FITini

[SoundSetup]
ul sampleRate = 22050
ul bitDepth = 16
ul channels = 2
ul soundHeapSize = 15500000
ul DirectSound = 1

ul StreamBufferSize = 88200
ul StreamSampleRate = 22050
ul StreamBitDepth = 16
ul StreamChannels = 1

ul wcSampleRate = 11025
ul wcBitDepth = 8
ul wcChannels = 1

uc SFXVolume = 85
uc RadioVolume = 102
uc MusicVolume = 85

f maxSoundDistance = 2800.0

[SoundBites]
ul numBites = 117

[SoundBite0]            //No Longer Valid
ul priority = 1
ul cache = 1
ul soundId = 0
ul preload = 0
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite1]            //ER Laser SFX
ul priority = 1
ul cache = 1
ul soundId = 1
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite2]            //Mech Explode
ul priority = 0
ul cache = 1
ul soundId = 2
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite3]            //Laser SFX
ul priority = 1
ul cache = 1
ul soundId = 3
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite4]            //Mech Collide
ul priority = 0
ul cache = 1
ul soundId = 4
ul preload = 1
f volume = 0.7			// Volume can range from 1.0 to 0.0

[SoundBite5]            //LRM Hit
ul priority = 2
ul cache = 2
ul soundId = 5
ul preload = 1
f volume = 0.7			// Volume can range from 1.0 to 0.0

[SoundBite6]            //Flamer Fire
ul priority = 1
ul cache = 1
ul soundId = 6
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite7]            //AutoCannon Fire
ul priority = 1
ul cache = 1
ul soundId = 7
ul preload = 1
f volume = 0.9			// Volume can range from 1.0 to 0.0

[SoundBite8]            //LRM Fire
ul priority = 1
ul cache = 1
ul soundId = 8
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0

[SoundBite9]            //SRM Hit
ul priority = 1
ul cache = 1
ul soundId = 9
ul preload = 1
f volume = 0.7			// Volume can range from 1.0 to 0.0

[SoundBite10]           //PPC & ER PPC Fire
ul priority = 1
ul cache = 1
ul soundId = 10
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite11]           //SRM Fire
ul priority = 2
ul cache = 0
ul soundId = 11
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0

[SoundBite12]           //Gauss Rifle Fire
ul priority = 1
ul cache = 1
ul soundId = 12
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite13]           //Footfall
ul priority = 2
ul cache = 0
ul soundId = 13
ul preload = 1
f volume = 0.4			// Volume can range from 1.0 to 0.0

[SoundBite14]           //SRM Fire
ul priority = 1
ul cache = 1
ul soundId = 14
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0

[SoundBite15]           //Button 5
ul priority = 2
ul cache = 0
ul soundId = 15
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite16]           //Button 7
ul priority = 2
ul cache = 0
ul soundId = 16
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite17]           //Button 6
ul priority = 2
ul cache = 0
ul soundId = 17
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite18]           //Buzzer 1
ul priority = 2
ul cache = 0
ul soundId = 18
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite19]           //Critical Hit
ul priority = 0
ul cache = 1
ul soundId = 19
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite20]           //Ping
ul priority = 0
ul cache = 1
ul soundId = 19
ul preload = 1
f volume = 0.4			// Volume can range from 1.0 to 0.0

[SoundBite21]           //Machine Gun Fire
ul priority = 1
ul cache = 1
ul soundId = 21
ul preload = 0
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite22]           //Thunderbolt
ul priority = 1
ul cache = 1
ul soundId = 22
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite23]           //ER Laser Hit
ul priority = 1
ul cache = 1
ul soundId = 23
ul preload = 1
f volume = 0.7			// Volume can range from 1.0 to 0.0

[SoundBite24]           //Gauss/PPC Hit
ul priority = 1
ul cache = 1
ul soundId = 24
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite25]           //AC Hit
ul priority = 1
ul cache = 1
ul soundId = 25
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite26]           //Machine Gun Hit
ul priority = 1
ul cache = 1
ul soundId = 26
ul preload = 0
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite27]           //Eject
ul priority = 0
ul cache = 1
ul soundId = 27
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite28]           //Tree Fall 2
ul priority = 1
ul cache = 1
ul soundId = 28
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite29]           //Mech Fall
ul priority = 1
ul cache = 1
ul soundId = 29
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite30]           //Swarm LRM Sound
ul priority = 0
ul cache = 1
ul soundId = 30
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite31]           //Give up
ul priority = 1
ul cache = 1
ul soundId = 31
ul preload = 0
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite32]           //Static
ul priority = 1
ul cache = 1
ul soundId = 32
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite33]           //long static
ul priority = 1
ul cache = 1
ul soundId = 33
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite34]			//Perimeter Alarm General Alarm
ul priority = 1
ul cache = 1
ul soundId = 34
ul preload = 0
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite35]			//building_destruct.wav
ul priority = 1			
ul cache = 1			
ul soundId = 35			
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0
						
