//District


//ir_district security spawn
"ir.district_security_spawn"
{

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

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

	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_01.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.1, 0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_01.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_03.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_04.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_05.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_06.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_07.wav"		
		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.7, 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"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_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"			
		}
	}
	
	//Dist Guns 1
	"playrandom"
	{
		"time"		"3,5"
		"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"	
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_10.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_11.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_06.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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"
		}
	} 
	
	// *** positional sounds *** //

	//bg distant barking dogs
	"playrandom"
	{
		"time"		"3,15"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"soundlevel"  	"SNDLVL_83"
		"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"
		}
	}
	
	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.06"
		"pitch"		"120"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}


//ir_district security spawn courtyard
"ir.district_security_spawn_courtyard"
{

	// *** dsp settings *** //
	
	"dsp"	"41"
	"dsp_spatial"  "155"
	"dsp_volume" "4.0"
	
	"soundmixer" "district_int_court"
	
	"fadetime" "1.0"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_01.wav"
	}
	//Prayer
	"playrandom"
	{
		"time"		"6,14"
		"volume"	"0.6, 0.9"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_01.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_03.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_04.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_05.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_06.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_07.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_08.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_09.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_10.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_11.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_12.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"		"30,70"
		"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"	
		}
	} 

	//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"			
		}
	}
	
	//Helicopter
	"playrandom"
	{
		"time"		"15,30"
		"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"	
		}
	} 
	
	//Flybys
	"playrandom"
	{
		"time"		"12,40"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 

	//Dist guns
	"playrandom"
	{
		"time"		"4,20"
		"volume"	"0.6, 0.8"
		"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"	
		}
	} 
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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"
		}
	} 
	
	// *** positional sounds *** //

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.06"
		"pitch"		"120"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}


//ir_district insurgent spawn
"ir.district_insurgent_spawn"
{

	// *** 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"
	
	"soundmixer" "default_mix"
	
	"fadetime" "1.0"
	

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

	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//school random
	"playrandom"
	{
		"time"		"3,7"
		"volume"	"0.1, 0.3"
		"pitch"		"97,103"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\school_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\school_02.wav"		
		"wave"	")soundscape\emitters\Oneshot\school_03.wav"
		"wave"	")soundscape\emitters\Oneshot\school_04.wav"
		"wave"	")soundscape\emitters\Oneshot\school_05.wav"
		"wave"	")soundscape\emitters\Oneshot\school_06.wav"
		"wave"	")soundscape\emitters\Oneshot\school_07.wav"
		"wave"	")soundscape\emitters\Oneshot\school_08.wav"
		}
	} 

//Helicopter
	"playrandom"
	{
		"time"		"15,30"
		"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"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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 1
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.1, 0.3"
		"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"	
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_10.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_11.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_06.wav"
		}
	}

	// *** positional sounds *** //
	
	// dogs barking, positional
	"playrandom"
	{
		"time"		"3,8"
		"volume"	"0.0"
		"pitch"		"82,119"
		"soundlevel"  	"SNDLVL_70dB"
		"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"
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}


//ir_district exterior (insurgent streets)
"ir.district_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" "1.0"

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"	
	}
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.95"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_01.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.06"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"10,37"
		"volume"	"0.1, 0.6"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"
		"wave"	"soundscape\emitters\Oneshot\Ambulance_02.wav"
		}
	} 

	//Prayer
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.2, 0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_05.wav"		
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_09.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_11.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_12.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"		"15,30"
		"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"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"15,40"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 

	//windgust and windgust sand
	"playrandom"
	{
		"time"		"6,20"
		"volume"	"0.2, 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"	
		"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 Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9, 1.0"
		"pitch"		"80,105"
		"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 1
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.1, 0.3"
		"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"	
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_10.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_11.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_06.wav"
		}
	}

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

	// dogs barking, positional
	"playrandom"
	{
		"time"		"2,8"
		"volume"	"0.0, 0.0"
		"pitch"		"82,119"
		"soundlevel"  	"SNDLVL_NORM"
		"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"
		}
	} 
	
	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		
		"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"			
		}
	} 
}


