#include "snd_channels.ltx"

[ambient_env_0]
sound_period		= 5, 10 ;						; <from,to>				(sec)
sound_dist			= 300, 600
sounds				= ambient\rnd_outdoor\rnd_boar	; <snd0,snd1..sndN>		sounds name
effect_period		= 30, 60					; <from,to>				(sec)
effects				= ae0_effect_0,ae0_effect_1,ae0_effect_2,ae0_effect_3,ae0_effect_8	; <eff0,eff1..effN>		effects sect name

[ambient_env_stancia1]
sound_period		= 5, 10 ;						; <from,to>				(sec)
sound_dist			= 300, 600
sounds				= ambient\rnd_outdoor\rnd_boar2	; <snd0,snd1..sndN>		sounds name
effect_period		= 10, 20					; <from,to>				(sec)
effects				= ae0_effect_1,ae0_effect_2, ae0_effect_3,ae0_effect_4,ae0_effect_5,ae0_effect_6,ae0_effect_7,ae0_effect_8,ae0_effect_9	; <eff0,eff1..effN>

[ambient_env_day]
;sound_period		= 5, 10 ;						; <from,to>				(sec)
;sound_dist			= 30, 60
; sounds				= 
effect_period		= 40, 90					; <from,to>				(sec)
effects				= ae0_effect_1,ae0_effect_2, ae0_effect_3,ae0_effect_5,ae0_effect_6,ae0_effect_7,ae0_effect_8	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_swampwind_1,snd_dogs_1,snd_gunshots_1,snd_crows_1,snd_moans_1

[ambient_env_rain]
;sound_period		= 5, 10 ;						; <from,to>				(sec)
;sound_dist			= 30, 60
;sounds				= 
effect_period		= 20, 40					; <from,to>				(sec)
effects				= ae0_effect_1,ae0_effect_2, ae0_effect_3,ae0_effect_4,ae0_effect_5,ae0_effect_6,ae0_effect_7,ae0_effect_8	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_swampwind_1,snd_dogs_1,snd_gunshots_1,snd_crows_1,snd_moans_1

[ambient_env_evening]
;sound_period		= 5, 10					; <from,to>				(sec)
;sound_dist			= 30, 60
;sounds				= 
effect_period		= 90, 120					; <from,to>				(sec)
;effects				= 	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_swampwind_1,snd_dogs_1,snd_gunshots_1,snd_crickets_1,snd_moans_1

[ambient_env_night]
;sound_period		= 5, 10					; <from,to>				(sec)
;sound_dist			= 30, 60
;sounds				= 
effect_period		= 130, 160					; <from,to>				(sec)
effects				= ae0_effect_1,ae0_effect_2, ae0_effect_3,ae0_effect_8	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_swampwind_1,snd_crickets_1,snd_crickets_2,snd_owls_1,snd_moans_1,snd_howling_1

[ambient_env_morning]
;sound_period		= 5, 10 ;						; <from,to>				(sec)
;sound_dist			= 30, 60
;sounds				= ; <snd0,snd1..sndN>		sounds name
effect_period		= 30, 60					; <from,to>				(sec)
effects				= ae0_effect_4 ; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_swampwind_1,snd_dogs_1,snd_gunshots_1,snd_crows_1,snd_moans_1

