trap-hit"  ;wooden spike trap hits Nathan
	)
	:send 0.3
	:fo-min	8.0
	:fo-max 30.0
        :fo-exp 1.0
	)

;=============================================
;STREAMS
;=============================================

(sound-proto "ja5-trap" ;wooden spike trap swings around after being triggered
	:send 0.3
        :stream "vag"
	:stream-loop 0
	:fo-min	8.0
	:fo-max 30.0
        :fo-exp 1.0
	)

        

        


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temple-0a/temple-0a.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for temple-0a
;


; Wind in trees bed, with locust buzzes
(sound-proto "t0a-jungle-bg3"
	:duck-group 2
	:option-flags #x1	;2D no fo
	:volume -15.92
	:fo-min 55.0
	:fo-exp 2.0
	:fo-push 1.0
	)

;temple0a waterfall 1
(sound-proto "t0a-falls1"
	:duck-group 2
	:contract-type #x8001
        :send 0.3
	:fo-push 0.75
	:volume -8.5
	:fo-exp 2.0
	:fo-min 2.0
	:focus-min-angle 360.0
	:focus-max 20.0
	:focus-min 4.0
	)

;river
(sound-proto "t0a-river1"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -23.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	15.0
	:focus-min-angle 270.0
	:focus-max 15.0
	:focus-min 1.0
	)

; CRITS

(sound-proto "t0a-bug1" ; repeater bug
	:duck-group 2
	:contract-type #x8001
	:volume -22
	:fo-min 3.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0a-bug2" ; monkey bug
	:duck-group 2
	:contract-type #x8001
	:volume -12
	:fo-min 3.5
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0a-bird1" ; brazil bird
	:duck-group 2
	:contract-type #x8001
	:volume -13
	:fo-min 2.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0a-bird2" ; parrrot
	:duck-group 2
	:contract-type #x8001
	:volume -4
	:fo-min 6.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0a-bird3" ; shrike
	:duck-group 2
	:contract-type #x8001
	:volume -8
	:fo-min 2.0
	:fo-exp 2.0
	:fo-push 1.0
	)



;=============
; Monkey.eff
;=============

(sound-proto "monkey-fs1"
	:duck-group 2
	:volume -22
	:fo-min 3.0
	:fo-max 25
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto (
	"monkey-squeak1"
	"monkey-startle"
	)
	:duck-group 2
	:volume -6
	:fo-min 3.0
	:fo-max 25
	:fo-exp 2.0
	:fo-push 1.0
	)

;=============================================
; DIALOG STREAMS
;=============================================
(sound-proto "3A-DRA-1"
	:stream "vag"
	:stream-loop 0
	:fo-min 100.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)

(sound-proto "3A-DRA-2"
	:stream "vag"
	:stream-loop 0
	:fo-min 100.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)

(sound-proto "3A-SUL-1"
	:stream "vag"
	:stream-loop 0
	:fo-min 100.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)

(sound-proto "3A-SUL-2"
	:stream "vag"
	:stream-loop 0
	:fo-min 100.0
	:fo-push 1.0
	:volume -0.0
	:fo-exp 2.0
	)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temple-0b/temple-0b.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for temple-0b
;


; Jungle Bed: Tree frogs, crix, spooky hoots, etc.
(sound-proto "t0b-jungle-bg1"
	:duck-group 2
	:option-flags #x1	;2D no fo
	:volume -15.92
	:fo-min 35.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0b-jungle-bg2"
	:duck-group 2
	:option-flags #x1	;2D no fo
	:volume -15.92
	:fo-min 35.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t0b-totem-dip1" ;dip totem fall
	:send 0.3
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0 
	:fo-min 10.0
        :fo-max 40.0
	)

; temple-crumble-block.eff
(sound-proto (
	"temple-crumble-block-block" ; _jnt_big_block
	"temple-crumble-block" ; _jnt_platform
	)
	:send 0.3
	:fo-push 1.0
	:volume -4.00
	:fo-exp 2.0 
	:fo-min 3.0
        :fo-max 40.0
	:stream "vag"
	)

;pushed rock slide
(sound-proto "t0b-rock-push1"
	:send 0.3
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0 
	:fo-min 10.0
        :fo-max 40.0
	)

;pushed rock smash
(sound-proto "t0b-rock-smash1"
	:send 0.3
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0 
	:fo-min 10.0
        :fo-max 40.0
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temple-1/temple-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for temple-1
;=============================================

;Streaming temple-1 ambience
(sound-proto "temple-1-amb2" ;temple-1-amb1 with hi-freq, busy stuff pitched down an octave, etc.
	:duck-group 2
	:send 0.5
        :contract-type #x8001
	:stream "xvag"
        :stream-loop -1
	:volume -14.5
	:option-flags #x1
	:fo-exp 1.0
        :fo-push 1.0
	)

;wispy wind at tunnel entrance
(sound-proto "t1-tunnel-amb1"
	:duck-group 2
	:volume -18.00
        :contract-type #x8001
       	:fo-min 3.0
	:fo-exp 2.0
	:fo-push 1.0
	)

(sound-proto "t1-tunnel-amb2" ;beginning to be scary wind farther into tunnel, on spline
	:duck-group 2
	:send 0.5
	:stream "xvag"
        :stream-loop -1
	:volume -18.5
	:option-flags #x1
        :fo-min 4.0
        :fo-max 15.0
	:fo-exp 1.0
        :fo-push 1.0
	)

(sound-proto "t1-chasm-scary1" ; TBD hellish sound coming from chasm SPLINE
	:duck-group 2
	:send 0.5
	:volume -13.5
        :fo-min 4.0
        :fo-max 15.0
	:fo-exp 2.0
        :fo-push 1.0
	)

(sound-proto "t1-bg3" ;Calendar room amb
	:duck-group 2
	:send 0.5
        :contract-type #x8001
	:volume -16.5
	:option-flags #x1
	:fo-min 14
	:fo-exp 1.0
        :fo-push 1.0
	)

(sound-proto "t1-bug1" ;solo cricket in entrance tunnel
	:duck-group 2
        :send 0.75
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

(sound-proto "t1-dripsA" ;Dead drips just inside from tunnel entrance
	:duck-group 2
        :send 0.75
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

(sound-proto "t1-dripsB" ;Wetter drips on top of rubble after pit
	:duck-group 2
        :send 0.75
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

;brazil bird, heard from opening in ceiling at end
(sound-proto "t1-critter1" 
	:duck-group 2
	:contract-type #x8001
	:send 0.70
	:fo-min	18.0
	:fo-push 1.0
	:volume -222.00
	:focus-min-angle 360.0
	:focus-min 5.0
	:fo-exp 2.0
	)

;==================================================
;Object sounds 
;==================================================

(sound-proto (
	"t1-chain-door" ;One shot triggered each time someone pulls chain downward to open sliding door.
        "t1-chain-door-d" ;Loop for freewheeling chain when let go
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 25.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto (
	"door-slide-open" ;Loop for door when sliding open, should come from door
        "door-slide-cls" ;Loop for door when sliding shut, should come from door
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 20.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

; Sully lights one up, for brazier
(sound-proto "match-light"
	:send 0.75
	:fo-min	6.0
	:fo-max 25.0
	:fo-push 1.0
	:volume -9
	:fo-exp 2.0
	)

(sound-proto (
	"t1-lamp-hit"	 ;Hanging fire lamp swings back and fourth after being shot (temple-hanging-lamp.EFF "hit")
	"t1-fire-lmp-hit" ;Hanging fire lamp swings back and fourth after being shot, while lit (temple-hanging-lamp.EFF)
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto "firey-liquid1" ; temple-fire-travel.eff
	:send 0.75
	:fo-min	6.0
	:fo-max 130.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto (
	"t1-fire-lamp1" ; looping flame for temple-hanging-lamp.eff
	"t1-brazierlp1" ; flame loop for braziers. Includes startup fooomph!
	"fire-sizzle1" ; ember hits floor
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -13.48
	:fo-exp 2.0
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	)

(sound-proto (
	"t1-peg-fall1" ;Stone pegs that pull out of wall in circular room (temple-break-handhold-peg.EFF)
        "t-well-ledge-mv" ; temple-well-break-ledge.eff "pre-crumble"
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	)

(sound-proto "t1-peg-hit1" ;Stone pegs hitting floor below after pulling out of wall (temple-break-handhold-peg.EFF)
	:send 0.75
	:fo-min	16.0
	:fo-max 280.0
	:fo-push 1.0
	:volume -12.0
	:fo-exp 2.0
	)

(sound-proto "t-well-ledge-fl" ; temple-well-break-ledge.eff "crumble"
	:send 0.75
	:fo-min	6.0
	:fo-max 85.0
	:fo-push 1.0
	:volume -3
	:fo-exp 2.0
	)

(sound-proto "t1-cart-move1" ;Metal-wheeled wood cart that you block door with (temple-spanish-cart)
	:send 0.75
	:fo-min	3.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

(sound-proto "t1-cart-crush1" ;Above cart gets crushed by stone sliding door (temple-spanish-cart-crush)
	:send 0.75
	:fo-min	6.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -4.48
	:fo-exp 2.0
	)

(sound-proto "t1-debris-fall" ;Crap that falls when flame hits it in doorway
        :send 0.75
	:fo-min	12.0
	:fo-max 55.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto (
	"t1-giant-pillar" ;Pillar that blocks ladder at end of temple-1 (temple-collapse-giant-pillar)
	"t1-pillar-hit1"  ;Big chunk from giant pillar above, played separately in case Neil fucks with the speed again.
        "t-door-well-exp" ; temple-door-wellroom.eff "explode" anim
	)
	:send 0.75
	:fo-min	12.0
	:fo-max 55.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)


;==============
; Calendar room
;==============

(sound-proto "t1-calendar-bot" ;water at bottom of calendar room (sound stored in temple-2 bank)
	:send 0.75
	:fo-min	10.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 2.0
	)


;=============================================
; streaming stuff
;=============================================

;Large pillar that falls so you can walk over chasm...
(sound-proto "temple-collapse-pillar"
	:send 0.75
	:stream "xvag"
	:volume -6.0
	:fo-exp 1.0
        :fo-push 1.0
	)



	
 


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temple-2/temple-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for temple-2
;=============================================

(sound-proto "tpl2-bg1" ;stream grain, same stream as temple-2-amb1, but lower vol.
	:duck-group 2
	:send 0.75
	:fo-min	9.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -24.00
	:fo-exp 2.0
	)

(sound-proto "tpl2-bg-ext1" ; sound from outdoors coming from hole in ceiling
	:duck-group 2
	:fo-min	2.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -20.00
	:fo-exp 2.0
	)

(sound-proto "tpl2-drips1"
	:duck-group 2
	:fo-min	5
	:send 0.8
	:contract-type #x8001
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

(sound-proto "t2-cave-bg1"
	:duck-group 2
	:fo-min	18
	:send 0.8
	:contract-type #x8001
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 21.0
	:focus-min 18.0
	)

(sound-proto "t2-well-bg1" ;area where the push block is, spline
	:duck-group 2
	:send 0.75
	:fo-min	1.0
	:fo-max 8
	:fo-push 1.0
	:volume -10
	:fo-exp 2.0
	)

(sound-proto "t2-water-laps" ;bottom of well spline
	:duck-group 2
	:send 0.75
	:fo-min	1.0
	:fo-max 6
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

