//Contact


//ir_contact exterior  (windy)
"ir.contact_outside"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"

	"dsp_volume" "0.0"
	"fadetime" "1.6"

	"soundmixer"	"Default_Mix"
	
	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}


	//	Town background	battle loop
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}


	//	Wind
	"playlooping"
	{
		"volume"	"0.045"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
		
	}
	//	insects_night
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//Ambulance
	"playrandom"
	{
		"time"		"20,30"
		"volume"	"0.07, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	} 
	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"15,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	//Dist Explosion single
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		}
	}
	
	// *** positional sounds *** //

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}

	//Flies
	"playrandom"
	{
		"time"		"1"
		"volume"	"1.0, 0.9"
		"pitch"		"95,105"
		"soundlevel"  	"SNDLVL_70"
		"position"	"2"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 
}


//ir_contact exterior2  (side streets)
"ir.contact_outside2"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	

	//	City ambience (2) loop
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"	
	}
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.04"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"20,35"
		"volume"	"0.05,0.25"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}

	} 
	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"	
		}
	} 


	// *** positional sounds *** //

	
	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}


	//Flies
	"playrandom"
	{
		"time"		"1"
		"volume"	"1.0, 0.9"
		"pitch"		"95,105"
		"soundlevel"  	"SNDLVL_70"
		"position"	"2"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 
}


//ir_contact exterior 3 (upstairs and windy)
"ir.contact_outside3"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
		
	}
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}


	//	Wind
	"playlooping"
	{
		"volume"	"0.18"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}

	//Ambulance + Prayer
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.07, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 
	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"50,80"
		"volume"	"0.5, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"15,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}
	
	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"	
		}
	} 

	//Dist Explosion single
	"playrandom"
	{
		"time"		"10,26"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		}
	} 
	
	// *** positional sounds *** //

	
	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}

	// transformer
	"playlooping"
	{
		"volume"	"0.10"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_contact CourtYard
"ir.contact_courtyard"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Wind
	"playlooping"
	{
		"volume"	"0.08"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Ambulance + Prayer
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.07, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Flies
	"playrandom"
	{
		"time"		"17,38"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"		
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		}

	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	
	// *** positional sounds *** //

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}

	} 
 
	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}


//ir_contact_Alley
"ir.contact_Alley"
{

	// *** dsp settings *** //
	
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"	
	}

	//	Alley2 loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"
	}
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.065"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//	Distant Combat
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"18,30"
		"volume"	"0.05,0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 

	//Ambulance
	"playrandom"
	{
		"time"		"40,60"
		"volume"	"0.03, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"				
		}
	} 

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Flies
	"playrandom"
	{
		"time"		"1,7"
		"volume"	"0.6, 0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}


	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		}
	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"6,15"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}
	
	
	// *** positional sounds *** //

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.5"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_77dB"
		"position"	"1"
	}

	//Baby
	"playrandom"
	{
		"time"		"5,10"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"2"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"	
		}
	} 
}


//ir_contact_Alley 2
"ir.contact_alley2"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	
	// *** looping sounds *** //

	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Distant Combat
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.07"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//Ambulance
	"playrandom"
	{
		"time"		"40,60"
		"volume"	"0.03, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"				
		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"50,80"
		"volume"	"0.5, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//distant barking dogs
	"playrandom"
	{
		"time"		"3,30"
		"volume"	"0.0,0.0"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_05.wav"	
		}
	} 

	//Flies
	"playrandom"
	{
		"time"		"1,7"
		"volume"	"0.6, 0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}


	//Dist Explosion Set
	"playrandom"
	{
		"time"		"0,20"
		"volume"	"0.6, 0.9"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 

	//Dist Explosion 
	"playrandom"
	{
		"time"		"15,35"
		"volume"	"0.4, 0.75"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		}
	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"6,15"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"		
		}
	}
	