[ambient_env_hospital]
sound_period		= 3, 7 ;						; <from,to>				(sec)
sound_dist			= 10, 30
sounds				= ambient\rnd_outdoor\rnd_boar1,ambient\rnd_outdoor\rnd_boar,ambient\rnd_outdoor\rnd_boar2,ambient\rnd_outdoor\rnd_boar3,ambient\rnd_outdoor\rnd_darkwind4,ambient\rnd_outdoor\rnd_darkwind5,ambient\rnd_outdoor\rnd_darkwind4,ambient\rnd_outdoor\rnd_darkwind5,ambient\rnd_outdoor\rnd_darkwind4,ambient\rnd_outdoor\rnd_darkwind5,ambient\rnd_outdoor\rnd_darkwind4,ambient\rnd_outdoor\rnd_darkwind5,ambient\rnd_outdoor\rnd_dog,ambient\rnd_outdoor\rnd_dog1,ambient\rnd_outdoor\rnd_dog2,ambient\rnd_outdoor\rnd_dog3,ambient\rnd_outdoor\rnd_krik6,ambient\rnd_outdoor\rnd_krik8,ambient\rnd_outdoor\rnd_krik9,ambient\rnd_outdoor\rnd_moan,ambient\rnd_outdoor\rnd_moan1,ambient\rnd_outdoor\rnd_moan2,ambient\rnd_outdoor\rnd_moan1,ambient\rnd_outdoor\rnd_moan2,ambient\rnd_outdoor\rnd_shooting_4,ambient\rnd_outdoor\rnd_shooting_4,ambient\rnd_outdoor\rnd_shooting_7,ambient\rnd_outdoor\rnd_shooting_1,ambient\rnd_outdoor\rnd_krik3,ambient\rnd_outdoor\rnd_shooting_9,ambient\rnd_outdoor\rnd_shooting_3,ambient\rnd_outdoor\rnd_swamp,ambient\rnd_outdoor\rnd_wind_tree,ambient\rnd_outdoor\rnd_wind_tree		; <snd0,snd1..sndN>		sounds name
effect_period		= 30, 60					; <from,to>				(sec)
effects				= ae0_effect_4 ; <eff0,eff1..effN>		effects sect name

[ambient_env_indoor]
;sound_period		= 10, 30 ;						; <from,to>				(sec)
;sound_dist			= 10, 30
;sounds				= ambient\underground\breath_1,ambient\underground\breath_2,ambient\underground\breath_3,ambient\underground\breath_4,ambient\underground\hit_2,ambient\underground\hit_1,ambient\underground\strange_noise_1,ambient\underground\strange_noise_2,ambient\underground\strange_noise_3,ambient\underground\rnd_metal1,ambient\underground\rnd_metal2,ambient\underground\rnd_metal3,ambient\underground\rnd_rat_panic_1,ambient\underground\rnd_rat_panic_2,ambient\underground\rnd_rat_panic_3,	; <snd0,snd1..sndN>		sounds name
effect_period		= 130, 160					; <from,to>				(sec)
;effects				= 	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_ug_breath_1, snd_ug_hits_1, snd_ug_strange_1, snd_ug_metal_1, snd_x18_hits_1, snd_x18_moves_1

[ambient_env_x18]
sound_period		= 30, 60					; <from,to>				(sec)
sound_dist			= 10, 30
sounds				= ambient\x18\x18_noise_1,ambient\x18\x18_noise_2,ambient\x18\x18_hit_1,ambient\x18\x18_hit_2,ambient\x18\x18_hit_3,ambient\x18\x18_hit_4,ambient\x18\x18_hit_5,ambient\x18\x18_hit_6
;ambient\underground\rnd_giant_1,ambient\underground\rnd_giant,ambient\underground\rnd_giant_1,ambient\underground\rnd_giant,ambient\underground\rnd_giant_1,ambient\underground\rnd_giant,ambient\underground\rnd_polter,ambient\underground\rnd_polter_1,ambient\underground\rnd_polter_2,ambient\underground\breath_1,ambient\underground\breath_2,ambient\underground\hit_2,ambient\underground\hit_1,ambient\underground\strange_noise_1,ambient\underground\strange_noise_2,ambient\underground\strange_noise_3,ambient\underground\rnd_drop_1,ambient\underground\rnd_drop_2,ambient\underground\rnd_drop_3,ambient\underground\rnd_drop_4,ambient\underground\rnd_drop_5,ambient\underground\rnd_drop_6,ambient\underground\rnd_metal1,ambient\underground\rnd_metal2,ambient\underground\rnd_metal3,ambient\underground\rnd_rat_panic_1,ambient\underground\rnd_rat_panic_2,ambient\underground\rnd_rat_panic_3,	; <snd0,snd1..sndN>		sounds name
effect_period		= 130, 160					; <from,to>				(sec)
;effects				= 	; <eff0,eff1..effN>		effects sect name

