//Almaden


//ir_almaden exterior
"ir.QuietStreets"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}
	
	//bg various car horns
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"0.12"
		"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"	
		}
	} 
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
		
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.5"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 

	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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"	
		}
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.2"
		"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"		"10,30"
		"volume"	"0.15,0.2"
		"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"	
		}
	} 
	
	//siren driveby bg
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.2,0.3"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\distant_siren_01.wav"
		}
	} 
	
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	
	// *** positional sounds *** //
	
    // smoldering car
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\car_smoulder.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.6"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"	
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_almaden Interior
"ir.GeneralInterior"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	"dsp"	"0"
	"dsp_volume" "0.5"
	

	// *** looping sounds *** //
	
	//city background ambience loop indoor
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	wind loop
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_03.wav"
	}
	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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 barking dogs
	"playrandom"
	{
		"time"		"20,42"
		"volume"	"0.1"
		"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"	
		}
	} 
	
	//siren driveby bg
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.1,0.2"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\distant_siren_01.wav"
		}
	} 
	
	
	//Prop Plane Flyby
	"playrandom"
	{
		"time"		"100,240"
		"volume"	"0.2,0.25"
		"pitch"		"90"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		}
	} 
	
	
	// *** positional sounds *** //
	
	// flies 1
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\flies_swarm_s.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}

	// pipes hissing	
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
	
	// dogs barking, positional
	"playrandom"
	{
		"time"		"22,90"
		"volume"	"0.5"
		"pitch"		"82,119"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"2"
		"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"
		}
	} 
}




//School


//ir_school exterior
"ir.Suburbs"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"
	}
	
		//	bird ambience
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.5"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_assorted_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_assorted_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_assorted_03.wav"	
		}
	} 
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.3"
		"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"
		}
	} 
	
     //	playground	ambience loop
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"90"
		"wave"	"soundscape\ambience\playground_ambience.wav"
	}
	
    //Prop Plane Flyby
	"playrandom"
	{
		"time"		"100,240"
		"volume"	"0.2,0.25"
		"pitch"		"90"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\plane_prop_flyby.wav"
		}
	} 
}


//ir_school interior
"ir.SuburbsInterior"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop indoor
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_indoors_ambience_02.wav"
	}
	
	//	water droplets loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\waterdrops_ambience.wav"	
	}
	
    //	wind loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_03.wav"
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.15"
		"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"
		}
	} 
	
    //Prop Plane Flyby
	"playrandom"
	{
		"time"		"100,240"
		"volume"	"0.1,0.15"
		"pitch"		"90"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\flyby_small_plane_01.wav"
		}
	} 
	
	//Interior Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.3"
		"pitch"		"80,100"
		"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"	
		}
	} 
}



//Baghdad

//ir_Baghdad exterior
"ir.City_Outside"
{

	// *** dsp settings *** //
	
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}

	//Helicopter
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"1.0"
		"pitch"		"100"
		"position"	"Random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\helicopter_02"
		"wave"	"soundscape\emitters\oneshot\helicopter_01"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 

	//bg various car horns
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.0"
		"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"
		}
	} 
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.5"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"
		}
	} 
	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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"	
		}
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.2"
		"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"		"10,30"
		"volume"	"0.15,0.2"
		"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"	
		}
	} 
	
	//ambulance
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.0,0.2"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	} 
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	// *** positional sounds *** //
	
    // smoldering car
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\car_smoulder.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_Baghdad exterior Bridge
"ir.City_Outside_Traffic"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}


	//Helicopter
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"1.0"
		"pitch"		"100"
		"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 various car horns
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.6"
		"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"
		}
	} 
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"	
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 
	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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"	
		}	
	}
	
	//siren driveby bg
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.2,0.3"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	} 
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	
	// *** positional sounds *** //
	
    // smoldering car
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\car_smoulder.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}




//ir_Baghdad Alley1
"ir.City_Alley1"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"0"
	"dsp_volume" "0.9"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_01.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_ambience_02.wav"
	}

	//Helicopter
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"0.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\helicopter_01.wav"
		"wave"	"soundscape\emitters\oneshot\helicopter_01.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 