(sound-proto "t2-stairs-bg1" ;stairs into dais spline TBD in bank
	:duck-group 2
	:send 0.75
	:fo-min	1.0
	:fo-max 6
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)


;==================
;Well Puzzle Stuff
;==================

(sound-proto (
	"t-push-button" ;temple-switch actor DCC
        "t-button-reset"
	)
	:send 0.75
	:fo-min	3.0
	:fo-max 35.0
	:fo-push 1.0
	:volume -6
	:fo-exp 2.0
	)

(sound-proto (
	"t-column-rise" ;temple-rise-column "rise" anim DCC
        "t-column-lower"
	"t2-water-door"
        "t2-well-bt-succ" ; success sound for pressing the correct button (unseen mechanism activates)
	"t2-well-bt-fail"
	"t2-well-success"
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 35.0
	:fo-push 1.0
	:volume -6
	:fo-exp 2.0
	)

(sound-proto (
	"t-well-doors" ;temple-well-doors.eff "open"
	"t-well-doors1"
	"t-well-doors2"
	"t-well-doors3"
	"t-well-doors4"
	"t-well-doors5"
	"t2-door-open1" ; sliding door that opens when sully lights second brazier
	"t2-door-cls1" ; sliding door that closes when sully lights second brazier
	"t2-push-block" ; big block nathan pushes sliding sound. After he pushes it, water flows out into the well."t-2chns-door-1" ; "two-chains-door" 
	"t-2chn-dr-cl-1" ; "two-chains-door" closes
	"t2-chain-dr-d-r" ; "two-chains-door" chains when let go and closing (sound located in temple-1 bank)
	"t2-chain-dr-d-l" ; left side version, so right one can't stop it.
        "t2-chain-door"  ; "two-chains-door" chains sound played from character when pulling  (sound located in temple-1 bank)
	)
	:send 0.75
	:fo-min	6.0
	:fo-max 55.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)

(sound-proto "t2-block-settle" ;little front piece on push-block that lowers. May never be seen, and sound interferes with water-door.
	:send 0.75
	:fo-min	6.0
	:fo-max 15.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)


; temple-water-flow.EFF
(sound-proto (
	"t2-waterstart" ; louder flow loop for start of flow
	"t2-waterflow1" ;water flowing out of well door after using pushblock
	"t2-watersplattr"
	)
	:duck-group 2
	:send 0.75
	:fo-min	2.5
	:fo-max 41
	:fo-push 1.0
	:volume -4.00
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 2.0
	)

; temple-skull-chain.EFF
(sound-proto (
	"t2-skull-chain1" ;temple-skull-chain.EFF
	"t2-s-chain-stop" ;stopping sound for chain mech
	)
	:duck-group 2
	:send 0.75
	:fo-min	1.0
	:fo-max 21
	:fo-push 1.0
	:volume -5.00
	:fo-exp 2.0
	)

; skull chain hidden mechanism
(sound-proto 
	"t2-hidden_mech" ; unseen mechanism behind walls that causes door to open somehow.
	:duck-group 2
	:send 0.75
	:fo-min	4.5
	:fo-max 41
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0
	)


;==================
; SCAFFOLD ROOM
;==================

(sound-proto (
	"t-scaff-wdsplt1"
        "t-scaff-wdsmsh1"
	"t-scaff-wdsplt2"
        "t-scaff-wdsmsh2"
	)
	:send 0.75
	:fo-min	5.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0
	)

(sound-proto "t2-scaff-precur" ; Creaking warning sound as all hell starts to break loose, triggered from DC
	:send 0.75
	:fo-min	85.0
	:fo-max 190.0
	:fo-push 1.0
	:volume -0.0 ; -2 is getting applied elsewhere, probably in dc
	:fo-exp 2.0
	)

(sound-proto (
	"t-scaff-stnbrk1" ; stone break
	"t-scaff-stnbrk2" 
	"t-scaff-stnhit1"
	"t-scaff-stnhit2"
	"t-scaff-stnhit3"
	)
	:send 0.75
	:fo-min	15.0
	:fo-max 70.0
	:fo-push 1.0
	:volume -4.0
	:fo-exp 2.0
	)

(sound-proto (
	"t-scaff-shake1"
	"t-scaff-shake2"
	)
	:send 0.75
	:fo-min	10.0
	:fo-max 30.0
	:fo-push 1.0
	:volume -14.48
	:fo-exp 2.0
	)

(sound-proto "temple-scaffold-rumble1" ; "rumble track" with sweetners for big stone hits. Plays from hero actor's head
	:duck-group 2			; so it will stop if he dies, as it's a long sound.
	:stream "xvag"
	:send 0.6
	:fo-min	55.0
	:fo-max 500
	:option-flags #x1
	:fo-push 1.0
	:volume -0.50
	:fo-exp 2.0
	)

;=========================
; Streams                 
;=========================
(sound-proto "temple-2-amb1" ;same stream as tpl2-bg1 (stream grain), but higher vol.
	:duck-group 2
	:stream "xvag"
        :stream-loop -1
	:send 0.75
	:fo-min	16.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -22.48
	:fo-exp 2.0
	)

(sound-proto "temple-2-amb2" ;spline down hall
	:duck-group 2
	:stream "xvag"
        :stream-loop -1
	:send 0.75
	:fo-min	2.5
        :fo-max	11.0
	:fo-push 1.0
	:volume -29.48
	:fo-exp 2.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "uboat-0/uboat-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for uboat-0
;
        
(sound-proto "ub0-bg1" ;wind thru trees. BG
	:duck-group 2
        :send 0.25
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ub0-jungle-bg0" ;creepy temple ext. BG
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	33.0
	:fo-push 1.0
	:volume -7.00
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 40.0
	:focus-min 23.0
	)

(sound-proto "ub0-jungle-bg1" ;busy jungle action
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	6.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ub0-waterfall1" ;waterfall behind uboat
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	15.0
        :fo-max 56.0
	:fo-push 1.0
	:volume -16.48
	:fo-exp 0.6
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ub0-waterfall2" ;lower waterfall
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	10.0
	:fo-push 1.0
	:volume -14.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ub0-river1" ;river below lower waterfall
	:duck-group 2
        :send 0.55
	:contract-type #x8001
	:fo-min	15.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto (
	"ub0-boat-splat1" ; falls splatter on boat
	"ub0-boat-splat2" 
	)
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	2.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

(sound-proto (
	"ub0-sfc-splat1" ;waterfall splattering on water surface: TBD, put in bank
	"ub0-sfc-splat2"
	)
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	2.0
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0
	)

;wave laps spline 1
(sound-proto "ub0-wave-laps"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -14.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	15.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

;wave laps spline 2
(sound-proto "ub0-wave-laps2"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -14.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	10.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

;==============================================
; Critters
;==============================================

(sound-proto "ub0-critter1" ;crazy cockatoo
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	10.0
	:fo-push 1.0
	:volume -13.48
	:fo-exp 2.0
        :focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto "ub0-bird2"
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	10.0
	:fo-push 1.0
	:volume -5.0
	:fo-exp 2.0
	)

(sound-proto (
	"ub0-bug1"
	"ub0-bug2"
	"ub0-frog1"
	"ub0-frog2"
	)
	:duck-group 2
        :send 0.5
	:contract-type #x8001
	:fo-min	10.0
	:fo-push 1.0
	:volume -13.48
	:fo-exp 2.0
	)





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "uboat-2/uboat-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;==============================================
; Prototypes for uboat-2
;==============================================


;metal stress groans spline
(sound-proto "ub2-hull-groan1"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -14.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	8.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

;water inside uboat
(sound-proto "ub2-int-water"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -14.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	8.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)

(sound-proto (
	"torpedo-mech-st"
	"torpedo-spin-up"
	"torpedo-drop"
	"torpedo-drop2"
	)
	:send 0.70
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	19.0
	)
        
;uboat water #2
(sound-proto "uboat-water"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -7.00
	:fo-exp 2.0 
	:fo-min 2.0
	:fo-max	15.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	)
        
(sound-proto "uboat-tone"
        :contract-type #x8001
        :option-flags #x1
        :fo-min 35.0
	:fo-max	35.0
        :send 0.50
        :volume -14.00
        :focus-min-angle 360.0
        :focus-max-angle 360.0
	)
        

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temple-2-return/temple-2-return.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for temple-2-return
;=============================================

(sound-proto "flare"
	:send 0.75
	:fo-min	3.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -22.48
	:fo-exp 5.0
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "fort-a/fort-a.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for fort-a
;


;sea cliff spline
(sound-proto "fort-sea-cliff"
	:duck-group 2
	:send 0.30
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0 
	:fo-min 8.0
	:fo-max	60.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 15.0
	)

;jungle spline
(sound-proto "fta-jungle-bg1"
	:duck-group 2
	:send 0.30
	:fo-push 1.0
	:volume -6.0
	:fo-exp 2.0 
	:fo-min 15.0
	:fo-max	60.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 15.0
	)

;wash sphere for inner for area where ocean is not heard
(sound-proto (
	"fta-bg-wash1"
	"fta-bg-wash2"
	)
	:duck-group 2
	:send 0.30
	:contract-type #x8001
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0 
	:fo-min 8.0
	)

(sound-proto "forta-crevice1" ;solo cricket type thing from jungle a 3 cave
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	2.5
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "fta-sml-twr-bg1" ;little breeze indide the 4 small towers/guard posts along the wall
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	2.5
	:fo-push 1.0
	:volume -18.48
	:fo-exp 2.0
	)

(sound-proto "forta-tree1" ;the ol' one-chirp bird...
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	10.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "forta-tree2" ;spooky crit...
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	5.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

;Temp-need sounds
(sound-proto (
	"forta-bigtree1" 
	"forta-bigtree2"
	"forta-bigtree3" 
	"forta-bigtree4" ;songbird2
	"forta-smltree1"
	)
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	5.0
	:fo-push 1.0
	:volume -9
	:fo-exp 2.0
	)

;Temp-need sounds
(sound-proto (
	"fta-brshrubble1" ;bug3
	"fta-brshrubble2"
	"fta-brshrubble3" ;
	"fta-rootrubble1"
	"fta-rubble1"
	"fta-rubble2"
	"fta-rubble3"
	"fta-treerubble1"
	"fta-bigroots1"
	"fta-undertruck"
	"fta-vines1"
	"fta-vines2"
	"fta-vines3"
	"fta-vines4"
	)
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	5.0
	:fo-push 1.0
	:volume -12.48
	:fo-exp 2.0
	)

(sound-proto (
	"bug-swarm1" ;annoying gnats, etc.
	"bug-swarm2"
	)
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	2.5
	:fo-push 1.0
	:volume -33.48
	:fo-exp 2.0
	)

(sound-proto "forta-gcreak1" ;subtle metal noises from gates
	:duck-group 2
        :send 0.50
	:contract-type #x8001
	:fo-min	2.5
	:fo-push 1.0
	:volume -18.48
	:fo-exp 2.0
	)

(sound-proto "rock-fall1" ;crumbling rock ledges "fort-falling-ledge.eff"
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "pre-crumble1" ;crumbling rock ledges "fort-falling-ledge.eff"
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -10.48
	:fo-exp 2.0
	)

(sound-proto "fta-chute-flaps" ;flapping chute, from fort-hanging-chute.eff. "chute-ling-swng" in jungle0 protos
	:duck-group 2
	:fo-push 1.0
	:volume -16.0
	:fo-min 12
	:fo-max 26
	)	