[ambient_env_tuman]
;sound_period		= 5, 10					; <from,to>				(sec)
;sound_dist			= 30, 60
;sounds				= 
effect_period		= 5, 10					; <from,to>				(sec)
effects				= ae0_effect_4,ae0_effect_6	; <eff0,eff1..effN>		effects sect name
snd_channels            = snd_bkwind_1,snd_bkwind_2,snd_darkwind_1,snd_dogs_1,snd_gunshots_1,snd_crows_1,snd_moans_1

[ambient_env_stancia2]
sound_period		= 5, 10					; <from,to>				(sec)
sound_dist			= 30, 60
sounds				= ambient\rnd_outdoor\rnd_darkwind1,ambient\rnd_outdoor\rnd_darkwind2,ambient\rnd_outdoor\rnd_darkwind3,ambient\rnd_outdoor\rnd_darkwind4,ambient\rnd_outdoor\rnd_darkwind5,ambient\rnd_outdoor\rnd_dark,ambient\rnd_outdoor\rnd_dark1,ambient\rnd_outdoor\rnd_dark2,ambient\rnd_outdoor\rnd_dark3,ambient\rnd_outdoor\rnd_dark4,ambient\rnd_outdoor\rnd_dark5,ambient\rnd_outdoor\rnd_rock1,ambient\rnd_outdoor\rnd_rock2,ambient\rnd_outdoor\rnd_rock3,ambient\rnd_outdoor\rnd_rock4,ambient\rnd_outdoor\rnd_drone2,ambient\rnd_outdoor\rnd_drone1,ambient\rnd_outdoor\rnd_drone2
effect_period		= 10, 20					; <from,to>				(sec)
effects				= ae0_effect_1,ae0_effect_2, ae0_effect_3,ae0_effect_4,ae0_effect_5,ae0_effect_6,ae0_effect_7,ae0_effect_8,ae0_effect_9	; <eff0,eff1..effN>		effects sect name

[ae0_effect_0]
life_time			= 10													; life time (sec)
particles			= nature\fog_stormy								; particle name
sound					= ambient\rnd_outdoor\rnd_wind_3				; sound name
offset				= 0,0,0												; offset from actor camera
wind_gust_factor	= 0.015

[ae0_effect_1]
life_time			= 7
particles			= nature\fog_stormy_02
sound					= ambient\rnd_outdoor\rnd_wind_2
offset				= 0,0,0
wind_gust_factor	= 0.0155

[ae0_effect_2]
life_time			= 10
particles			= nature\fog_tornado_01
sound					= ambient\rnd_outdoor\rnd_wind_3
offset				= 0,0,10
wind_gust_factor	= 0.0155

[ae0_effect_3]
life_time			= 10
particles			= nature\fog_tornado_00
sound					= ambient\rnd_outdoor\rnd_wind_3
offset				= 0,0,0
wind_gust_factor	= 0.015

[ae0_effect_4]
life_time			= 15
particles			= nature\fog_foggy_00
sound					= ambient\rnd_outdoor\rnd_wind_2
offset				= 0,0,0
wind_gust_factor	= 0.015

[ae0_effect_5]
life_time			= 7
particles			= nature\vortex_01
sound		 			= ambient\rnd_outdoor\rnd_wind_2
offset				= 0,0,25
wind_gust_factor	= 0.03

[ae0_effect_6]
life_time			= 7
particles			= nature\fog_stormy_01
sound					= ambient\rnd_outdoor\rnd_wind_1
offset				= 0,0,0
wind_gust_factor	= 0.02

[ae0_effect_7]
life_time			= 8
particles			= nature\fog_stormy_02
sound					= ambient\rnd_outdoor\rnd_wind_1
offset				= 0,0,15
wind_gust_factor	= 0.025

[ae0_effect_8]
life_time			= 7
particles			= nature\fog_stormy_00
sound			 		= ambient\rnd_outdoor\rnd_wind_2
offset				= 0,0,0
wind_gust_factor	= 0.01

[ae0_effect_9]
life_time			= 10
particles			= nature\fog_stormy_01
sound			 		= ambient\rnd_outdoor\rnd_wind_3
offset				= 0,0,0
wind_gust_factor	= 0.03