//ir_District exterior2 (ins)
"ir.district_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"
	

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

	//	City ambience  loop
	"playlooping"
	{
		"volume"	"0.53"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"	
	}

	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}
	
	//	town_cafe
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_cafe_ambience.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"6,17"
		"volume"	"0.1,0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_01.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_03.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_04.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_05.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_06.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_07.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"

		}
	} 
	
	//Car Horn
	"playrandom"
	{
		"time"		"4,17"
		"volume"	"0.2,0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\carhorn_01.wav"
		"wave"	"soundscape\emitters\Oneshot\carhorn_02.wav"
		"wave"	"soundscape\emitters\Oneshot\carhorn_03.wav"
		"wave"	"soundscape\emitters\Oneshot\carhorn_04.wav"	
		}
	} 
	
	//Helicopter
	"playrandom"
	{
		"time"		"15,30"
		"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"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"10,30"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.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"	
		}
	} 
	
	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.05,0.3"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"random"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_05.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"		
		}
	}

	//Goat bell
	"playrandom"
	{
		"time"		"5,20"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\goatbell_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\goatbell_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\goatbell_03.wav"			
		"wave"	"soundscape\emitters\Oneshot\goatbell_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\goatbell_06.wav"				
		}
	}

	//Dist Guns 1
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.45, 0.6"
		"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"	
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,6"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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"
		}
	}
	
	//Baby
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_73"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"	
		}
	} 
}


//ir_district courtyard (outside 3)
"ir.district_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" "3.5"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_01.wav"
	}

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

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_cafe_ambience.wav"
	}
	
	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.2,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"random"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\crowd_gaza_05.wav"			
		}
	} 
	
	//Prayer
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4,0.7"
		"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"	"0.6, 0.3"
		"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 Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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"
		}
	}
	
	//Helicopter
	"playrandom"
	{
		"time"		"15,30"
		"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"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"13,30"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 

	
	// *** positional sounds *** //
	
	//Baby
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_73"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"	
		}
	} 

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"2"
		
		"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"			
		}
	} 
}


//ir_district_Alley (insurgents)
"ir.district_alley"
{

	// *** 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" "3.0"

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

	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	Alley2 loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"
	}
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	birds and insects
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"wave"	"soundscape\ambience\birds_insects_ambience.wav"	
	}

	//Prayer
	"playrandom"
	{
		"time"		"6,18"
		"volume"	"0.05,0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_01.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_03.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_04.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_05.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_06.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_07.wav"			
		}
	} 

	//Ambulance
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.05, 0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"		
		"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"	"0.2"
		"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 Guns 1
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.2, 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"	
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_10.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_11.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_06.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"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"
		}
	}

	//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"			
		}
	} 

	// *** positional sounds *** //
	
	//Mosque
	"playrandom"
	{
		"time"		"6,15"
		"volume"	"0.35,0.5"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_80"
		
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mosque_01.wav"
		"wave"	"soundscape\emitters\Oneshot\mosque_02.wav"
		"wave"	"soundscape\emitters\Oneshot\mosque_03.wav"
		"wave"	"soundscape\emitters\Oneshot\mosque_04.wav"
		"wave"	"soundscape\emitters\Oneshot\mosque_05.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}


//ir_district_Alley 2
"ir.district_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"
	

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


	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"10,30"
		"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"		
		}
	} 
	
	//school random
	"playrandom"
	{
		"time"		"4,12"
		"volume"	"0.05, 0.15"
		"pitch"		"97,103"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\school_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\school_02.wav"		
		"wave"	")soundscape\emitters\Oneshot\school_03.wav"
		"wave"	")soundscape\emitters\Oneshot\school_04.wav"
		"wave"	")soundscape\emitters\Oneshot\school_05.wav"
		"wave"	")soundscape\emitters\Oneshot\school_06.wav"
		"wave"	")soundscape\emitters\Oneshot\school_07.wav"
		"wave"	")soundscape\emitters\Oneshot\school_08.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"
		}
	} 