(sound-proto (
	"fta-gate-kick" ;fort-gate-small-locked.EFF, 'door-fort-door-kick-wide' anim
	"fta-gate-fail"
	)
	:duck-group 2
	:fo-push 1.0
	:volume -6.0
	:fo-min 3
	:fo-max 66
	:stream "xvag"
	)	

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "fort-b-0/fort-b-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for fort-b-0
;

(sound-proto "fort-ledge-crumble" ;crumbling rock ledge, same name for EFF and sound file
	:duck-group 2
	:stream "xvag"
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

;===============================
; Environment sounds
;===============================

(sound-proto "fb0-water-laps1" ;
	:duck-group 2
	:fo-min	22.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -23.00
	:send 0.75
	:fo-exp 2.0
	)

(sound-proto "fb0-water-spln1" ;water in first corridor...is it a stream, or just a pool?
	:duck-group 2
	:fo-min	2.5
        :fo-max	9.0
	:fo-push 1.0
	:send 0.75
	:volume -20.00
	:fo-exp 2.0
	)


(sound-proto "fb0-tunnl-spln1" ; exit tunnel wind
	:duck-group 2
	:fo-min	2.5
        :fo-max	6.0
	:fo-push 1.0
	:volume -20.00
	:send 0.75
	:fo-exp 2.0
	)

(sound-proto (
	"fb0-bg-ext1" ; ocean and wind from openings between corridor and cavernous room
	"fb0-drain1" ; sloshing water inside drain area
	)
	:duck-group 2
	:fo-min	2.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -9.00
	:send 0.75
	:fo-exp 2.0
	)

;===============================
; objects
;===============================

(sound-proto (
	"fb0-pcullis-opn" ; portcullis door loops - to play from doorway, not mechanism
	"fb0-pcullis-cls"
	)
	:fo-min	1.0
        :fo-max	15.0
	:fo-push 1.0
	:volume -15.48
	:fo-exp 2.0
	:send 0.75
	)

; unseen mechanism that releases the water after completing the crank turn
(sound-proto (
	"fb-hidden-mech" ; unseen mechanism behind walls that causes door to open somehow.
	"fb0-wdoor-opn" ; unseen "water door" that opens to release water in cistern. Plays during mechanism pull, 
      ;sounds like shit  "fb0-wdoor-cls" ; and a success "door open" sound after finish of mechanism to represent water release.
	)
	:duck-group 2
	:send 0.75
	:fo-min	4.5
	:fo-max 41
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

; fort-water-flow.EFF and fort-water-flow-b.EFF
(sound-proto (
	"fb-waterflow1" ;small trickle of water flowing before portcullis spool is turned.
	)
	:duck-group 2
	:send 0.75
	:fo-min	1
	:fo-max 25
	:fo-push 1.0
	:volume -29.00
	:cull-distance +inf  ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 2.0
	)

(sound-proto (
	"fb-watersplat1" ;water hitting below during smaller trickle
	"fb-watersplat2" ;water hitting below when water level is rising during large flow
	)
	:duck-group 2
	:send 0.75
	:fo-min	1
	:fo-max 25
	:fo-push 1.0
	:volume -16.00
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 3.0
	)

(sound-proto (
	"fb-waterstart" ; louder flow loop for start of flow
	"fb-waterflow2" ;Heavier water flowing out after completing portcullis spool turn
	)
	:duck-group 2
	:send 0.75
	:fo-min	2.5
	:fo-max 21
	:fo-push 1.0
	:volume -12.00
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 2.0
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "fort-b/fort-b.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;==========================
; Prototypes for fort-b
;==========================

(sound-proto (
	"ftb-ledge-crack" ;crumbling rock ledges "fort-break-ledge.eff" crumble/pre-crumble anims
	"ftb-ledge-break"
	)
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto (
	"ftb-tunl-splin1" ; wind in little doorway at beginning of ftb
	"ftb-stair-spln" ; stairs up to telescope scene
	"ftb-sfd-stairs1" ; stairs leading in and out of helmet room
	)
	:duck-group 2
	:fo-min	2.5
        :fo-max	5.0
	:fo-push 1.0
	:volume -12.00
	:fo-exp 2.0
	)

 (sound-proto "ftb-tower-int1" ;howling wind loop heard inside tower
	:duck-group 2
	:fo-min	0.5
	:fo-max 5
	:fo-push 1.0
	:volume -19.00
	:fo-exp 2.5
	)

 (sound-proto (
	"ftb-ctyd-amb1" ; courtyard bg1
	"ftb-ctyd-amb4"
	)
	:duck-group 2
	:fo-min	8.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -18.48
	:fo-exp 2.0
	)

 (sound-proto (
	"ftb-ctyd-amb2"  ; courtyard bg2
	"ftb-ctyd-amb3"
	)
	:duck-group 2
	:fo-min	8.5
	:contract-type #x8001
	:fo-push 1.0
	:focus-min 9
	:focus-max 14
	:volume -28
	:fo-exp 2.0
	)

 (sound-proto (
       	"ftb-toweramb1" ;last tower, telescope movie
   ;     "ftb-towerwndow1" ;last tower, window telescope movie
	"ftb-towerwndow2"
	)
	:duck-group 2
	:fo-min	8.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -19.00
	:fo-exp 1.8
	)

 (sound-proto "ftb-ocean-innr1" ; inner courtyard perspective of ocean
	:duck-group 2
	:fo-min	15.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -8.00
	:fo-exp 1.8
	)

 (sound-proto "ftb-sfd-amb1" ; room with helmet and Drake graffiti
	:duck-group 2
	:fo-min	5.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -22.00
	:send 0.6
	:fo-exp 1.8
	)


 (sound-proto "ftb-tower-int2" ;howling wind loop heard inside tower, alt
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -24.48
	:fo-exp 1.3
	)

 (sound-proto "ftb-int-amb1" ; room tone and howling wind for inside fort ruin buildigns, version1
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -24.48
	:fo-exp 1.3
	)

 (sound-proto "ftb-tower-ext1" ;howling wind loop heard outside tower
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -28.48
	:fo-exp 1.3
	)

 (sound-proto "ftb-tower-ext2" ;SPLINE howling wind loop heard when climbing high
	:duck-group 2
	:fo-min	0.5
	:fo-max 6
	:fo-push 1.0
	:volume -29
	:fo-exp 1.3
	)

 (sound-proto (
	"ftb-bridge-spln"
        "ftb-jail-spln"
	"ftb-30cal-int1"
	)
	:duck-group 2
	:fo-min	0.5
	:fo-max 5
	:fo-push 1.0
	:volume -23.48
	:fo-exp 1.3
	)

 (sound-proto (
	"ftb-pcullis1" ; portcullis wooden crankwheel
	"ftb-pcullisd"
	"ftb-pcullis2"
	)
	:fo-min	5.0
        :fo-max	12.0
	:fo-push 1.0
	:volume -9.48
	:fo-exp 2.0
	)

 (sound-proto (
	"ftb-pcullis-opn" ; portcullis gate loops - to play from gate, not mechanism
	"ftb-pcullis-cls"
	)
	:fo-min	5.0
        :fo-max	32.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

; 30-cal courtyard
 (sound-proto (
	"ftb-pcullis-o-2" ; portcullis gate loops - to play from gate, not mechanism
	"ftb-pcullis-c-2"
        "ftb-pcullis-c-3" ; gate slams shut behind player
	)
	:fo-min	1.0
        :fo-max	25.0
	:fo-push 1.0
	:volume -9.00
	:fo-exp 2.0
	)

 (sound-proto "ftb-torch1" ;torch at jail door
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:send 0.75
	:fo-exp 1.3
	)

 (sound-proto (
	"ftb-helm-pickup"
	"ftb-helm-putdwn"	; english-helmet.eff
	)
	:fo-min	5.0
        :fo-max	25.0
	:fo-push 1.0
	:volume -1.00
	:fo-exp 2.0
	)

 (sound-proto "ftb-light-move"	; Nate adjusts worklight to read graffiti
	:fo-min	5.0
        :fo-max	25.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)


 (sound-proto (
       	"telescope-pckup" ; Nate picks up telescope in Drake's tower
	"telescope-dwn"	; puts it down
	)
	:fo-min	5.0
        :fo-max	25.0
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

;==========================
; Critters
;==========================

 (sound-proto "ftb-tree1" ; 1-chirp-bird
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)

 (sound-proto "ftb-tree2" ;birdy-1
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)

 (sound-proto "ftb-tree3" ; 1-chirp-bird2
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)

 (sound-proto "ftb-tree4" ;macaw
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)

 (sound-proto "ftb-tree5" ;tbd
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)


 (sound-proto "ftb-crevice1" ;chirping bug
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 0.5
	)

 (sound-proto "ftb-crevice2" ;rat?
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -19.48
	:fo-exp 0.5
	)

 (sound-proto (
	"ftb-brushbox1" ;tbd
	"ftb-drain1"
	"ftb-rubble1"
	"ftb-treebrush2"
        "ftb-treebrush3"
	"ftb-treebrush4"
	"ftb-treerubbl1"
	"ftb-treerubbl2"
	"ftb-undrtruck1"
	"ftb-towerwind1" ;last tower in level, wind at window
        "ftb-bigrootrbl1"
	"ftb-bigrootbsh1"
	)
	:duck-group 2
	:fo-min	5.0
	:contract-type #x8001
	:fo-push 1.0
	:volume -19.48
	:fo-exp 0.5
	)





;==========================
; Streams
;==========================

(sound-proto "fort-tower-rope" ; IGC where Nate finds keys under skeleton in tower
	:send 0.5
	:stream "xvag"
	:stream-loop 0
	:contract-type #x1
	:fo-min 10.0
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

(sound-proto "fort-b-jail-door-open" ; Nate opens jail door with keys he found in tower   ; TODO: make this 3D later
	:send 0.5
	:stream "xvag"
	:contract-type #x1
	:fo-min 10.0
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

(sound-proto "fort-bridge-collapse"
	:send 0.5
	:stream "xvag"
	:fo-min 5.0
	:fo-max 30
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

(sound-proto "fort-pillar-collapse" ; fort-break-pillars.eff
	:send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -0.50
	:fo-exp 2.0
	)
        
(sound-proto "pillar-collapse-rope" ;
        :contract-type #x1
	:send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -2.0
	:fo-exp 2.0
	)
        
(sound-proto "drake-bundle-dies" ;fort-pulley-bundle-break.EFF
        :option-flags #x1
        :send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -2.0
	:fo-exp 2.0
	)
        
(sound-proto "drake-bundle-lives" ;fort-pulley-bundle-break.EFF
        :option-flags #x1
        :send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -2.0
	:fo-exp 2.0
	)
        
(sound-proto "tower-map" ;
;       :contract-type #x1 ; (jdl) changing to 3D for Jason Gregory so sound can be tracked
	:option-flags #x1
	:send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	)

(sound-proto "fort-break-balcony" ; Tower balcony hit with grenade after nate saves elena (fort-break-balcony.eff)
        :option-flags #x1 
	:send 0.5
	:stream "xvag"
	:fo-min 10.0
	:fo-push 1.0
	:volume -1.0
	:fo-exp 2.0
	)

