
;  STORMFRONTSTOCK sounds.tbl

#Game Sounds Start
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed 
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)
$Name:	7	MV_boom_3.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 1 (3d sound)
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)
$Name:	23	vaporize2.wav,		0, 0.90, 1, 200, 400	; Destroyed by a beam (vaporized)
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)
$Name:	41	select.wav,		0, 0.60, 0		; mouse click
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound
$Name:	45	MV_warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)
$Name:	46	MV_warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static
$Name:	49	MV_boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)
$Name:	59	MV_atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)
$Name:	62	ast_lghit.wav,		0, 0.80, 2, 750, 1500	; ** large asteroid blows up (3d sound)
$Name:	63	ast_smhit.wav,		0, 0.80, 2, 500, 1000	; ** small asteroid blows up (3d sound)
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound
$Name:	68	l_flux.wav,		0, 0.50, 1,  50, 400	; neutron flux fired (3d sound) ;; $Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)
$Name:	69	MV_warp_open.wav,	0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)
$Name:	70	MV_warp_close.wav,	0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)
$Name:	74	Evaded.wav,		0, 0.70, 0		; "evaded" HUD popup
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient
;
; Weapons section
;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; +	SD-4 Sidearm laser fired (3d sound)
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; +	DR-2 Scalpel fired (3d sound)
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; +	Flail II fired (3d sound)
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; +	Prometheus R laser fired (3d sound)
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; +	Prometheus S laser fired (3d sound)
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; +	GTW-66 Newton Cannon fired (3d sound)
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; +	UD-8 Kayser Laser fired (3d sound)
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; +	GTW-19 Circe laser fired (3d sound)
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; +	GTW-83 Lich laser fired (3d sound)
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; +	Laser impact (3d sound)
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser
$Name:	87	m_wasp.wav,		0, 0.80, 1, 100, 400	; rockeye missile launch (3d sound)
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; ** missile impact 1 (3d sound)
$Name:	89	m_mag.wav,		0, 0.80, 1, 100, 400	; mag pulse missile launch (3d sound)
$Name:	90	m_fury.wav,		0, 0.80, 1, 100, 400	; fury missile launch (3d sound)
$Name:	91	m_shrike.wav,		0, 0.80, 1, 100, 400	; shrike missile launch (3d sound)
$Name:	92	m_angel.wav,		0, 0.80, 1, 100, 400	; angel fire missile launch (3d sound)
$Name:	93	m_cluster.wav,		0, 0.80, 1, 100, 400	; cluster bomb launch (3d sound)
$Name:	94	m_clusterb.wav,		0, 0.80, 1, 100, 400	; cluster baby bomb launch (3d sound)
$Name:	95	m_stiletto.wav,		0, 0.80, 1, 100, 400	; stiletto bomb launch (3d sound)
$Name:	96	m_tsunami.wav,		0, 0.80, 1, 100, 400	; tsunami bomb launch (3d sound)
$Name:	97	m_harbinger.wav,	0, 0.80, 1, 100, 400	; harbinger bomb launch (3d sound)
$Name:	98	m_mega.wav,		0, 0.80, 1, 100, 400	; mega wokka launch (3d sound)
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; * countermeasure 1 launch (3d sound)
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)
$Name:	101	MV_clusterboom.wav,	0, 0.80, 1, 750, 2000	; * shockwave ignition (3d sound)
$Name:	102	m_swarm.wav,		0, 0.70, 1, 100, 400	; swarm missile sound (3d sound)
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch
$Name:	117	boom_4.wav,		0, 0.90, 1, 400, 800	; Flak Gun Impact
$Name:	118	m_emp.wav,		0, 0.60, 1, 250, 1000	; EMP Missle
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone
$Name:	120	Vaporize1.wav,		0, 0.70, 1, 250, 1000	; Beam Hit 1
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop
$Name:	122	beam_up.wav,		0, 0.70, 2, 2000, 3000	; beam power up
$Name:	123	beam_down.wav,		0, 0.70, 2, 2000, 3000	; beam power down
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2
; Ship Engine Sounds section
$Name:	126	ship_a1.wav,		0, 0.60, 2, 200, 400	; Terran fighter engine (3d sound)
$Name:	127	ship_a2.wav,		0, 0.70, 2, 300, 600	; Terran bomber engine (3d sound)
$Name:	128	ship_a3.wav,		0, 0.80, 2, 400, 800	; Terran cruiser engine (3d sound)
$Name:	129	ship_b1.wav,		0, 0.70, 2, 200, 400	; Vasudan fighter engine (3d sound)
$Name:	130	ship_b2.wav,		0, 0.80, 2, 300, 600	; Vasudan bomber engine (3d sound)
$Name:	131	ship_b3.wav,		0, 0.80, 2, 400, 800	; Vasudan cruiser engine (3d sound)
$Name:	132	ship_c1.wav,		0, 0.60, 2, 200, 400	; Shivan fighter engine (3d sound)
$Name:	133	ship_c2.wav,		0, 0.70, 2, 300, 600	; Shivan bomber engine (3d sound)
$Name:	134	ship_c3.wav,		0, 0.80, 2, 400, 800	; Shivan cruiser engine (3d sound)
$Name:	135	beacon.wav,		0, 0.60, 2, 300, 600	; Repair ship beacon/engine sound (3d sound)
$Name:	136	capital1.wav,		0, 0.70, 2, 500, 1500	; Terran capital engine (3d sound)
$Name:	137	capital2.wav,		0, 0.70, 2, 500, 1500	; Vasudan capital engine (3d sound)
$Name:	138	capital3.wav,		0, 0.70, 2, 500, 1500	; Shivan capital engine (3d sound)
; Electrical arc sound fx on the debris pieces
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)
; Beam Sounds
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down