	//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"		"23,36"
		"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_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_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"
		}
	} 
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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 1
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.1, 0.3"
		"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"	
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_10.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_mgun_misc_11.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_set_bf_06.wav"
		}
	}

	//windgust
	"playrandom"
	{
		"time"		"15,40"
		"volume"	"0.05, 0.2"
		"pitch"		"85,100"
		"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 *** //
	
		// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
}


//ir_district interior (garages)
"ir.district_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"  "151"
	"dsp_volume" "4.0"
	
	"fadetime" "1.75"
	
	"soundmixer"	"district_int_garage"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"90"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.23"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_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"

		}
	} 
	
	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.1, 0.3"
		"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"				
		}
	} 

	//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"
		}
	} 
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.9,1.0"
		"pitch"		"80,105"
		"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"
		}
	}
	
	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"0.8,0.9"
		"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"			
		}
	} 

	// *** positional sounds *** //
	
	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\pipes_loose_loop_01.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}
	
	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.09"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}		
	
	// room
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\room_radio_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_district interior 2 (courtyard interiors)
"ir.district_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"  "152"
	"dsp_volume" "4.0"
	
	"fadetime" "1.6"
	
	"soundmixer" "district_int_court"

	// *** looping sounds *** //
	
	//	Town background	ambience loop indoors
	"playlooping"
	{
		"volume"	"0.17"
		"pitch"		"90"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"25,35"
		"volume"	"0.05, 0.07"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_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"

		}
	} 

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.1, 0.3"
		"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"			
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.7,0.8"
		"pitch"		"80,105"
		"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"
		}
	}

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"0.8,1.0"
		"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"		
		}
	} 	

	// *** positional sounds *** //
	
	// room
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\room_radio_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
}


//ir_district interior 3 (school)
"ir.district_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"  "150"
	"dsp_volume" "4.0"
	
	"fadetime" "2.0"

	"soundmixer"	"district_int_school"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"80"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"	
	}
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"	
	}
	
	//	city background	ambience loop indoors
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_indoors_ambience_01.wav"
	}
	
	//	mid rumble
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"120"
		"wave"	")soundscape\ambience\rumble_mid_ambience.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"			
		}
	} 

	//Rubble
	"playrandom"
	{
		"time"		"4,10"
		"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"				
		}
	} 
	
	//school random
	"playrandom"
	{
		"time"		"3,7"
		"volume"	"0.05, 0.15"
		"pitch"		"97,103"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\school_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\school_02.wav"		
		"wave"	")soundscape\emitters\Oneshot\school_03.wav"
		"wave"	")soundscape\emitters\Oneshot\school_04.wav"
		"wave"	")soundscape\emitters\Oneshot\school_05.wav"
		"wave"	")soundscape\emitters\Oneshot\school_06.wav"
		"wave"	")soundscape\emitters\Oneshot\school_07.wav"
		"wave"	")soundscape\emitters\Oneshot\school_08.wav"
		}
	} 
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"2,5"
		"volume"	"0.7,0.8"
		"pitch"		"80,105"
		"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"
		}
	}
	
	//Building near collapse
	"playrandom"
	{
		"time"		"7,18"
		"volume"	"0.85"
		"pitch"		"90,100"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_02.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_03.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_04.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_05.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_06.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_07.wav"
		"wave"	"soundscape\emitters\Oneshot\building_near_collapse_08.wav"	
		}
	} 
	
	// *** positional sounds *** //
	
	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.09"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
}


//ir_district interior4 (garages b)
"ir.district_inside4"
{

	// *** 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"
	

	// *** looping sounds *** //
	
	//	City ambience loop
	"playlooping"
	{
		"volume"	"0.43"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"	
	}

	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"	
	}
	
	//	city traffic background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}
	
	//	town_cafe
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_cafe_ambience.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"18,30"
		"volume"	"0.1,0.2"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_01.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_02.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_03.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_04.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_05.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_06.wav"
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_city_07.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 Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"0.8,1.0"
		"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"		
		}
	} 
	
	// *** positional sounds *** //
	
	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\pipes_loose_loop_01.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"0"
	}


	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.09"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}

 