	//bg various car horns
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.0"
		"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"
		}
	} 
	
	//  bird ambience
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 
	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"0.0"
		"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"		"70,140"
		"volume"	"0.0,0.0"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"
		}
	} 
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.50"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}

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


    // arabic_radio_yaom_tajtho_room_loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\arabic_radio_yaom_tajtho_room_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
    // smoldering car
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\car_smoulder.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}





//ins_baghdad slightly inside

"ir.City_Inside_Light"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"0"
	"dsp_volume" "1.0"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_indoors_ambience_02.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_indoors_ambience_02.wav"
	}

	//Helicopter
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"0.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\onshot\helicopter_01.wav"
		"wave"	"soundscape\emitters\onshot\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 various car horns
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.0"
		"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"
		}
	} 

	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 

	
	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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"		
		}
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.05"
		"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"		"10,30"
		"volume"	"0.15,0.2"
		"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"	
		}
	} 
	
	//ambulance
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.1,0.12"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	} 

	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	
	// *** positional sounds *** //
	

	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
	
	// airconditioner 2
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}



//ins_baghdad inside

"ir.City_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"	"0"
	"dsp_volume" "1.0"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_indoors_ambience_01.wav"
	}
	
	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_indoors_ambience_02.wav"
	}

//	Wind loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_02.wav"
	}

//	Wind Gust Random
	"playrandom"
	{
	    "time"		"4,15"
		"volume"	"0.05"
		"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"	
		}
	}

	//Helicopter
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"0.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\helicopter_02.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 various car horns
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.0"
		"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"
		}
	} 
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 

	//	call to prayer loop
	"playrandom"
	{
	    "time"		"25,35"
		"volume"	"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"	
		}
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.05"
		"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"		"20,30"
		"volume"	"0.02,0.1"
		"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"		
		}
	} 
	
	//siren driveby bg
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.1,0.12"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\distant_siren_02.wav"
		}
	} 
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	
	// *** positional sounds *** //
	
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
	
	// airconditioner 2
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}



//ins_Mosque
"ir.baghdad_mosque"
{

	// *** dsp settings *** //
	
	// set dsp to automatic calculation and full mix
	// DSP 134 is new preset, Urban preset
	// DSP 138 new open streets preset
	"dsp"	"0"
	"dsp_volume" "1.0"
	

	// *** looping sounds *** //
	
	//	city background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_indoors_ambience_01.wav"	
	}
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}

	//	traffic	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\traffic_indoors_ambience_02.wav"
	}
	
	//bg various car horns
	"playrandom"
	{
		"time"		"30,45"
		"volume"	"0.02"
		"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"	
		}
	} 
	
	//	bird ambience
	"playlooping"
	{
		"volume"	"0.02"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}
	
	//bg various bird calls
	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\birds_raven_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\birds_raven_02.wav"	
		}
	} 
	
	//	Asbjornflo Mosque
	"playrandom"
	{
	    "time"		"3,20"
		"volume"	"0.6"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{
		"wave"	"soundscape\ambience\mosque1.wav"	
		"wave"	"soundscape\ambience\mosque2.wav"	
		"wave"	"soundscape\ambience\mosque3.wav"	
		"wave"	"soundscape\ambience\mosque4.wav"	
		"wave"	"soundscape\ambience\mosque5.wav"		
		}
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.1"
		"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"		"10,30"
		"volume"	"0.05,0.1"
		"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"	
		}
	} 
	
	//ambulance
	"playrandom"
	{
		"time"		"70,140"
		"volume"	"0.05,0.15"
		"pitch"		"90,110"
		"soundlevel"  	"SNDLVL_NORM"
		"rndwave"	
		{	
		"wave"	"soundscape\emitters\Oneshot\ambulance_02.wav"
		}
	}
	
	// blowing papers
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"soundlevel"  	"SNDLVL_60dB"
		"wave"	"soundscape\ambience\rustling_paper_ambience.wav"
	}
	
	// *** positional sounds *** //
	
    // smoldering car
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\car_smoulder.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}
	
	//security radio
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_85dB"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\mil_radio_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\mil_radio_04.wav"		
		}
	} 
	
	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}