;==========================
; Critters
;==========================

(sound-proto "gull-peck1" ; seagull.eff "idle"...gull pecks ground twice
	:duck-group 2
	:fo-min	1.0
        :fo-max	8.0
	:fo-push 1.0
	:volume -25.48
	:fo-exp 2.0
	)

(sound-proto "gull-flying1" ; seagull.eff "flying"
	:duck-group 2
        :send 0.5
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -15.48
	:fo-exp 2.0
	)

(sound-proto "gull-flaps1" ; seagull.eff "flying"
	:duck-group 2
        :send 0.5
	:fo-min	6.5
        :fo-max	30.0
	:fo-push 1.0
	:volume -19
	:fo-exp 2.0
	)

(sound-proto "gull-flap-away"
	:duck-group 2
        :send 0.5
	:fo-min	6.5
        :fo-max	30.0
	:fo-push 1.0
	:volume -6
	:fo-exp 2.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "chase-1/chase-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;===================
; Prototypes for chase-1
;===================

(sound-proto (
	"ch1-waterfall1"
	"ch1-waterfall2"
	"ch1-waterfall3" ;big falls at end
	"ch1-waterfall4" ;other big falls at end
	)
	:duck-group 2
	:contract-type #x8001
        :send 0.3
	:fo-push 0.75
	:volume -6.5
	:fo-exp 2.0
	:fo-min 15.0
	:focus-min-angle 360.0
	:focus-max 20.0
	:focus-min 4.0
	)

; Vehicle collisions
(sound-proto (
	"truck-coll-sml"
        "truck-coll-med"
	"truck-coll-hard"
	"truck-coll-rock"
	"atv-coll-sml"
        "atv-coll-hard"
	"atc-coll-sml"
        "atc-coll-hard"
	)
	:send 0.5
	:volume -8.0
	:fo-min 5.0
	:fo-max 90.0
	:fo-exp 1.0	
	)

;==============
; VEHICLE DEATH
;==============
(sound-proto (
	"atv-destruct"
	"atc-destruct"
	"m715-destruct"
	"unimog-destruct"
	"fj40-destruct"  ; player vehicle
	)
	:send 0.5
	:volume -8.0
	:fo-min 5.0
	:fo-max 60.0
	:fo-exp 1.0	
	)

; NEAR EXPLO
(sound-proto (
	"atv-explo"
	"atc-explo"
	"m715-explo"
	"unimog-explo"
	"fj40-explo" ; player vehicle
	)
	:send 0.5
	:volume -8.0 ;vol handled in weapons.txt proto, as these are currently parent sounds
	:fo-min 5.0
	:fo-max 70.0
	:fo-exp 0.65
	)

; FAR EXPLO
(sound-proto (
	"f-atv-explo"
	"f-atc-explo"
	"f-m715-explo"
	"f-unimog-explo"
	"f-fj40-explo" ; player vehicle
	)
	:send 0.5
	:volume -8.0 ;vol handled in weapons.txt proto, as these are currently parent sounds
	:fo-min 20.0
	:fo-max 100.0
	:fo-exp 0.65   
	)

(sound-proto (
	"atv-husk-hit"		; main chunk of vehicle hull hits ground, physics-triggered
	"atc-husk-hit"
	"m715-husk-hit"
	"unimog-husk-hit"
	"atv-part-hit"		; Smaller piece of vehicle, physics-triggered hit
	"atc-part-hit"
	"m715-part-hit"
	"unimog-part-hit"
	"tire-bounce"		; Tire bounce off ground, physics-triggered
	)
	:send 0.5
	:volume -8.0
	:fo-min 5.0
	:fo-max 70.0
	:fo-exp 1.0	
	)

(sound-proto "husk-fly" ; husk of truck you play chicken with flying right by you in 'post-fork' task, triggered by Jason Gregory
	:send 0.5
	:volume -3.0
	:fo-min 5.0
	:fo-max 70.0
	:fo-exp 1.0
	:stream "xvag"	
	)

;Falling trees
(sound-proto (
	"tree-fall-lg-st"
	"tree-fall-lg-mv"
	"tree-fall-lg-ht"
	)
	:send 0.5
	:volume -8.0
	:fo-min 5.0
	:fo-max 70.0
	:fo-exp 1.0	
	)

; breakables
(sound-proto "ch1-bcade-wd-ex" ; chase-barricade-wood.EFF
	:send 0.5
	:volume -8.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)

;===========================
; STREAM
;===========================

; breakables
(sound-proto (
	"barricade-rockpile-destroy-a" ; chase-barricade-rockpile.EFF
        "barricade-rockpile-destroy-b"
	)
	:send 0.5
	:stream "xvag"
	:volume -8.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)

; IGCs "igc-chase-spinout-180", "igc-chase-end"
(sound-proto (
	"chase-jeep-skid-igc1"
;	"chase-jeep-land-igc2" moved to EFF. The others are triggered from .DC
	"chase-jeep-slide-igc3"
	)
	:send 0.5
	:stream "xvag"
	:stream-volume-group 3
	:volume -3.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	:contract-type #x1 ;must be set for playsound to work from IGC script. This is a 2-D sound that doesn't pan or fade.
	)

; IGCs "igc-bridge-jump" This sound plays from the fj40.EFF
(sound-proto "chase-jeep-land-igc2"
	:send 0.5
	:stream "xvag"
	:stream-volume-group 3
	:volume -3.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "chase-1/chase-vehicles.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; trucks
;

(sound-proto "truck-1-low"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)
        
(sound-proto "truck-1-med"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)
        
(sound-proto "truck-1-high"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)
        
(sound-proto "truck-2-low"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)
        
(sound-proto "truck-2-med"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)
        
(sound-proto "truck-2-high"
        :send 0.5
	:volume -0.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 0.8	
        :fo-push 1.0
	)

;        
; Jeep
;

(sound-proto "jeep-idle"
        :send 0.5
	:volume -6.0
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "jeep-low"
        :send 0.5
	:volume -6.0
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "jeep-med"
        :send 0.5
	:volume -6.0
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "jeep-high"
        :send 0.5
	:volume -7.5
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "suspension-loop"
        :send 0.5
	:volume -0.0
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "suspension-hits"
        :send 0.5
	:volume -0.0
	:fo-min 6.0
	:fo-max 30.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "gravel-loop"
        :send 0.5
	:volume -0.0
	:fo-min 6.0
	:fo-max 20.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "gear-shift"
        :send 0.5
	:volume -9.0
	:fo-min 6.0
	:fo-max 40.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
;
; atv/atc
;
        
(sound-proto "atv-idle"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "atv-low"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "atv-high"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "atv-2-low"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "atv-2-med"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        
(sound-proto "atv-2-high"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
       
(sound-proto "crazy-atv"
        :send 0.5
	:volume -2.0
	:fo-min 6.0
	:fo-max 70.0
	:fo-exp 1.5	
        :fo-push 1.0
	)
        
(sound-proto "atv-tire-loop"
        :send 0.5
	:volume -4.0
	:fo-min 4.0
	:fo-max 70.0
	:fo-exp 2.0	
        :fo-push 1.0
	)
        




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "ruins-1/ruins-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for ruins-1
;=============================================

; Nate and Elena surface from their dunk
(sound-proto "ruins-nate-elena-surface"
	:send 0.5
	:contract-type #x1
	:stream "xvag"
	:volume -3.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)


(sound-proto (
	"jetski-pickup-foley" ; Elena picks up Nate on jetski (jetski.EFF)
	"jetski-get-on-idle" ;also for river, when they get on jetski
	)
	:send 0.5
	:stream "xvag"
	:volume -0.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)

;spline lapping water
(sound-proto "wave-laps-splin"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -16.00
	:fo-exp 2.0 
	:fo-min 10.0
	:fo-max 35.0
	:focus-max 25.0
	:focus-min 8.0
	)

;spline lapping water
(sound-proto "wave-laps-spl2"
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -16.00
	:fo-exp 2.0 
	:fo-min 1.0
	:fo-max 5.0
	:focus-max 25.0
	:focus-min 8.0
	)

;BG sphere 1-water area "splash down" task
(sound-proto "rn1-bg1"
	:contract-type #x8001
	:volume -24.08
	:fo-min 18.0	
	:fo-exp 2.0
	:focus-max 25.0
	:focus-min 15.0
	)

;On foot, among ruins, air, distant birds.
(sound-proto "rn1-bg2"
	:contract-type #x8001
	:volume -10.00
	:fo-min 18.0	
	:fo-exp 2.0
	:focus-max 25.0
	:focus-min 15.0
	)

;BG sphere for ruins-2 first area
(sound-proto "rn2-bg1"
	:contract-type #x8001
	:volume -17.08
	:fo-min 50.0    
	:fo-exp 2.0
	)

;BG wash sphere for ruins-3 end area
(sound-proto "rn3-bg1"
	:contract-type #x8001
	:volume -14.08
	:fo-min 50.0    
	:fo-exp 2.0
	)

;BG  sphere for ruins-tower (area just before customs-0
(sound-proto (
	"rn3-twr-lowr-bg"
	"rn3-twr-upr-bg"
	)
	:contract-type #x8001
	:volume -15
	:fo-min 9.0    
	:fo-exp 2.0
	)

(sound-proto "rn2-zipline-bg" ; ocean bg heard from high up and on the zipline. The tower you zip from is in RUNIS-2 FYI
	:fo-min	25.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -3
	:fo-exp 2.0
	:focus-max 27.0
	:focus-min 15.0     	
	:fo-min-y 10.0 ;shmoke and a pancake
	:fo-max-y 23.0
	)

(sound-proto (
	"rn1-bird1"
	"rn1-bird2"
	"rn1-bird3" ; cool loop bird
	"rn1-bird4" ; parrot
	"rn1-bird5" ; macaw
	"rn1-bug1"
	"rn1-frog1"
	"rn1-frog2"
	"rn1-frog3"
	)
	:send 0.7
	:contract-type #x8001
	:volume -9.08
	:fo-min 5.0    
	:fo-exp 2.0
	)

(sound-proto (
	"rn1-critter1"
	"rn1-critter2"
	)
	:send 0.7
	:contract-type #x8001
	:volume -12.08
	:fo-min 5.0    
	:fo-exp 2.0
	)

;ruins-gate-big.eff
(sound-proto ( 
	"gate-fall-loop"
	"gate-open-loop"
	"gate-close-loop"
	"gate-tilt"
	)
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0 
	:fo-min 10.0
	:fo-max 65.0
	)

;ruins-gate-big-control.eff
(sound-proto (
	"counterweight-f" ;chain snap
	"counterweight-h" ;hit
	"counterweight-s" ; splash
	)
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -2.00
	:fo-exp 2.0 
	:fo-min 20.0
	:fo-max 75.0
	)

;ruins-tower-mecha-a.eff and ruins-tower-mecha-b.eff
(sound-proto (
	"tower-m-chain1"
	"tower-mecha1"
	"tower-mecha2"
	"tower-squeak1"
	)
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -9.00
	:fo-exp 2.0 
	:fo-min 10.0
	:fo-max 55.0
	)

;(include "ruins-2/ruins-2.txt")
;(include "ruins-3/ruins-3.txt")

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "customs-0/customs-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for customs-0
;

;(sound-proto "forta-crevice1"
;       :duck-group 2
;       :send 0.50
;       :contract-type #x8001
;       :fo-min	2.5
;       :fo-push 1.0
;       :volume -8.48
;       :fo-exp 2.0
;       )