	
	// *** positional sounds *** //

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}

	//Baby
	"playrandom"
	{
		"time"		"10,15"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"2"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"		
		}
	} 
}

//ir_contact exterior2 scene1 (side streets)
"ir.contact_outside2_scene1"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	

	//	City ambience (2) loop
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"	
	}
	
	//	insects_night
	"playlooping"
	{
		"volume"	"0.04"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"20,35"
		"volume"	"0.05,0.35"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}

	} 


	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"	
		}
	} 

	
	// *** positional sounds *** //

	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"6,10"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"soundlevel"  	"SNDLVL_77"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_04.wav"
		}
	} 
	
	//Flies
	"playrandom"
	{
		"time"		"1"
		"volume"	"1.0, 0.9"
		"pitch"		"95,105"
		"soundlevel"  	"SNDLVL_70"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	// transformer
	"playlooping"
	{
		"volume"	"0.10"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_contact exterior2 scene1b (side streets)
"ir.contact_outside2_scene1b"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	

	//	City ambience (2) loop
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"	
	}
	
	//	insects_night
	"playlooping"
	{
		"volume"	"0.04"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"20,35"
		"volume"	"0.05,0.35"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}

	} 


	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"	
		}
	} 

	// *** positional sounds *** //

	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"6,10"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"soundlevel"  	"SNDLVL_77"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_04.wav"
		}
	} 
	
	//Flies
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"1.0, 0.9"
		"pitch"		"95,105"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	// humvee radio
	"playlooping"
	{
		"volume"	"0.60"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\humvee_radio_02.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_contact exterior scene2  (windy)
"ir.contact_outside_scene2"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "41"

	"dsp_volume" "0.0"
	"fadetime" "1.6"

	"soundmixer"	"Default_Mix"
	
	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.045"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
		
	}
	//	insects_night
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//Ambulance
	"playrandom"
	{
		"time"		"20,30"
		"volume"	"0.07, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"15,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	//Dist Explosion single
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		}
	}
	
	// *** positional sounds *** //

	//bg distant barking dogs
	"playrandom"
	{
		"time"		"4,9"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"soundlevel"  	"SNDLVL_73"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_04.wav"
		"wave"	")soundscape\emitters\Oneshot\dog_bark_c_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_c_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_c_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_c_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\dog_bark_c_05.wav"
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}

	//Flies
	"playrandom"
	{
		"time"		"1"
		"volume"	"1.0, 0.9"
		"pitch"		"95,105"
		"soundlevel"  	"SNDLVL_70"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	")soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 
}

//ir_contact tunnel
"ir.contact_tunnel"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "156"
	"dsp_volume" "4.0"
	"fadetime" "1.0"

	"soundmixer"	"contact_tunnel"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Wind
	"playlooping"
	{
		"volume"	"0.07"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Ambulance + Prayer
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.07, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Flies
	"playrandom"
	{
		"time"		"17,38"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"		
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,12"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		}

	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	
	// *** positional sounds *** //


}


//ir_contact interior  (explosions inside, near collapse)
"ir.contact_inside"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "147"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_small"
	
	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.43"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	indoors mid rumble/hum
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"170"
		"wave"	"soundscape\ambience\rumble_mid_ambience.wav"
	}

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.2, 0.5"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\rubble_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_05.wav"			
		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.6, 0.9"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 


	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 
	
	// *** positional sounds *** //


	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}

	//Fan Squeek
	"playrandom"
	{
		"time"		"4,14"
		"volume"	"0.05, 0.25"
		"pitch"		"100"
		"position"	"1"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_02.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_03.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_04.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_05.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_06.wav"
		}
	} 

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_contact interior Back (Near back alley, explosions inside, near collapse)
"ir.contact_inside_back"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "147"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_small"
	
	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.57"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Alley2 loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"
	}
	
		//	indoors mid rumble/hum
	"playlooping"
	{
		"volume"	"0.175"
		"pitch"		"170"
		"wave"	"soundscape\ambience\rumble_mid_ambience.wav"
	}