;; ==========>>>>> add FS1 sounds below

$Name:	162	l_avenge.wav,		0, 0.50, 1,  50, 400	; avenger laser fired (3d sound) - turret avenger is 110
$Name:	163	l_fusion.wav,		0, 0.50, 1,  50, 400	; debug laser fired (3d sound) - turret fusion is 111
$Name:	164	L_banshee.wav,		0, 0.50, 1,  50, 400	; Banshee laser fired
$Name:	165	L_disrupter.wav,	0, 0.50, 1,  50, 400	; Disruptor fired
$Name:	166	L_flail.wav,		0, 0.50, 1,  50, 400	; Flail fired
$Name:	167	L_light.wav,		0, 0.50, 1,  50, 400	; ML16 fired
$Name:	168	L_sbreaker.wav,		0, 0.50, 1,  50, 400	; Shield breaker fired
$Name:	169	l_mass.wav,		0, 0.60, 1,  50, 400	; mass driver fired (3d sound)
$Name:	170	sc_old.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)
$Name:	171	gtd_old.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)
$Name:	172	pvd_old.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)

;; ==========>>>>> add FS1 sounds above

$Name:	173	SupNova1.wav,		0, 1.00, 0		; SuperNova (distant)
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)
$Name:	175	ship_c4.wav,		0, 0.80, 2, 400, 800	; Shivan large engine (3d sound)
$Name:	176	ship_c5.wav,		0, 0.80, 2, 400, 1000	; Shivan large engine (3d sound)
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop
$Name:	180	MV_Thunder_01.wav,	0, 0.70, 0		; Thunder 1 sound in neblua
$Name:	181	MV_Thunder_02.wav,	0, 0.70, 0		; Thunder 2 sound in neblua
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode
$Name:	186	Pirate.wav,		0, 0.60, 2, 400,  1000	; Volition PirateShip
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down
$Name:	190	Inst1.wav,		0, 0.80, 2, 500, 2000	; Instellation 1
$Name:	191	Inst2.wav,		0, 0.80, 2, 500, 2000	; Instellation 2

$Name:	192	gtf_old.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)
$Name:	193	gtb_old.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)
$Name:	194	gtc_old.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)
$Name:	195	pvf_old.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)
$Name:	196	pvb_old.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)
$Name:	197	pvc_old.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)
$Name:	198	sf_old.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)
$Name:	199	sb_old.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)