(sound-proto "elena-knocks"
	:fo-min	3.5
        :fo-max	120.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto (
	"cst0-room-bg1" ; room from which nate hears Elena knocking.
	"cst0-room-bg2"
	"cst0-room-bg3" 
	)
	:fo-min	15.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -22.48
	:fo-exp 2.0
	:focus-max 20.0
	:focus-min 3.0
	)


(sound-proto "cst0-stair-spln"
	:fo-min	2.5
	:fo-max 8
	:fo-push 1.0
	:volume -9.48
	:fo-exp 2.0
	:focus-max 20.0
	:focus-min 3.0
	)


;customs-front-door.EFF and IGC actor anim-customs-0
(sound-proto "cst0-door-kick-succ"
	:duck-group 2
	:fo-min	3.5
        :fo-max	50.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	:stream "xvag"
	)

;customs-front-door.eff "...fail"
(sound-proto "cst0-dr-fail"
	:fo-min	3.5
        :fo-max	50.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "customs-1/customs-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for customs-1
;


(sound-proto "cst1-cliffsea2" ; ocean spline BG
	:duck-group 2
	:send 0.30
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0 
	:fo-min 8.0
	:fo-max	60.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 15.0
	)

(sound-proto "cst1-wavelaps1" ; wavelaps spline at dock
	:duck-group 2
	:send 0.30
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0 
	:fo-min 3.0
	:fo-max	20.0
	)

(sound-proto "cst1-waterwind" ;  spline thru suspension bridge corridor
	:duck-group 2
	:send 0.30
	:fo-push 1.0
	:volume -8.0
	:fo-exp 2.0 
	:fo-min 3.0
	:fo-max	33.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 15.0
	)

(sound-proto "cst1-bird1"
	:duck-group 2     
	:send 0.7  
	:fo-min	15.5       
	:contract-type #x8001
	:fo-push 1.0
	:volume -10.48
	:fo-exp 2.0
	)

(sound-proto "cst1-bird2"
	:duck-group 2          
	:send 0.7    
	:fo-min	12.5       
	:contract-type #x8001
	:fo-push 1.0
	:volume -10.48
	:fo-exp 2.0
	)

(sound-proto "cst1-bug1"
	:duck-group 2         
	:send 0.7     
	:fo-min	2.5       
	:contract-type #x8001
	:fo-push 1.0
	:volume -10.48
	:fo-exp 2.0
	)

(sound-proto "cst1-bug2"
	:duck-group 2         
	:send 0.7     
	:fo-min	2.5       
	:contract-type #x8001
	:fo-push 1.0
	:volume -10.48
	:fo-exp 2.0
	)

; creaks heard from large wooden roofs
(sound-proto "wd-roof-creaks1"
	:duck-group 2            
	:send 0.7       
	:contract-type #x8001
	:volume -12
	:fo-min 15.0
	:fo-exp 0.5
	)

;fort-customs-balcony.EFF and IGC actor anim-customs-0
(sound-proto "balcony-collapse"
	:duck-group 2
	:fo-min	3.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	:stream "xvag"
	)

;fort-customs-balcony.EFF and IGC actor anim-customs-0
(sound-proto "nate-balcony-slide"
	:duck-group 2
	:fo-min	5.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -3
	:fo-exp 2.0
	:stream "xvag"
	)

; helo flys over, start from L2 prompt? currently in alouhette-helicopter.EFF
(sound-proto "customs-helo-flyover"
	:duck-group 2
	:option-flags #x4
	:fo-min	100.5
        :fo-max	420.0
	:fo-push 1.0
	:volume -3
	:fo-exp 2.0
	:stream "xvag"
	)

;customs-balcony-door.EFF and IGC actor anim-customs-0
(sound-proto (
	"cst1-b-door-kick-succ"
	"cst1-b-door-breakfall"
	"cst1-b-door-land"
	)
	:duck-group 2
	:fo-min	3.5
        :fo-max	55.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 1.0
	:send 0.7
	:stream "xvag"
	)

(sound-proto "cst1-b-dr-fail"
	:fo-min	3.5
        :fo-max	20.0
	:fo-push 1.0
	:volume -3.48
	:fo-exp 2.0
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "river-0/river-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for river-0
;=============================================

;spline lapping water and general river loop
(sound-proto (
	"rv0-water1"
	"rv0-riverspln1"
	"rv0-riverspln3"
	"rv0-riverspln4"
	)
	:duck-group 2
	:send 0.3
	:fo-push 1.0
	:volume -7.50
	:fo-exp 2.0 
	:fo-min 10.0
	:fo-max 35.0
	:focus-max 25.0
	:focus-min 8.0
	)

;wave laps SPLINE
(sound-proto "rv0-lap-spline"
	:volume -12.08
	:fo-min 10.0    
	:fo-exp 2.0
	:focus-max 25.0
	:focus-min 8.0
	)

;BG sphere 1
(sound-proto (
	"rv0-bg1"
	"rv0-crits1"
	)
	:contract-type #x8001
	:volume -24.08
	:fo-min 18.0	
	:fo-exp 2.0
	)

;wave laps sphere
(sound-proto "rv0-wave-laps"
	:contract-type #x8001
	:volume -12.08
	:fo-min 10.0    
	:fo-exp 2.0
	)

;birds in various trees
(sound-proto (
	"rv0-bird1"
	"rv0-bird2"
	"rv0-bird3"
	)
	:contract-type #x8001
	:send 0.7
	:volume -8.0
	:fo-min 10.0    
	:fo-exp 2.0
	)

;various river sounds spheres
(sound-proto (
	"rv0-riverloop1"
	"rv0-riverloop2"
	"rv0-riverloop3"
	"rv0-riverloop4"
	"rv0-riverloop5"
	"rv0-riverloop6"
	"rv0-splash1"
        "rv0-splash2"
	"rv0-splash3"
	)
	:contract-type #x8001
	:volume -6.08
	:fo-min 5.0    
	:fo-exp 2.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-0/monastery-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for monastery-0
;=============================================

;creepy bg 1
(sound-proto "mn0-bg1"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)

;creepy bg 2, less life
(sound-proto "mn0-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)

(sound-proto (
	"mn0-waterfall1"
	"mn0-waterfall2"
	"mn0-waterfall3"
	"mn0-waterfall4"
	"mn0-fall-splat1"
	)
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:send 0.5
	:fo-min 5.0
	:fo-exp 2.0
	:focus-min-angle 360.0
	:focus-max 15.0
	:focus-min 4.0
	)

; splinage
(sound-proto (
	"mn0-riverloop5"
	"mn0-riverloop2"
	"mn0-lap-spline"
	)
	:duck-group 2
	:volume -6.92
	:send 0.5
	:fo-min 2.0
	:fo-max 10
	:fo-exp 1.5
	)

(sound-proto "mn0-riverloop9"
	:duck-group 2
	:volume -7.00
	:send 0.5
	:fo-min 2.0
	:fo-max 22
	:fo-exp 2.0
	)


;======
; CRITS
;======

(sound-proto (
	"mn0-bug1"
	"mn0-bug2"
	"mn0-bug3"
	"mn0-bug4"
	)
	:duck-group 2
	:contract-type #x8001
	:volume -6.92
	:fo-min 1.0
	:fo-exp 2.0
	)

;========
; STREAMS
;========
(sound-proto "fort-door-big-breakable-open" ; door kick #1 in this level
	:send 0.5
	:stream "xvag"
	:volume -3.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)

(sound-proto "mon-0-gate-kick" ; mon-kick-gate.eff
	:send 0.5
	:stream "xvag"
	:volume -7.0
	:fo-min 5.0
	:fo-max 80.0
	:fo-exp 1.0	
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-1/monastery-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for monastery-1
;=============================================


; quad stream: wash from ja0/graveyard
(sound-proto "monastery1-quad-amb1"
	:duck-group 2
	:contract-type #x8001
	:option-flags #x1
	:stream "xvag"
	:stream-loop -1
	:volume -23.00
	:fo-min 15.0
	:fo-exp 2.0
	)

;creepy bg 1
(sound-proto "mn1-bg1"
	:duck-group 2       
	:option-flags #x1		;2D no fo
	:contract-type #x8001
	:volume -8.92
	:fo-min 35.0
	:fo-exp 2.0
	)

;creepy bg 2, less life
(sound-proto "mn1-bg2"
	:duck-group 2
	:contract-type #x8001	
	:option-flags #x1		;2D no fo
	:volume -6.92
	:fo-min 35.0
	:fo-exp 2.0
	)


;======
; CRITS
;======


(sound-proto "mn1-spookbird1"
	:duck-group 2
	:contract-type #x8001
	:volume -6.00
	:send 0.5
	:fo-min 3.0
	:fo-exp 2.0
	)

(sound-proto "mn1-hawk-dist1"
	:duck-group 2
	:contract-type #x8001
	:volume -16.00
	:fo-min 3.0
	:send 0.5
	:fo-exp 2.0
	)

(sound-proto (
	"mn1-bug1"
	"mn1-bug2"
	"mn1-bug3"
	)
	:duck-group 2
	:contract-type #x8001
	:volume -6.92
	:fo-min 1.0
	:fo-exp 2.0
	)

(sound-proto "mn1-pcullisd" ; portcullis mechanism retracting loop. Pull sound currently proto'd in fort-b, due to being hooked up in anim
	:fo-min	5.0
        :fo-max	32.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

(sound-proto (
	"mn1-pcullis-opn" ; portcullis door loops - to play from doorway, not mechanism
	"mn1-pcullis-cls"
        "mn1-pcull-drop" ; Portcullis gate drops onto Nate's shoulder (one shot)
	"mn1-pcull-fall" ; Portcullis gate falls shut (one shot)
	"mn1-wall-explod" ; stack of barrels explodes hole in wall
	"mn1-rock-colpse" ; mon-front-collapse.EFF
	"mn1-c4-beep" ; c4 beep to warn of explosion about to happen that collapses wall behind player.
	"mn1-c4-explo"
	)
	:fo-min	5.0
	:send 0.75
        :fo-max	72.0
	:fo-push 1.0
	:volume -6.48
	:fo-exp 2.0
	)

(sound-proto "pcullis-creak"  ; Nate holds portcullis open for Elena, and it creaks before he lets it go
	:fo-min	5.0
	:send 0.75
        :fo-max	72.0
	:fo-push 1.0
	:volume -1
	:fo-exp 2.0
	)


(sound-proto "worklight-loop1"
	:duck-group 2
	:contract-type #x8000 ; 8000 to get us around the issue of player leaving (& stopping) sphere while camera still next to emitter
	:volume -16.92
	:fo-max	5
	:fo-min 0.5
	:fo-exp 1.0
	)

(sound-proto "mon-1-gate-kick" ;mon-kick-gate.EFF "open" anim
	:duck-group 2  
	:volume -6.92
	:fo-max	21
	:fo-min 0.5
	:fo-exp 1.0
	:stream "xvag"
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-2/monastery-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for monastery-2
;=============================================

;general wash w/ thunder
(sound-proto "mn2-bg1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -20.92
	:fo-min 35.0
	:fo-exp 0.5
	)

;localized bg
(sound-proto "mn2-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-2-return/monastery-2-return.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for monastery-2-return
;=============================================

;amb
(sound-proto "m2r-bg1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -20.92
	:fo-min 10.0
	:fo-exp 0.5
	)

