//Siege

//ir_Siege exterior  (windy)
"ir.siege_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" "2.0"
	
	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.55"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.17"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"13,35"
		"volume"	"0.08, 0.35"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 
	
	//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"		"10,27"
		"volume"	"0.1, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	")soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	")soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	")soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"40,90"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 
	
	//windgust
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //

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

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

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


//ir_siege exterior2  (side streets)
"ir.siege_outside2"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//	Town ambience loop
	"playlooping"
	{
		"volume"	"0.58"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"		
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.06"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//	birds and insects loop
	"playlooping"
	{
		"volume"	"0.65"
		"pitch"		"100"
		"wave"	"soundscape\ambience\birds_insects_ambience.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"17,30"
		"volume"	"0.05,0.25"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 
	
	//crowds gaza
	"playrandom"
	{
		"time"		"9,15"
		"volume"	"0.05,0.17"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 
	
	//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"

		}
	} 
	
	//Flies
	"playrandom"
	{
		"time"		"14,16"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,9"
		"volume"	"0.2, 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"		
		}
	}

	//flybys
	"playrandom"
	{
		"time"		"45,90"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //
	
	
	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

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

	// transformer
	"playlooping"
	{
		"volume"	"0.30"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_62dB"
		"position"	"2"
	}
}


//ir_Siege exterior 3 (upstairs and windy)
"ir.siege_outside3"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//	Wind
	"playlooping"
	{
		"volume"	"0.19"
		"pitch"		"130"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Goat bell
	"playrandom"
	{
		"time"		"7,20"
		"volume"	"0.5, 0.7"
		"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"					
		}
	}

	//Prayer
	"playrandom"
	{
		"time"		"10,35"
		"volume"	"0.07, 0.23"
		"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"			
		}
	} 
	
	//Helicopter
	"playrandom"
	{
		"time"		"14,27"
		"volume"	"0.5, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"45,95"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	

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


	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_80dB"
		"position"	"0"
	}

	// room loop1
	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\arabic_radio_yaom_tajtho_room_loop.wav"
		"soundlevel"  	"SNDLVL_83dB"
		"position"	"1"
	}

	// transformer
	"playlooping"
	{
		"volume"	"0.30"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\transformer_loop_02.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_siege Courtyard
"ir.siege_courtyard"
{
	
	"dsp"	"41"
	"dsp_spatial"  "41"
	"dsp_volume" "0.0"
	"fadetime" "1.0"

	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
		//	Wind
	"playlooping"
	{
		"volume"	"0.14"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"17,30"
		"volume"	"0.07, 0.12"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 

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

		}
	} 

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

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

	//Goat bell
	"playrandom"
	{
		"time"		"7,20"
		"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"	"0.1, 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"45,70"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 

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

	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 
 
	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}
}

//ir_siege_Alley
"ir.siege_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" "1.0"

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

	//	Alley2 loop
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"
	}

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

	//	Birds
	"playlooping"
	{
		"volume"	"0.65"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bird_ambience.wav"
	}

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

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

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

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

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	//windgust
	"playrandom"
	{
		"time"		"6,15"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

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

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

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

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


//ir_siege_Alley 2
"ir.siege_alley2"
{

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

	"soundmixer"	"Default_Mix"
	

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

	
	//	City ambience 2
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"
	}

	//	Distant Combat
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"18,30"
		"volume"	"0.05,0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 

	//Ambulance
	"playrandom"
	{
		"time"		"40,60"
		"volume"	"0.03, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"				
		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"20,30"
		"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"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 

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

		}
	} 
	
	//distant barking dogs
	"playrandom"
	{
		"time"		"3,30"
		"volume"	"0.0,0.0"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_c_05.wav"
		}
	} 
	
	//Flies
	"playrandom"
	{
		"time"		"1,7"
		"volume"	"0.6, 0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

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

	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	} 

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

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


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

	//Baby
	"playrandom"
	{
		"time"		"2,15"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"	
		}
	} 
		// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}

//ir_siege alley3  (back alley by security with buildings)
"ir.siege_alley3"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//city ambience loop
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"		
	}
	
