//Aftermath Soundscapes

// on rooftops, above streets

"d1_town.Rooftop"
{
	"dsp"	"1"
	"dsp_volume" "0.7"

	"playlooping"
	{
		"volume"	"0.6"
		"wave"		"ambient/atmosphere/town_ambience.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"7,14"
		"volume"	"0.4,0.65"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/wind/wind_snippet1.wav"
			"wave"	"ambient/wind/wind_snippet2.wav"
			"wave"	"ambient/wind/wind_snippet3.wav"
			"wave"	"ambient/wind/wind_snippet4.wav"
			"wave"	"ambient/wind/wind_snippet5.wav"
			"wave"	"ambient/materials/shutter7.wav"
			"wave"	"ambient/materials/shutter8.wav"
			"wave"	"ambient/materials/metal_rattle3.wav"
			"wave"	"ambient/materials/metal9.wav"
			"wave"	"ambient/atmosphere/cave_hit5.wav"
			"wave"	"ambient/atmosphere/cave_hit6.wav"
		}	
	}
}

// first 2 maps

"d1_town.Start"
{
	"dsp"	"1"
	"dsp_volume" "1.0"
	
	"playsoundscape"
	{
		"name"		"d1_town.ScaredPeopleOutside"
		"volume"	"1.0"
	}

	"playlooping"
	{
		"volume"	"0.55"
		"wave"		"ambient/atmosphere/tone_alley.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"7, 16"
		"volume"	"0.4,0.7"
		"pitch"		"95,110"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/wind/wind_moan1.wav"
			"wave"	"ambient/wind/wind_moan2.wav"
			"wave"	"ambient/wind/wind_snippet1.wav"
			"wave"	"ambient/wind/wind_snippet2.wav"
			"wave"	"ambient/wind/wind_moan4.wav"
			"wave"	"ambient/atmosphere/hole_hit1.wav"
			"wave"	"ambient/atmosphere/hole_hit5.wav"
			"wave"	"ambient/creatures/town_zombie_call1.wav"
			"wave"	"ambient/creatures/town_moan1.wav"
		}
		
	}
}

// in the streets

"d1_town.Street"
{
	"dsp"	"1"
	"dsp_volume" "1.0"

	"playlooping"
	{
		"volume"	"0.55"
		"wave"		"ambient/atmosphere/town_ambience.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"6,12"
		"volume"	"0.35,0.65"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/wind/wind_moan1.wav"
			"wave"	"ambient/wind/wind_moan2.wav"
			"wave"	"ambient/wind/wind_snippet1.wav"
			"wave"	"ambient/wind/wind_snippet3.wav"
			"wave"	"ambient/wind/wind_moan4.wav"
			"wave"	"ambient/materials/shutter7.wav"
			"wave"	"ambient/materials/shutter8.wav"
			"wave"	"ambient/materials/metal4.wav"
			"wave"	"ambient/materials/metal5.wav"
			"wave"	"ambient/atmosphere/cave_hit5.wav"
			"wave"	"ambient/atmosphere/cave_hit6.wav"
		}
		
	}
}

// room with corpses, buzzing flies

"d1_town.CorpseRoom"
{
	"dsp"	"1"
	"dsp_volume" "1.0"

	"playsoundscape"
	{
		"name"		"d1_town.ScaredPeopleOutside"
		"volume"	"0.5"
	}

	"playrandom"
	{
		"time"		"1,14"
		"volume"	"0.4,0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"		"ambient/creatures/flies1.wav"
			"wave"		"ambient/creatures/flies2.wav"
			"wave"		"ambient/creatures/flies3.wav"
			"wave"		"ambient/creatures/flies4.wav"
			"wave"		"ambient/creatures/flies5.wav"
		}
		
	}

	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.2,0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/creatures/rats1.wav"
			"wave"	"ambient/creatures/rats2.wav"
			"wave"	"ambient/creatures/rats3.wav"
			"wave"	"ambient/creatures/rats4.wav"
		}
		
	}
}

// in wooden buildings

"d1_town.WoodBuilding"
{

	"dsp"	"1"
	"dsp_volume" "1.0"