[SoundBite36]			//electrical(loop).wav
ul priority = 1			
ul cache = 1			
ul soundId = 36			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0
						
[SoundBite37]			//generator_hum(loop).wav
ul priority = 1			
ul cache = 1			
ul soundId = 37			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0
						
[SoundBite38]			//radar_hum(loop).wav
ul priority = 1			
ul cache = 1			
ul soundId = 38			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0
						
[SoundBite39]			//heavy_rotation(loop).wav
ul priority = 1			
ul cache = 1			
ul soundId = 39			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0
						
[SoundBite40]			//orbital_gun.wav
ul priority = 1			
ul cache = 1			
ul soundId = 40			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0
						
[SoundBite41]			//defense_silo.wav
ul priority = 1			
ul cache = 1			
ul soundId = 41			
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0

[SoundBite42]			//gate_open.wav
ul priority = 1			
ul cache = 1			
ul soundId = 42			
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite43]			//train_xing(loop).wav
ul priority = 1			
ul cache = 1			
ul soundId = 43
ul preload = 1
f volume = 0.3			// Volume can range from 1.0 to 0.0

[SoundBite44]			//hpg_antenna.wav
ul priority = 1			
ul cache = 1
ul soundId = 44
ul preload = 1
f volume = 0.4			// Volume can range from 1.0 to 0.0

[SoundBite45]			//gate_close.wav
ul priority = 1
ul cache = 1
ul soundId = 45
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite46]			//int_invalid
ul priority = 1
ul cache = 1
ul soundId = 46
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite47]			//int_zoom
ul priority = 1
ul cache = 1
ul soundId = 47
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite48]			//int_force
ul priority = 1
ul cache = 1
ul soundId = 48
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite49]			//int_sensors
ul priority = 1
ul cache = 1
ul soundId = 49
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite50]			//int_map_place
ul priority = 1
ul cache = 1
ul soundId = 50
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite51]			//int_map_buttons
ul priority = 1
ul cache = 1
ul soundId = 51
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite52]			//int_click_off
ul priority = 1
ul cache = 1
ul soundId = 52
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite53]			//int_click_on
ul priority = 1
ul cache = 1
ul soundId = 53
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite54]			//int_folder
ul priority = 1
ul cache = 1
ul soundId = 54
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite55]			//int_outsideselect
ul priority = 1
ul cache = 1
ul soundId = 55
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite56]			//int_page
ul priority = 1
ul cache = 1
ul soundId = 56
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite57]			//int_select
ul priority = 1
ul cache = 1
ul soundId = 57
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite58]			//int_start_mission
ul priority = 1
ul cache = 1
ul soundId = 58
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite59]			//int_tab
ul priority = 1
ul cache = 1
ul soundId = 59
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite60]			//engine_powerup
ul priority = 1
ul cache = 1
ul soundId = 60
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite61]			//engine_powerDn
ul priority = 1
ul cache = 1
ul soundId = 61
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite62]			//artilleryStrike
ul priority = 1
ul cache = 1
ul soundId = 62
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite63]			//Air Strike
ul priority = 1
ul cache = 1
ul soundId = 63
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite64]			//Window Open
ul priority = 1
ul cache = 1
ul soundId = 64
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite65]			//Window Close
ul priority = 1
ul cache = 1
ul soundId = 65
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite66]			//Start Group Select
ul priority = 1
ul cache = 1
ul soundId = 66
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite67]			//End Group Select
ul priority = 1
ul cache = 1
ul soundId = 67
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite68]			//Zoom In
ul priority = 1
ul cache = 1
ul soundId = 68
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite69]			//Zoom Out
ul priority = 1
ul cache = 1
ul soundId = 69
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite70]			//wrong button
ul priority = 1
ul cache = 1
ul soundId = 70
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite71]			//FRP buttons
ul priority = 1
ul cache = 1
ul soundId = 71
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite72]			//Fence Smashing
ul priority = 1
ul cache = 1
ul soundId = 72
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite73]			//Building Collapses
ul priority = 1
ul cache = 1
ul soundId = 73
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite74]			//VTOL Down and Up
ul priority = 1
ul cache = 1
ul soundId = 74
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite75]			//VTOL Drop
ul priority = 1
ul cache = 1
ul soundId = 75
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite76]			//JUMPJETS
ul priority = 1
ul cache = 1
ul soundId = 76
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite77]			//Thunder1
ul priority = 1
ul cache = 1
ul soundId = 77
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite78]			//Thunder2
ul priority = 1
ul cache = 1
ul soundId = 78
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite79]			//Thunder3
ul priority = 1
ul cache = 1
ul soundId = 79
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite80]			//Thunder4
ul priority = 1
ul cache = 1
ul soundId = 80
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite81]			//Rain1
ul priority = 1
ul cache = 1
ul soundId = 81
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite82]			//Rain2
ul priority = 1
ul cache = 1
ul soundId = 82
ul preload = 1
f volume = 0.5			// Volume can range from 1.0 to 0.0