; spline
(sound-proto "m2r-narrow-bg1"
	:duck-group 2
	:volume -11
	:fo-min 2.0
	:fo-max 11
	:fo-exp 1
	)

;localized bg
(sound-proto "m2r-bird1"
	:duck-group 2       
	:contract-type #x8001
	:volume -8
	:fo-min 2.0
	:fo-exp 1
	)

; creaking metal tower
(sound-proto "m2r-twr-creak1"
	:duck-group 2       
	:contract-type #x8001
	:volume -12
	:fo-min 2.0
	:fo-exp 1
	)

;mon-ladder.EFF
(sound-proto (
	"mon-ladder-breakoff"  
	"mon-ladder-hit-bottom"
	)
	:duck-group 2       
	:volume -3
	:fo-min 2.0
	:fo-max 150
	:fo-exp 1
	:stream "xvag"
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-3/monastery-3.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for monastery-3
;=============================================

; room tone, lower room behind bookcase, just before catacombs
(sound-proto "mn3-bg1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -22.92
	:fo-min 15.0
	:fo-exp 0.5
	)

;
(sound-proto "mn3-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)

;====================
; Objects
;====================
;puzzle
(sound-proto (
	"statue-swivel1" ;
	"statue-success"
	"bookcase-open" ; mon-bookcase-door.eff
	)
	:duck-group 2
	:fo-min	15
	:fo-max 75
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

;puzzle
(sound-proto (
	"rotate-torch" ; mon-wall-torch.eff
	"torch-success" ; unseen mechanism activates
	)
	:duck-group 2
	:fo-min	15
	:fo-max 75
	:fo-push 1.0
	:volume -3.00
	:fo-exp 2.0
	)

 (sound-proto "mn-torch1"
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 1.3
	)

 (sound-proto "elenas-torch" ; if "drop-torch" is needed in monastery3, its proto is in vault-1, and the sound is in physics.bank, merged to common
	:duck-group 2
	:fo-min	0.5
	:fo-max 10
	:fo-push 1.0
	:volume -13.48
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 1.3
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "monastery-4/monastery-4.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;==================
; monastery-4 proto
;==================


; BG
(sound-proto "mon-4-quad-amb1" ;streaming xvag quad amb
	:duck-group 2   
	:option-flags #x1 
	:contract-type #x8001    
	:volume -24.92
	:fo-min 35.0
	:fo-exp 1.0
	:stream "xvag"
        :stream-loop -1
	)

(sound-proto "mn4-bg-ext1" ;outdoor sound coming thru broken window
	:duck-group 2  
	:contract-type #x8001  
	:volume -20.92
	:fo-push 1
	:fo-min 2.0
	:fo-exp 0.5
	)

;Bell Puzzle
(sound-proto "bell-strike" 
	:fo-min	2.0
        :fo-max	60.0
	:fo-push 1.0
	:volume -3.0
	:fo-exp 1.0
	)
        
(sound-proto "resonate" 
        :option-flags #x1
	:fo-min	2.0
        :fo-max	60.0
	:fo-push 1.0
	:volume -3.0
	:fo-exp 1.0
	)

(sound-proto "mon-secret-entrance" ;streaming xvag for door
	:duck-group 2
	:send 0.3
        :volume -0.00
        :stream "xvag"
	:stream-loop 0
        :fo-exp 1.0
	)

;===================
; Monastery-4 return
;===================

(sound-proto (
	"mn4-key-gate-o" ;for door mon-key-gate.EFF
	"mn4-key-down" ; mon-key-right/left.EFF keys on either side that open gate
	"mn4-key-succ" ; To play from DC when second Key is pulled, activating mechanimsm
	"mn4-pre-crumble" ; mon-falling-edge-grab-long.EFF
	"mn4-edge-crack1"	
	"mn4-pre-crumb-2" ; mon-falling-edge-grab-broken.EFF
	"mn4-edge-crack2"
	)
	:duck-group 2
	:send 0.75
        :volume -4.00
        :fo-max	60.0
        :fo-exp 1.0
	)

(sound-proto (
	"mn4-hidden-mech" ; unseen mechanism behind walls, must be activated by DC since we don't know which key is second
	"mon-trap-door-close" ; mon-trap-door.EFF/anim-monastery-4 'trap-door-close' anim 
	)
	:duck-group 2	
	:send 0.5
        :volume -4.00
        :fo-max	60.0   	
	:stream "xvag"
        :fo-exp 1.0
	)


;=======================
; Monastery-4-third-pass
;=======================

(sound-proto "mon-church-doors" ; mon-church-door.EFF
	:duck-group 2
	:volume -3
	:fo-min 2.0
	:fo-exp 2
	:send 0.8
	:stream "xvag"
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "graveyard/graveyard.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for graveyard
;=============================================

;amb-graveyard wash quad stream
(sound-proto "graveyard-quad-amb1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1
	:stream "xvag"
	:stream-loop -1
	:volume -20.92
	:fo-min 21.0
	:fo-exp 6.0
	)

;localized bg
(sound-proto "gry-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)   
  
;frog
(sound-proto (
	"gry-crit1" ;frog
	"gry-crit2" ;bug
        "gry-crit3" ;sa-forest-bird1
	)
	:duck-group 2       
	:contract-type #x8001
	:volume -9.00
	:send 0.55
	:fo-min 1.0
	:fo-exp 1.0
	)
                       
;creepy hoots
(sound-proto "gry-spook-crit1"
	:duck-group 2       
	:contract-type #x8001
	:volume -9.00
	:send 0.75
	:fo-min 10.0
	:fo-exp 1.0
	)

;creepy hoots
(sound-proto "gry-s-bird1"
	:duck-group 2       
	:contract-type #x8001
	:volume -12.92
	:send 0.50
	:fo-min 2.0
	:fo-exp 1
	)

;Splines of creepy wash from the thickets of trees behind graveyard
(sound-proto (
	"gry-creepy-spl1"
	"gry-creepy-spl2"
	)
	:duck-group 2
	:volume -19.92
	:send 0.50
	:fo-min 5.0
	:fo-max 30
	:fo-exp 1
	)

(sound-proto "gry-pit-bg1" ; sound coming from big gaping hole in ground.
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:send 0.50
	:fo-min 35.0
	:fo-exp 0.5
	)


; Diversion explosion created by Sully
(sound-proto "sullys-explo1"
	:duck-group 2       
	:volume -3.00
	:send 0.6
	:fo-min 3.0
	:fo-max 1500
	:fo-exp 0.5
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "graveyard-2/graveyard-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for graveyard-2
;=============================================

;amb
(sound-proto "gr2-bg1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -20.92
	:fo-min 35.0
	:fo-exp 0.5
	)

;localized bg
(sound-proto "gr2-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)

(sound-proto "maus-bg-1"
	:duck-group 2       
	:contract-type #x8001
	:volume -12.00
	:fo-min 5.0
	:fo-exp 0.5
	)

(sound-proto "gry-torch1"
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 1.3
	)

(sound-proto "maus-door-slide" ;graveyard-secret-door.eff "open", after turning stone disks to correct position
	:duck-group 2       
	:volume -6.92
	:fo-min 3.0
	:fo-exp 0.5
	)

(sound-proto (
	"maus-door-open"  ;graveyard-maus-door.eff    
	"maus-door-close" ;graveyard-maus-door.eff    
	)
	:duck-group 2  
	:volume -6.92
	:send 0.70
	:fo-min 4.0
	:fo-exp 1
	:stream "xvag"
	)

(sound-proto "gry-stn-wheel1" ; DC triggered - Puzzle turning stone wheels in mausoleum
	:duck-group 2  
	:volume -6.92
	:send 0.70
	:fo-min 4.0
	:fo-exp 1
	)

(sound-proto "gry-puzz-succ"  ; success click behind wall when last wheel is turned to the correct slot
	:duck-group 2  
	:volume -2
	:send 0.70
	:fo-min 4.0
	:fo-exp 1
	)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "catacombs-1/catacombs-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for catacombs-1
;

;===============================
; Streaming sounds
;===============================

(sound-proto "ca1-tbd-1" 
	:duck-group 2
	:stream "vag"
        :stream-loop 0
	:fo-min	15.5
        :fo-max	60.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

;===============================
; Environment sounds
;===============================

(sound-proto "ca1-torch1"
	:duck-group 2
	:fo-min	0.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 1.3
	)

(sound-proto (
	"ca1-entry-bg1" ; ambience in catacombs
	"ca1-exit-bg1"
	)
	:duck-group 2
	:fo-min	2.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -18.00
	:fo-exp 2.0
	)

(sound-proto "ca1-smallfalls1" ; falls over chasm
	:duck-group 2
	:fo-min	8.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -19.00
	:focus-min 15
	:focus-max 22
	:fo-exp 1.5
	)


(sound-proto "ca1-smallfalls2" ; source of stream
	:duck-group 2
	:fo-min	8.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -19.00
	:focus-min 8
	:focus-max 15
	:fo-exp 1.5
	)


(sound-proto "ca1-stairs-bg1" ;spline
	:duck-group 2
	:fo-min	2.5
        :fo-max	9.0
	:fo-push 1.0
	:volume -20.00
	:fo-exp 2.0
	)

(sound-proto "ca1-creekloop1" ;spline 1
	:duck-group 2
	:fo-min	2.5
        :fo-max	15.0
	:fo-push 1.0
	:volume -20.00
	:fo-exp 2.0
	)


(sound-proto "ca1-chasm-bg1" ;spline
	:duck-group 2
	:fo-min	2.5
        :fo-max	12.0
	:fo-push 1.0
	:volume -20.00
	:fo-exp 2.0
	)

(sound-proto "ca1-tunnel-bg1" ;spline
	:duck-group 2
	:fo-min	2.5
        :fo-max	9.0
	:fo-push 1.0
	:volume -20.00
	:fo-exp 2.0
	)

(sound-proto "ca1-bg-ext1" ; (not placed yet)
	:duck-group 2
	:fo-min	2.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -15.00
	:fo-exp 2.0
	)

;====================
; Objects
;====================

(sound-proto (
	"ca1-precrumble1" ;cata-break-ledge.EFF
	"ca1-crumble1" 
	)
	:duck-group 2
	:fo-min	2.5
        :fo-max	9.0
	:fo-push 1.0
	:volume -5.00
	:fo-exp 2.0
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "catacombs-2/catacombs-2.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for catacombs-2
;

;===============================
; Streaming sounds
;===============================

(sound-proto "quad-cavern" ; ambience, cavernous room
	:duck-group 2
	:contract-type #x8001
	:stream "xvag"
        :stream-loop -1
	:fo-min	11.5
	:fo-push 1.0
	:volume -18.00
	:send 0.7
	:fo-exp 2.0
	)

;===============================
; Environment sounds
;===============================

(sound-proto (
	"ca2-bg1" ; entry rooms leading up to chasm
	"ca2-bg2" ;upper room after chasm
	)
	:duck-group 2
	:fo-min	7.5
	:contract-type #x8001
	:option-flags #x1
	:fo-push 1.0
	:volume -10
	:fo-exp 1.3
	)

(sound-proto "ca2-bg3" ;upper room after chasm, where movie plays
	:duck-group 2
	:fo-min	4.5
	:contract-type #x8001
	:option-flags #x1
	:fo-push 1.0
	:volume -15.48
	:fo-exp 2
	)