	//ac alley loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"		
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"6,30"
		"volume"	"0.05,0.25"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 
	
	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.3,0.7"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 
	
	//carhorns
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.1,0.4"
		"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"			
		}
	}
	
	//School children
	"playrandom"
	{
		"time"		"3,10"
		"volume"	"0.2,0.45"
		"pitch"		"100"
		"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"		
		}
	} 
	
	//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"

		}
	} 
	
	//Flies
	"playrandom"
	{
		"time"		"14,16"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,9"
		"volume"	"0.2, 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"		
		}
	}

	//flybys
	"playrandom"
	{
		"time"		"45,70"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //
	
	
	//Leaf rustles
	"playrandom"
	{
		"time"		"2,6"
		"volume"	"0.3,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_01.wav"	
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_02.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_03.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_04.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_05.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_06.wav"
		"wave"	"soundscape\emitters\oneshot\leaf_rustle_07.wav"			
		}
	} 

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

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


//ir_siege_Alley 4
"ir.siege_alley4"
{

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

	"soundmixer"	"Default_Mix"
	

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

	
	//	City ambience 2
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"
	}

	//	Distant Combat
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"18,30"
		"volume"	"0.05,0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 

	//Ambulance
	"playrandom"
	{
		"time"		"40,60"
		"volume"	"0.03, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"				
		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"20,30"
		"volume"	"0.8, 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"

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

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 

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

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

	// airconditioner 1
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_80dB"
		"position"	"0"
	}
	
	// room loop1
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"	")soundscape\emitters\loop\arabic_radio_yaom_tajtho_room_loop.wav"
		"soundlevel"  	"SNDLVL_84dB"
		"position"	"1"
	}

	//Baby
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.0,0.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_73"
		"position"	"2"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\oneshot\baby_01.wav"	
		"wave"	"soundscape\emitters\oneshot\baby_02.wav"	
		}
	} 
}


//ir_siege_Alley 4a
"ir.siege_alley4a"
{

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

	"soundmixer"	"Default_Mix"
	

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

	
	//	City ambience 2
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\city_ambience_02.wav"
	}

	//	Distant Combat
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\bg_combat_ambience.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"18,30"
		"volume"	"0.05,0.1"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 

	//Ambulance
	"playrandom"
	{
		"time"		"40,60"
		"volume"	"0.03, 0.09"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_01.wav"				
		}
	} 

	//Helicopter
	"playrandom"
	{
		"time"		"20,30"
		"volume"	"0.8, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 

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

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

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 

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

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

	
	// hamas speech 02
	"playlooping"
	{
		"volume"	"0.21"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\hamas_speech_loop_02.wav"
		"soundlevel"  	"SNDLVL_83dB"
		"position"	"0"
	}
	
	// dogs barking, positional
	"playrandom"
	{
		"time"		"2,8"
		"volume"	"0.0, 0.0"
		"pitch"		"82,119"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		"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"
		}
	}

	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.12,0.3"
		"pitch"		"100"
		"position"	"2"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 
}


//ir_siege exterior2 scene 1(side streets)
"ir.siege_outside2_scene1"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//	Town ambience loop
	"playlooping"
	{
		"volume"	"0.63"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"		
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"17,30"
		"volume"	"0.05,0.25"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 
	
	//crowds gaza
	"playrandom"
	{
		"time"		"9,15"
		"volume"	"0.05,0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 
	
	//carhorns
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.1,0.2"
		"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"			
		}
	}
	
	//Flies
	"playrandom"
	{
		"time"		"14,16"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,9"
		"volume"	"0.2, 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"		
		}
	}

	//flybys
	"playrandom"
	{
		"time"		"45,70"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //
	
	
	//crowds gaza
	"playrandom"
	{
		"time"		"9,15"
		"volume"	"0.05,0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.55"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_90"
		"position"	"1"		