	"playsoundscape"
	{
		"name"		"d1_town.ScaredPeopleInside"
		"volume"	"0.7"
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.35,0.6"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/materials/wood_creak1.wav"
			"wave"	"ambient/materials/wood_creak2.wav"
			"wave"	"ambient/materials/wood_creak3.wav"
			"wave"	"ambient/materials/wood_creak4.wav"
			"wave"	"ambient/materials/wood_creak5.wav"
			"wave"	"ambient/materials/wood_creak6.wav"
			"wave"	"ambient/materials/shutter7.wav"
			"wave"	"ambient/materials/shutter8.wav"
		}
	
	}

	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.25,0.35"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/creatures/rats1.wav"
			"wave"	"ambient/creatures/rats2.wav"
			"wave"	"ambient/creatures/rats3.wav"
			"wave"	"ambient/creatures/rats4.wav"
			"wave"	"ambient/creatures/flies1.wav"
			"wave"	"ambient/creatures/flies4.wav"
		}	
	}
			
}


//-----------------------------------------------------------------------------
// Generic outdoor river area with frogs and critters
//-----------------------------------------------------------------------------
"canals_river_calm"
{
	// This is the sound of the calm river sections after the shanty

	"dsp"	"1"

	// Ambient sound of the river
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"0.3"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.5"
	}
	"playlooping"
	{
		"volume"	"0.1"
		"wave"		"ambient/levels/canals/swamp_frogs_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}
}

"d1_town.HeadcrabCave"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.25"
		"wave"		"ambient/atmosphere/hole_amb3.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"10, 16"
		"volume"	"0.1,0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/atmosphere/cave_hit1.wav"
			"wave"	"ambient/atmosphere/cave_hit2.wav"
			"wave"	"ambient/atmosphere/cave_hit3.wav"
			"wave"	"ambient/atmosphere/cave_hit4.wav"
			"wave"	"ambient/atmosphere/cave_hit5.wav"
			"wave"	"ambient/atmosphere/cave_hit6.wav"

		}
		
	}



	// support Metal Creak

	"playrandom"
	{
		"time"		"5, 6"
		"volume"	"0.35, 0.65"
		"pitch"		"98,102"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{

			"wave"	"ambient/materials/metal_stress1.wav"
			"wave"	"ambient/materials/metal_stress2.wav"
			"wave"	"ambient/materials/metal_stress3.wav"
			"wave"	"ambient/materials/metal_stress4.wav"
			"wave"	"ambient/materials/metal_stress5.wav"


		}

	}


	"playrandom"
	{
		"time"		"2, 6"
		"volume"	"0.15, 0.3"
		"pitch"		"96,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/water/drip1.wav"
			"wave"	"ambient/water/drip2.wav"
			"wave"	"ambient/water/drip3.wav"
			"wave"	"ambient/water/drip4.wav"
			
			"wave"	"ambient/water/distant_drip1.wav"
			"wave"	"ambient/water/distant_drip2.wav"
			"wave"	"ambient/water/distant_drip3.wav"
			"wave"	"ambient/water/distant_drip4.wav"

		}

	}


	"playrandom"
	{
		"time"		"5, 7"
		"volume"	"0.45, 0.55"
		"pitch"		"98,102"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/materials/rock1.wav"
			"wave"	"ambient/materials/rock2.wav"
			"wave"	"ambient/materials/rock3.wav"
			"wave"	"ambient/materials/rock4.wav"
			"wave"	"ambient/materials/rock5.wav"
		}
	}
}

"GenericOutdoor"
{
	"dsp"	"19"
	"playlooping"
	{
		"volume"	"0.25"
		"wave"		"ambient/atmosphere/indoor2.wav"
	}

	"playlooping"
	{
		"volume"	"0.15"
		"wave"		"ambient/atmosphere/outdoor2.wav"
		"pitch"		"100"
		"position"	"0"
	}
	"playsoundscape"
	{
		"name"		"d2_depot_cellblock_medium"
		"volume"	"0.75"
		"position"	"2"
	}
	"playsoundscape"
	{
		"name"		"d2_depot_cellblock_medium"
		"volume"	"0.75"
		"position"	"2"
	}
}

"d1_canals.util_critters_under_docks"
{
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/levels/canals/swamp_frogs_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}
}