[SoundBite83]			//Rain3
ul priority = 1
ul cache = 1
ul soundId = 83
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite84]			//Rain4
ul priority = 1
ul cache = 1
ul soundId = 84
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite85]			//Sensor 1
ul priority = 1
ul cache = 1
ul soundId = 85
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite86]			//Sensor 2
ul priority = 1
ul cache = 1
ul soundId = 86
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite87]			//Sensor 3
ul priority = 1
ul cache = 1
ul soundId = 87
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite88]			//Sensor 4
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite89]			//wrong button
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite90]			//video button
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite91]			//Start Mission button
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite92]			// select
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite93]			// Next Back
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite94]			//Mission select
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite95]			//Main Menu
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite96]			// Highlight button
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite97]			//Exit Game
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite98]			//click
ul priority = 1
ul cache = 1
ul soundId = 88
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite99]			//Mine Explosion
ul priority = 1
ul cache = 1
ul soundId = 99
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite100]			// Digital highlight
ul priority = 1
ul cache = 1
ul soundId = 100
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite101]			// mech repair
ul priority = 1
ul cache = 1
ul soundId = 101
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite102]			// Pilot Medal
ul priority = 1
ul cache = 1
ul soundId = 102
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite103]			// Kill Markers
ul priority = 1
ul cache = 1
ul soundId = 103
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite104]			// Pilot Promoted
ul priority = 1
ul cache = 1
ul soundId = 104
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite105]			// mech Destruct
ul priority = 1
ul cache = 1
ul soundId = 105
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite106]			// Copter Power Down
ul priority = 1
ul cache = 1
ul soundId = 106
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite107]			// Copter Power Up
ul priority = 1
ul cache = 1
ul soundId = 107
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite108]			// Vehicle Power Down
ul priority = 1
ul cache = 1
ul soundId = 108
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite109]			// Vehicle Power Up
ul priority = 1
ul cache = 1
ul soundId = 109
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0


[SoundBite110]			// load doors close
ul priority = 1
ul cache = 1
ul soundId = 110
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite111]			// load doors opening
ul priority = 1
ul cache = 1
ul soundId = 111
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite112]			// team chat
ul priority = 1
ul cache = 1
ul soundId = 112
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0


[SoundBite113]			// regular chat
ul priority = 1
ul cache = 1
ul soundId = 113
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite114]			// regular chat
ul priority = 1
ul cache = 1
ul soundId = 114
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0


[SoundBite115]			// unready button click
ul priority = 1
ul cache = 1
ul soundId = 115
ul preload = 1
f volume = 1.0			// Volume can range from 1.0 to 0.0

[SoundBite116]	    		// Salvage craft sound Effect
ul priority = 1
ul cache = 1
ul soundId = 115
ul preload = 1
f volume = 1.0

[DigitalMusic]
l NumDMS = 34
f streamFadeDownTime = 1.0
ul StreamBitDepth = 16
ul StreamChannels = 1
ul DigitalStreamBufferSize = 88200

st DMS0 = "music00"		//"LiaoMStart2444ds" - Mission Start Tune
b DMSLoop0 = f
f DMSVolume0 = 0.8

st DMS1 = "music01"		//"SteinerMStart1v2-444ds" - Mission Start Tune
b DMSLoop1 = f
f DMSVolume1 = 0.8

st DMS2 = "music02"		//"LaioMStart1 444ds" - Mission Start Tune
b DMSLoop2 = f
f DMSVolume2 = 0.8