;; ==========>>>>> added by SF-Junky below <<<<<==========

$Name:	200	Mg_72.wav,		0, 0.70, 2, 2000, 3000
$Name:	201	Mg_83.wav,		0, 0.70, 2, 2000, 3000
$Name:	202	Mg_16.wav,		0, 0.70, 2, 1500, 2500
$Name:	203	Mg_22.wav,		0, 0.70, 2, 1500, 2500
$Name:	204	pieng.wav,		0, 0.70, 1, 250, 1000
$Name:	205	archer.ogg,		0, 0.70, 2, 1500, 3000
$Name:	206	Pharnec.wav,		0, 0.50, 1,  50, 400
$Name:	207	Quasar.wav,		0, 0.50, 1,  50, 400
$Name:	208	Nova.wav,		0, 0.50, 1,  50, 400
$Name:	209	Kratos.wav,		0, 0.50, 1,  50, 400
$Name:	210	Talos.wav,		0, 0.50, 1,  50, 400
$Name:	211	Scyth.wav,		0, 0.50, 1,  50, 400
$Name:	212	cannon.ogg,		0, 0.50, 1, 50, 400
$Name:	213	Cannon2.ogg,		0, 0.40, 1, 500, 1000
$Name:	214	Cannon3.ogg,		0, 0.50, 1, 50, 400
$Name:	215	Empty,			0, 0.50, 0
$Name:	216	Wrath-Nightmare.wav	0, 0.80, 1, 100, 400
$Name:	217	Intruder.wav		0, 0.80, 1, 100, 400
$Name:	218	Punisher.wav		0, 0.80, 1, 100, 400
$Name:	219	DamnationBomb.wav	0, 0.80, 1, 100, 400
$Name:	220	l_vashvy,		0, 0.60, 1,  50, 400	; Vasudan heavy laser fired (3d sound)
$Name:	221	BlueBlaze,		0, 0.80, 2,  50, 400
$Name:  222 	AncLgtTur.ogg, 		0, 0.50, 2, 200, 1000 	; Ancient Light Turret
$Name:  223 	AncMedTur.ogg,  	0, 0.55, 1, 50, 800 	; Ancient Medium Turret
$Name:  224 	AncHvyTur.ogg, 		0, 1.00, 1, 500, 2000 	; Ancient Heavy Turret
$Name: 	225 	AncDisTur.ogg, 		0, 1.00, 1, 850, 3500 	; Ancient Disruptor Turret
$Name:	226	AncLightAAA.wav,	0, 0.70, 2, 1500, 3000	; Ancient Light AAA
$Name:	227	AncHeavyAAA.wav,	0, 0.70, 2, 1500, 3000	; Ancient Heavy AAA
$Name:	228	Empty,			0, 0.50, 0
$Name:	229	Empty,			0, 0.50, 0
$Name:	230	Empty,			0, 0.50, 0
$Name:	231	Empty,			0, 0.50, 0
$Name:	232	Empty,			0, 0.50, 0
$Name:	233	Empty,			0, 0.50, 0
$Name:	234	Empty,			0, 0.50, 0
$Name:	235	Empty,			0, 0.50, 0
$Name:	236	Empty,			0, 0.50, 0
$Name:	237	Empty,			0, 0.50, 0
$Name:	238	Empty,			0, 0.50, 0
$Name:	239	Empty,			0, 0.50, 0
$Name:	240	Empty,			0, 0.50, 0
$Name:	241	Empty,			0, 0.50, 0
$Name:	242	Empty,			0, 0.50, 0
$Name:	243	Empty,			0, 0.50, 0
$Name:	244	Empty,			0, 0.50, 0
$Name:	245	Empty,			0, 0.50, 0
$Name:	246	Empty,			0, 0.50, 0
$Name:	247	Empty,			0, 0.50, 0
$Name:	248	Empty,			0, 0.50, 0
$Name:	249	Empty,			0, 0.50, 0

;; ==========>>>>> added by SF-Junky above <<<<<==========

; Turret rotation and elevation
;$Name:	250	smallturret_rot.ogg,	0, 0.40, 1, 50, 100		; Very small turret base rotation
;$Name:	251	smallturret_elev.ogg,	0, 0.40, 1, 50, 100		; Very small turret barrel elevation
;$Name:	252	smallturret_rot.ogg,	0, 0.50, 1, 100, 200		; Small turret base rotation
;$Name:	253	smallturret_elev.ogg,	0, 0.50, 1, 100, 200		; Small turret barrel elevation
;$Name:	254	largeturret_rot.ogg,	0, 0.60, 1, 200, 400		; Large turret base rotation
;$Name:	255	largeturret_elev.ogg,	0, 0.60, 1, 200, 400		; Large turret barrel elevation
;$Name:	256	largeturret_rot.ogg,	0, 0.70, 1, 400, 800		; Very large turret base rotation
;$Name:	257	largeturret_elev.ogg,	0, 0.70, 1, 400, 800		; Very large turret barrel elevation

#Game Sounds End
;
#Interface Sounds Start
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used) 
;; $Name:	1	L_Crane_A.wav,		0, 0.40, 0		; main hall 2 - left hand crane rotating, then moving offscreen
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed 
;; $Name:	8	L_Crane_B.wav,		0, 0.40, 0		; main hall 2 - left hand crane moving onscreen, rotating back to position 1
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping) 
;; $Name:	13	R_Crane_A.wav,		0, 0.50, 0		; main hall 2 - right hand crane zooms onscreen
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping) 
;; $Name:	27	R_Crane_B.wav,		0, 0.50, 0		; main hall 2 - right hand crane zooms offscreen
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on 
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open 
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close
$Name:	65	weld01.wav,		0, 0.30, 0		; main hall weld 1
$Name:	66	weld02.wav,		0, 0.30, 0		; main hall weld 2
$Name:	67	lift01a.wav,		0, 0.40, 0		; main hall lift going down
$Name:	68	switch.wav,		0, 0.50, 0		; main hall guy getting Pepsi
$Name:	69	Cart_up.wav,		0, 0.50, 0		; main hall 2 - golf cart drives back onscreen and raises platform
;
#Interface Sounds End
;
; Each species can have up to 4 different flyby sounds
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound
#Flyby Sounds Start

$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)

$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)

$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)

$Ancient:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * ANCIENT ship1 flyby player sound (3d sound)
$Ancient:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * ANCIENT ship1 flyby player sound (3d sound)

#Flyby Sounds End