(sound-proto "ca2-exit-bg1"
	:duck-group 2
	:fo-min	2.5
	:contract-type #x8001
	:fo-push 1.0
	:volume -23.00
	:fo-exp 2.0
	)

(sound-proto "ca2-tube-bg1" ;spline, entry shaft from monastery 4
	:duck-group 2
	:fo-min	2.5
        :fo-max	12.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)

(sound-proto (
	"ca2-stairs-bg1" ;stairs up to chasm room
	"ca2-tunl-bg1" ;spline tunnel toward exit
	"ca2-tunl-bg2" ;spline tunnel to portcullis exit 
	)
	:duck-group 2
	:fo-min	2.5
        :fo-max	22.0
	:fo-push 1.0
	:volume -13.00
	:fo-exp 2.0
	)

(sound-proto "ca2-chasm-s-bg1" ;spline
	:duck-group 2
	:fo-min	4.5
        :fo-max	16.0
	:fo-push 1.0
	:volume -6.00
	:fo-exp 2.0
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "facility-0/facility-0.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for facility-0
;=============================================

;Ocean from opening at end of bay
(sound-proto "fa0-ocean-bg1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -24.00
	:fo-min 25.0
	:focus-min-angle 360.0
	:focus-max 10.0
	:focus-min 1.0
	:fo-exp 0.5
	:send 7.0
	)

; control room tone
(sound-proto "fa0-ctrlrm-bg1"
	:duck-group 2
	:contract-type #x8001
	:volume -20.92
	:fo-min 25.0
	:fo-exp 0.5
	)

; water laps spline in uboat bay
(sound-proto "fa0-water-laps"
	:duck-group 2
	:send 0.70
	:fo-push 1.0
	:volume -22.00
	:fo-exp 2.0 
	:fo-min 5.0
	:fo-max	25.0
	:focus-min-angle 360.0
	:focus-max 30.0
	:focus-min 3.0
	:send 7.0
	)

;amb
(sound-proto "fa2-quad-amb1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -20.92
	:fo-min 11.0
	:fo-exp 0.5
	:stream "xvag"
	:stream-loop -1
	)

; hallway ambience from splines
(sound-proto (
	"fac-amb-loop1"
	"fac-amb-loop2"
	"fac-amb-loop3"
	"fac-amb-loop4" ;last hall back in fac0 battling mercs/descendants
	"fac-exit-ladder" ; ladder tube that you exit facility from
	)
	:duck-group 2   
	:send 0.7
	:option-flags #x1	
	:focus-min-angle 360.0
	:focus-max 20.0
	:focus-min 8.0    
	:volume -23
	:fo-min 3.0
	:fo-max 12
	:fo-exp 0.5
	)


;amb - 
(sound-proto (
	"facility_creepy" ;one shot creep elements that pan randomly
	"facility_creep1"
	"facility_creep2"
	"desc-scuttles-a" ; in ducting (doesn't pan randomly)
        "desc-scuttles-b" ; under grates (doesn't pan randomly
	"desc-scuttlesb1" ; under grate in exit ladder tube
	)
	:duck-group 2   
	:send 0.7
	:contract-type #x8001
	:option-flags #x1    
	:volume -13
	:fo-min 3.0
	:fo-exp 1.5
	)

; drips onto dirt
(sound-proto "fa0-drips-dirt1"
	:duck-group 2
	:contract-type #x8001
	:volume -6.00
	:fo-min 2.0
	:fo-exp 1.0
	:send 7.0
	)

; drips
(sound-proto "fa2-drips-dirt1"
	:duck-group 2
	:contract-type #x8001
	:volume -6.00
	:fo-min 2.0
	:fo-exp 1.0
	:send 7.0
	)


 ; facility-generator.EFF
(sound-proto (
	"gen-start"
	"gen-run" 
	"gen-stop"
	"gen-turncrank1"
	"gen-turncrank2"
	"gen-turncrank3"
	"gen-turncrank4"
	)
	:send 0.7
	:volume -1
	:fo-push 1.0
	:fo-exp 2.0
	)

(sound-proto (
	"lame-pipe-bend" ; pipe-edge-bend-sml.EFF
	"med-pipe-bend" ; pipe-edge-bend-med.EFF
	)
	:volume -3
	:fo-push 1.0
	:fo-exp 2.0
	:send 0.7
	)

(sound-proto "fa0-pwr-switch" ; fac-switch.EFF
	:volume -2
	:fo-push 1.0
	:fo-exp 2.0
	:send 0.7
	)

; door-pwrd.EFF... Separated motor and door elements to allow slightly different mix depending on camera placement.
(sound-proto "door-pwrd-motor-open" 
	:volume -3
	:fo-max 120
	:fo-push 1.0
	:fo-exp 1.0
	:send 0.7
	:stream "xvag"
	)

(sound-proto "door-pwrd-motor-close" 
	:volume -8
	:fo-max 120
	:fo-push 1.0
	:fo-exp 1.0
	:send 0.7
	:stream "xvag"
	)

; door-pwrd.EFF
(sound-proto (
	"door-pwrd-open"
	"door-pwrd-close"
	"f-gen-door-slam"
	)
	:volume -3
	:fo-max 120
	:fo-push 1.0
	:fo-exp 2.0
	:send 0.7
	:stream "xvag"
	)

(sound-proto (
	"fac-sparks1" ; particle-emitter.eff 'sparks' anim
	"fac-wall-lamp1" ; fac-wall-lamp.EFF
	)
	:volume -7
	:fo-push 1.0
	:fo-min 1
	:fo-max 12
	:fo-exp 2.0
	:send 0.7
	:cull-distance +inf
	)


(sound-proto "desc-bhind-door" ; descendants behind door after Nate slams it from generator room
	:volume -1
	:fo-push 1.0
	:fo-min 1
	:fo-max 45
	:fo-exp 2.0
	:send 0.7
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "vault-1/vault-1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for vault-1
;=============================================

;entry room
 (sound-proto "va1-entry-bg1"
	:duck-group 2
	:contract-type #x8001
	:fo-min	5
	:fo-push 1.0
	:volume -18
	:fo-exp 2
	)

(sound-proto "vault-quad-1" ;default quad wash stream (first pass is a copy of temple-2-amb2.xvag. The wind element of this might be good to split out and play from higher in the room only)
	:duck-group 2
	:send 0.7
	:fo-min	53.5
	:fo-push 1.0
	:volume -18
	:fo-exp 1
	:stream "xvag"
	:stream-loop -1
	)

;=============
; Elevator IGCs
;=============
(sound-proto "v-elevator1star"  ; sweetner for start of elevator1 down 
	:duck-group 2
	:send 0.75
	:fo-min 3.5
	:fo-max 30
	:fo-push 1.0
	:volume -6
	:fo-exp 1
	)

(sound-proto (
	"igc-elevator1down" ; vlt-elevator.EFF
	"igc-elevator-drop-2" ; play hidden mechanism after to justify window-gate
	"vault-drawbridge-drop" ; vault-drawbridge.EFF
	"vault-gate-up" ; vault-maingate.EFF
        "vault-window-up" ; vault-windowgate.EFF
	"vault-gate-blown"
	)
	:duck-group 2
	:send 0.75
	:fo-min 3.5
	:fo-push 1.0
	:volume -6
	:fo-exp 1
	:stream "xvag"
	)

(sound-proto  (
	"v-window-stop" ; end hit to sweeten stream
	"v-gate-stop" ; end hit to sweeten stream
	)
	:duck-group 2
	:send 0.75   
	:fo-min 3.5  
	:fo-push 1.0 
	:volume -2  
	:fo-exp 1    
	)            

(sound-proto  "vlt-dbridge-chn" ; May take out. Purposely played low as the camera is focusing on the gate up, 
	:duck-group 2 		; and drawbridge is really only about the hard fall at the end (vault-drawbridge-drop)
	:send 0.75
	:fo-min 3.5
	:fo-push 1.0
	:volume -22
	:fo-exp 1
	)

;=============
; Splines
;=============

;tunnel spline
 (sound-proto "va1-tunnel-bg1"
	:duck-group 2
	:fo-min	1
	:fo-max 4.5
	:fo-push 1.0
	:volume -15
	:fo-exp 1
	)

;water laps spline 1 & 2
(sound-proto (
	"va1-water-lap1"
	"va1-water-lap2"
	)
	:duck-group 2
	:send 0.8
	:fo-min	1
	:fo-max 20
	:fo-push 1.0
	:volume -5
	:fo-exp 1
	)


;==========================
; SPHERES and emitters
;==========================

 (sound-proto "torch1"
	:duck-group 2
	:fo-min	0.5
	:send 0.7
	:contract-type #x8001
	:fo-push 1.0
	:volume -13.48
	:fo-exp 1.3
	)

;waterfall spheres
 (sound-proto (
	"va1-waterfall1"
	"va1-wtrsplattr1"
	)
	:duck-group 2
	:fo-min	0.5
	:send 0.7
	:contract-type #x8001
	:fo-push 1.0
	:volume -10
	:fo-exp 1.0
	)

;water laps spheres (duplicated from spheres in bank)
(sound-proto (
	"va1-waterlap-s1"
	"va1-waterlap-s2"
	)
	:duck-group 2
	:send 0.8
	:contract-type #x8001
	:fo-min	3
	:fo-push 1.0
	:volume -5
	:fo-exp 1
	)


;vault-ladder
 (sound-proto (
	"vault-ladder-lp"
	"vault-ladder-ht"
	"vault-ladder-dr" ;stream grain
	)
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-push 1.0
	:volume -2
	:fo-exp 1
	)

; (sound-proto "vault-ladder-drop" ;stream starts at "point of no return" in anim = 46%
;	:duck-group 2
;	:fo-min	3.5
;	:fo-push 1.0
;	:volume -4
;	:fo-exp 1
;	:stream "xvag"
;	)


;vlt-waterwheel.eff
 (sound-proto (
	"wheel-fail"
	"wheel-succ"
	"vlt-wheel-start" 
	"wheel-loopst"
	"wheel-loop" 
	)
	:duck-group 2
	:fo-min	2.5
	:send 0.7
	:fo-max 40
	:fo-push 1.0
	:volume -2
	:fo-exp 1
        :cull-distance 1000
	)

;vlt-waterwheel.eff
 (sound-proto (
	"wheel-loop1" ; smaller wheels/cogs and gears
	"wheel-loop1-st"
	)
	:duck-group 2
	:fo-min	2.5
	:send 0.7
	:fo-max 30
	:fo-push 1.0
	:volume -2
	:fo-exp 1.5
	:cull-distance 1000
	)

 (sound-proto (
	"v-gate-explo"
	"v-gate-blown"
	)
	:duck-group 2
	:send 0.8
	:fo-min	3.5
	:fo-push 1.0
	:volume -2
	:fo-exp 1
	)

;rotten planks
 (sound-proto (
       	"v-planks-st" 		;rotten-planks-start
	"v-planks-st2"		;last move of planks-start
	"v-planks-wdsplt"	
	"v-planks-succ"
	"v-plank-hit1"
	)
	:duck-group 2
	:send 0.8
	:fo-min	3.5
	:fo-max 35
	:fo-push 1.0
	:volume -2
	:fo-exp 2
	)

; Chandelier (vault-chandelier.EFF)
 (sound-proto "v-fire-chand1"
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-max 15
	:fo-push 1.0
	:volume -12
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 2
	)