st DMS3 = "music03"		//"DavionMStart1 444ds" - Mission Start Tune
b DMSLoop3 = f
f DMSVolume3 = 0.8

st DMS4 = "music04"		//"DavionMStart2 444ds" - Mission Start Tune
b DMSLoop4 = f
f DMSVolume4 = 0.8

st DMS5 = "music05"		//DaylightRaid444ds - Mission Start Tune
b DMSLoop5 = f
f DMSVolume5 = 0.8

st DMS6 = "music06"		//Impending1v2 444ds - Mission Start Tune
b DMSLoop6 = f
f DMSVolume6 = 0.8

st DMS7 = "music07"		//Kong444s - Mission Start Tune
b DMSLoop7 = f
f DMSVolume7 = 0.8

st DMS8 = "music08"		//Davion Win 444ds - Win Tune
b DMSLoop8 = f
f DMSVolume8 = 0.8

st DMS9 = "music09"		//Davion Lose 444ds - Lose Tune
b DMSLoop9 = f
f DMSVolume9 = 0.8

st DMS10 = "music10"		//Pound444s - Mission Start Tune
b DMSLoop10 = f
f DMSVolume10 = 0.8

st DMS11 = "music11"		//Predator444s - Mission Start Tune
b DMSLoop11 = f
f DMSVolume11 = 0.8

st DMS12 = "music12"		//Zambeezi 444ds.wav - Mission Start Tune
b DMSLoop12 = f
f DMSVolume12 = 0.8

st DMS13 = "music13"		//BadDream444s.wav - Mission Start Tune
b DMSLoop13 = f
f DMSVolume13 = 0.8

st DMS14 = "music14"		//"War(loop)444s" - Combat Tune
b DMSLoop14 = t
f DMSVolume14 = 0.8

st DMS15 = "music15"		//"Battle2(loop) 444ds" - Combat Tune
b DMSLoop15 = t
f DMSVolume15 = 0.8

st DMS16 = "music16"		//Divergence(loop) 444s - Combat Tune
b DMSLoop16 = t
f DMSVolume16 = 0.8

st DMS17 = "music17"		//Lost(loop)444s - Combat Tune
b DMSLoop17 = t
f DMSVolume17 = 0.8

st DMS18 = "music18"		//Trenches(loop)444s - Combat Tune
b DMSLoop18 = t
f DMSVolume18 = 0.8

st DMS19 = "music19"		//Attack(loop)444s - Combat Tune
b DMSLoop19 = t
f DMSVolume19 = 0.8

st DMS20 = "music20"		//"LiaoLogistics 444ds" - Logistics Tune
b DMSLoop20 = t
f DMSVolume20 = 0.8

st DMS21 = "music21"		//"desertAtmosphere444ds" - Ambient Loop
b DMSLoop21 = T
f DMSVolume21 = 0.7

st DMS22 = "music22"		//"SteinerLogistics444ds" - Logistics Tune
b DMSLoop22 = T
f DMSVolume22 = 0.8

st DMS23 = "music23"		//PainInFull(loop)444s - Logistics Tune
b DMSLoop23 = T
f DMSVolume23 = 0.8

st DMS24 = "music24"		//splash(loop)444ds" - Sensor/LOS tune
b DMSLoop24 = f
f DMSVolume24 = 0.8

st DMS25 = "music25"		//GrassAtmosphere(loop)444s - Ambient Loop
b DMSLoop25 = T
f DMSVolume25 = 0.7

st DMS26 = "music26"		//"CarverVAtmosphere444ds" - Ambient Loop
b DMSLoop26 = T
f DMSVolume26 = 0.7

st DMS27 = "music27"		//"Bandits444s" - Splash Screen Loop
b DMSLoop27 = t
f DMSVolume27 = 0.8

st DMS28 = "music28"		//"DCorps(loop)444s" - Results Screen Loop
b DMSLoop28 = T
f DMSVolume28 = 0.8

st DMS29 = "music29"		//SinkingFeeling44s - Mission Cue
b DMSLoop29 = f
f DMSVolume29 = 0.8

st DMS30 = "music30"		//Velocity2-444s - Mission Cue
b DMSLoop30 = f
f DMSVolume30 = 0.8

st DMS31 = "music31"		//TundraAtmosphere(loop)444s - Ambient Loop
b DMSLoop31 = T
f DMSVolume31 = 0.7

st DMS32 = "music32"		//Relections - vista cue - pivotal story line change
b DMSLoop32 = f
f DMSVolume32 = 1.0

st DMS33 = "music33"		//EndCredits Tune
b DMSLoop33 = f
f DMSVolume33 = 1.0

FITend