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.025"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.2, 0.5"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\rubble_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_05.wav"			
		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.6, 0.9"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"			
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"
		}
	} 


	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 
	
	// *** positional sounds *** //


	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}

	//Fan Squeek
	"playrandom"
	{
		"time"		"4,14"
		"volume"	"0.05, 0.25"
		"pitch"		"100"
		"position"	"1"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_02.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_03.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_04.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_05.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_06.wav"
		}
	} 

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}



//ir_contact interior 2  (plain)
"ir.contact_inside2"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "147"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_small"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.35"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

		//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"80"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"25,35"
		"volume"	"0.03, 0.04"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"				
		}
	} 
	
	//	insects_night
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}


	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 
	

	//windgust
	"playrandom"
	{
		"time"		"30,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"			
		}
	}

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.2, 0.5"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\rubble_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_05.wav"				
		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.6"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 
	
	// *** positional sounds *** //

	//Fan Squeek
	"playrandom"
	{
		"time"		"4,14"
		"volume"	"0.3, 0.4"
		"pitch"		"95,105"
		"position"	"0"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_02.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_03.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_04.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_05.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_06.wav"
		}
	}

	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_contact interior3  (lighter version of outside2)
"ir.contact_inside3"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "147"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_small"
	
	// *** looping sounds *** //
	
	//	City ambience (2) loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"	
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"	
	}
	
	//	insects_night
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}
	
	//bg distant barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.3, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_single_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"	
		}
	} 

	// *** positional sounds *** //

	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}

	//Fan Squeek
	"playrandom"
	{
		"time"		"4,14"
		"volume"	"0.2, 0.4"
		"pitch"		"95,105"
		"position"	"1"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_02.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_03.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_04.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_05.wav"
		"wave"	"soundscape\emitters\Oneshot\fan_squeek_06.wav"
		}
	} 

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.10"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}

//ir_contact interior garage
"ir.contact_inside_garage"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "149"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_garage"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"80"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
		//	insects_night
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"25,35"
		"volume"	"0.03, 0.04"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"				
		}
	} 

	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//windgust
	"playrandom"
	{
		"time"		"30,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"			
		}
	}

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.2, 0.5"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\rubble_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_05.wav"				
		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"14,25"
		"volume"	"0.5, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 

	
	// *** positional sounds *** //

	// transformer
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"120"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"115"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_55dB"
		"position"	"1"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"90"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_65dB"
		"position"	"2"
	}
}


//ir_contact Security Spawn (essentially inside 1)
"ir.contact_securityspawn"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"41"
	"dsp_spatial"  "148"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_big"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"70"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.41"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Dist Explosion Set
	"playrandom"
	{
		"time"		"10,25"
		"volume"	"0.4, 0.7"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_06.wav"
		}
	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3, 0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	// *** positional sounds *** //

	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}
}

//ir_contact insurgentspawn (essentially inside 1)
"ir.contact_insurgentspawn"
{

	// *** dsp settings *** //

	"dsp"	"41"
	"dsp_spatial"  "148"
	"dsp_volume" "4.0"
	"fadetime" "1.8"

	"soundmixer"	"siege_int_big"
	
	// *** looping sounds *** //
	
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	indoors mid rumble/hum
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"200"
		"wave"	"soundscape\ambience\rumble_mid_ambience.wav"
	}
	
	//	Wind
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//	insects_night
	"playlooping"
	{
		"volume"	"0.01"
		"pitch"		"100"
		"wave"	"soundscape\ambience\insects_night_ambience.wav"	
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.4"
		"pitch"		"80,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"		
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"10,30"
		"volume"	"0.1, 0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_gun_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_b_07.wav"
		}
	} 

	// *** positional sounds *** //
	
	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"105"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"position"	"0"
	}
	
	// transformer
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"120"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_65dB"
		"position"	"1"
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 
} 