 (sound-proto "v-fire-flareup1"
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-max 25
	:fo-push 1.0
	:volume -4
	:fo-exp 2
	)

 (sound-proto "v-chand-mech1"
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-max 15
	:fo-push 1.0
	:volume -9
	:cull-distance +inf ; disable culling so loop doesn't turn off when you leave the region of it.
	:fo-exp 3.5
	)

(sound-proto "v-chand-chain1"
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-max 15
	:fo-push 1.0
	:volume -9
	:fo-exp 2
	)

(sound-proto "v-chand-hit"
	:duck-group 2
	:send 0.7
	:fo-min	3.5
	:fo-max 75
	:fo-push 1.0
	:volume -3
	:fo-exp 2
	)

(sound-proto "torch-drop" ; elena drops her torch. This sound is in the ...common-objects/physics.bank, which is merged with common
	:duck-group 2		; her torch looping sound's proto is in monastery-3.txt
	:send 0.7
	:fo-min	3.5
	:fo-max 45
	:fo-push 1.0
	:volume -3
	:fo-exp 2
	)

;vault-crane.eff
 (sound-proto (
	"crane-rotate1"
	"crane-rotate2"
	"crane-rope" 
	"crane-lower"
	)
	:duck-group 2
	:fo-min	3.5
	:send 0.7
	:fo-max 40
	:fo-push 1.0
	:volume -2
	:fo-exp 1
	)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "lair/lair.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for lair
;=============================================

;catacombs-3 amb
(sound-proto (
	"ca3-bg1"
	"ca3-bg2"
	)
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -3.00
	:fo-min 15.0
	:fo-exp 0.5   	
	:focus-min-angle 360.0
	:focus-max 21.0
	:focus-min 11.0
	)

;amb
(sound-proto "lair-quad-amb1"
	:duck-group 2   
	:contract-type #x8001
	:option-flags #x1    
	:volume -20.92
	:fo-min 35.0
	:fo-exp 0.5
	:stream "xvag"
	:stream-loop -1
	)

; hovering helicopter
(sound-proto "helo-loop1"
	:duck-group 2       
	:volume -3
	:fo-min 22.0
	:contract-type #x8001
	:send 0.7
	:focus-min-angle 360.0
	:focus-max 23.0
	:focus-min 21.0
	:fo-exp 1	
	)

;water spline
(sound-proto "lair-laps-splin"
	:duck-group 2       
	:volume -16.92
	:fo-min 3.0
	:fo-max 18
	:send 0.7
	:fo-exp 1	
	)

;lair-hanging-totem-a, b and c, and lair-hanging-totem-e-loop EFFs
(sound-proto "totem_oneshot_m"
	:duck-group 2   
	:send 0.7    
	:volume -3
	:fo-min 2.0
	:fo-max 15
	:fo-exp 1.0
	)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "cargo-ship/cargo-ship.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;=============================================
; Prototypes for cargo-ship
;=============================================

;amb
(sound-proto "cargo-ship-bg1"
	:duck-group 2   
	:option-flags #x1    
	:volume -20.92
	:fo-min 35.0
	:fo-exp 0.5
	:stream "xvag"
        :stream-loop -1
	)


(sound-proto "clear-bg" ; special region for camera at end, without rain. Waves, dist. gulls, bit of breeze.
	:duck-group 2   
	:option-flags #x1    
	:volume -20.92
	:fo-min 35.0
	:fo-exp 0.5
	)


;localized bg
(sound-proto "car-bg2"
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 35.0
	:fo-exp 0.5
	)

;rain spheres
(sound-proto (
	"rain-wood1"
	"rain-wood2"
	"rain-wood3"
	"rain-wood4"
	"rain-metal-thk2"
	"rain-metal-thk3" ;TBD
	"rain-metal-thn1"
	"rain-metal-thn2"
	"rain-metal-thn3"
	"rain-tarp"
	"rain-tarp2"
	"rain-tarp3"
	"rain-glass1"
	"rain-glass2"
	"rain-ring1"
	"rain-ring2"
	"rain-puddle2"
	"rain-gutter1"
	"rain-gutter2"
	"ding-drops2" ; dings with thin metal
	)
	:duck-group 2       
	:contract-type #x8001
	:volume -6.92
	:fo-min 1.0
	:fo-exp 1.5
	)

;spline along back wall of start point of level
(sound-proto "rain-metal-thk1"
	:duck-group 2       
	:volume -13
	:fo-min 1.0
	:fo-max 8
	:fo-exp 1.5
	)

; spline on ramp up to helo pad
(sound-proto "ding-drops1"
	:duck-group 2       
	:volume -4
	:fo-min 1.0
	:fo-max 8
	:fo-exp 1.5
	)

;rain spline
(sound-proto "rain-puddle1"
	:duck-group 2       
	:volume -9
	:fo-min 1.0
	:fo-max 10
	:fo-exp 1.5
	)

;wave laps spline
(sound-proto (
	"car-waves-clse2"
	"car-waves-clse1"
	)
	:duck-group 2       
	:volume -3
	:fo-min 2.0
	:fo-max 15
	:fo-exp 1.5
	)

;tarp flaps
(sound-proto (
	"car-tarp-flaps1"
	"car-tarp-flaps2"
	"car-pal-net1"
	)            
	:send 0.75
	:fo-min	5.0
	:fo-max 20.0
	:fo-push 1.0
	:volume -8.48
	:fo-exp 2.0
	)

(sound-proto "helo-fire1"
	:duck-group 2       
	:volume -3
	:fo-min 2.0
	:fo-max 35
	:fo-exp 2
	:cull-distance +inf
	)

(sound-proto "helo-fire2"
	:duck-group 2       
	:volume -3
	:fo-min 2.0
	:fo-max 15
	:fo-exp 2
	:cull-distance +inf
	)

;=================
; I G C
;=================

;crates fall igc

(sound-proto (
	"explo-crates"   
	"crates-explo-fa"
	)            
	:send 0.61
	:fo-min	5.0
	:fo-max 20.0
	:fo-push 1.0
	:volume -4.48
	:fo-exp 2.0
	)

(sound-proto "big-crate-pile-fall"      
	:send 0.61
	:fo-min	5.0
	:fo-max 20.0
	:fo-push 1.0
	:volume -4.48
	:stream "xvag"
	:fo-exp 2.0
	)

; lost gun stuff on helipad

(sound-proto (       
	"lost-gun-bounce" ;m4-rifle.EFF or spas12-shotgun.EFF
	"lost-gun-hit"
	)            
	:send 0.61
	:fo-min	5.0
	:fo-max 50.0
	:fo-push 1.0
	:volume -1
	:fo-exp 2.0
	)

(sound-proto "cargoship-spas-dropslide"   ; Navarro gets smacked up, and drops his shotgun (this is the sound of the shotgun hitting/sliding only)   
	:send 0.61
	:fo-min	5.0
	:fo-max 40.0
	:fo-push 1.0
	:volume -0.00
	:stream "xvag"
	:fo-exp 2.0
	)



;=============================
; Music
;=============================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "temp-music/temp-music1.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for music-loops.
;


; Sound test.


(sound-proto "battle-end-hit1"
	:volume -5.00
	:contract-type #x1
	:stream "xvag"
	:stream-loop 0
	:stream-volume-group 1
	:duck-group 0
	)

(sound-proto "battle-loop1"
	:volume -5.00
	:contract-type #x1
	:stream "xvag"
	:stream-loop -1
	:stream-volume-group 1
	:duck-group 0
	)

(sound-proto "explore-loop1"
	:volume -9.48
	:contract-type #x1
	:stream "xvag"
	:stream-loop -1
	:stream-volume-group 1
	:duck-group 0
	)

(sound-proto "nathan-dies"
	:volume -5.00
	:contract-type #x1
	:stream "xvag"
	:stream-loop 0
	:stream-volume-group 1
	:duck-group 1
	)


;=============================
;Game Objects
;=============================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "barrels/barrels.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(sound-proto "barrel-explo1"
	:volume -0.0
	:fo-exp 2.0
	:fo-max 140.0
	:fo-min 3.0
	)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "common-objects/physics.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
; Prototypes for physics.bank, merged to common
;


(sound-proto (
	"rock-default"
	"rock-rock-sml" 
	"rock-dirt-sml" 
	"rock-grass-sml"
	"rock-break-sml" 
	"rock-rock"
	"rock-dirt"
	"rock-grass"
	"rock-break" ; single chunk breaks off
	"rock-kick"
	"rock-kick-sml"

	"railing-break"
	"rail-break"	
	"rail-rock-lg" 	
	"rail-rock-sm" 	
	"rail-rock-lg-st" 	
	"rail-rock-sm-st" 
	"rail-wood-lg" 	
	"rail-wood-sm" 
	"rail-wood-lg-st" 
	"rail-wood-sm-st"

	"crate-break"		; wood crate
	"crate-dirt-sm"
	"crate-metal-sm"

	"vase-break"
	"vase-default"
	"vase-rock"
	"vase-dirt"  
	"vase-grass"

	"cart-body"
	"cart-metal"
	"bottle-bottle"
	"bottle-metal"
	"bottle-stone"
        "heater-metal"
	"chair-metal"
	"chair-body"
	)
	:volume -3
	:fo-min 5
	:fo-max 30
	:fo-push 1.0
	:fo-exp 2.0
	)

(sound-proto (
	"rock-allbreak" ; entire rock barrier blows up from grenade hit
	"1x1-crate-implo"
	"2x1-crate-implo" 
	"vase-implo"
	)
	:volume -3
	:fo-min 5
	:fo-max 45
	:fo-push 1.0
	:fo-exp 2.0
	)


;=============================
;HUD
;=============================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "hud/hud.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; HUD Weapon select
(sound-proto "weapon-select"
	:volume -0.00
        :contract-type #x1   
        )

; HUD pause menu select
(sound-proto "pause-select"
        :contract-type #x1
        )

; HUD Enter Pause Menu
(sound-proto "enter-pause"
        :contract-type #x1
        )

; HUD Exit pause menu
(sound-proto "exit-pause"
        :contract-type #x1
        )

; HUD L2 button indicator
(sound-proto "el-2-indicate"
        :contract-type #x1
        )
; HUD Treasure pickup        
(sound-proto "treasure-pickup"
        :contract-type #x1
        )
;=============================
;Animals
;=============================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "animals/animals.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(sound-proto (
	"raven-flaps-a"
	"flap-start"
	"raven-flight"
	"bat-flaps1" ; in temple-1 bank
	"toucan-flaps1" ; in jungle-a-2 bank
	)
	:volume -3.0
	:fo-exp 2.0
	:fo-max 35.0
	:fo-min 1.0
	:send 0.7 ;set for monastery-4-return, but may jack it elsewhere...
	)

(sound-proto (
	"toucan-chirps"
	"toucan-fly"
	"raven-death"
	"raven-fly"
	)
	:volume -3.0
	:fo-exp 2.0
	:fo-max 55.0
	:fo-min 5.0
	)
;=============================
;igc
;=============================

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; (include "igc/igc.txt")
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; This file is currently empty because all the speech has been migrated
;; to vox.dc, which no longer requires sound protos.
;;
;; Any igc-related, non-localized, non-speech effects can be added here if desired.


; Test - put this last so it doesn't break things.
;(include "soundtest/soundtest.txt")
;(include "speech-test/speech-test.txt")