		"wave"	")soundscape\ambience\town_cafe_ambience.wav"
	}
	
	// Humvee loop
	"playlooping"
	{
		"volume"	"0.90"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\humvee_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_siege exterior2 scene 2 (side streets)
"ir.siege_outside2_scene2"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//	Town ambience loop
	"playlooping"
	{
		"volume"	"0.63"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"		
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//Prayer
	"playrandom"
	{
		"time"		"17,30"
		"volume"	"0.05,0.25"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"		
		}
	} 
	
	//crowds gaza
	"playrandom"
	{
		"time"		"9,15"
		"volume"	"0.05,0.3"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"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"			
		}
	} 
	
	//carhorns
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.1,0.2"
		"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"			
		}
	}
	
	//Flies
	"playrandom"
	{
		"time"		"14,16"
		"volume"	"0.3, 0.1"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\flies_single_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\flies_single_06.wav"	
		}
	} 

	//Windgust Sand
	"playrandom"
	{
		"time"		"2,9"
		"volume"	"0.2, 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"		
		}
	}

	//flybys
	"playrandom"
	{
		"time"		"45,90"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //
	
		// hamas speech 01
	"playlooping"
	{
		"volume"	"0.24"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\hamas_speech_loop_01.wav"
		"soundlevel"  	"SNDLVL_90dB"
		"position"	"0"
	}

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.55"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_90"
		"position"	"1"		

		"wave"	")soundscape\ambience\town_cafe_ambience.wav"
	}

	// flies swarm loop
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
		
		"wave"	")soundscape\emitters\loop\flies_swarm_s.wav"
	}
}


//ir_siege outside1 scene 3  (main streets)
"ir_siege_outside1_scene3"
{

	// *** 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" "2.0"
	
	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.75"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.17"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}

	//Helicopter
	"playrandom"
	{
		"time"		"10,35"
		"volume"	"0.9, 1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\helicopter_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_02.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"30,70"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 
	
	//windgust
	"playrandom"
	{
		"time"		"10,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //

	//bg distant barking dogs
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"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"	
		}
	} 

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.40"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_83"
		"position"	"1"		

		"wave"	")soundscape\ambience\town_cafe_ambience.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"25,36"
		"volume"	"0.08, 0.2"
		"pitch"		"100"
		"soundlevel"  "SNDLVL_83"
		"position"	"2"
		
		"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"			
		}
	} 
}


//ir_siege outside1 scene 4  (main streets)
"ir_siege_outside1_scene4"
{

	// *** 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" "2.0"
	
	"soundmixer"	"Default_Mix"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.75"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.17"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}

	//Prayer
	"playrandom"
	{
		"time"		"13,35"
		"volume"	"0.08, 0.35"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\calltoprayer_b_04.wav"			
		}
	} 
	
	//Helicopter
	"playrandom"
	{
		"time"		"10,25"
		"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"
		"wave"	"soundscape\emitters\Oneshot\helicopter_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\helicopter_04.wav"
		"wave"	"soundscape\emitters\Oneshot\helicopter_05.wav"	
		}
	} 
	
	//flybys
	"playrandom"
	{
		"time"		"30,70"
		"volume"	"1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	")soundscape\emitters\Oneshot\flyby_01.wav"	
		"wave"	")soundscape\emitters\Oneshot\flyby_02.wav"
		}
	} 
	
	//windgust
	"playrandom"
	{
		"time"		"10,40"
		"volume"	"0.1, 0.3"
		"pitch"		"75,90"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\windgust_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\windgust_04.wav"				
		}
	}

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //

	//bg distant barking dogs
	"playrandom"
	{
		"time"		"3,7"
		"volume"	"0.0, 0.0"
		"pitch"		"82,130"
		"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"	
		}
	} 

	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.05,0.3"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		
		"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"			
		}
	} 

	// airconditioner 1
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"115"
		"wave"	"soundscape\emitters\loop\airconditioner_out.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_siege exterior2 scene 5 (back alley)
"ir.siege_outside2_scene5"
{

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

	"soundmixer"	"Default_Mix"
	

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

	//	Town ambience loop
	"playlooping"
	{
		"volume"	"0.63"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"		
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.wav"
	}
	
	//carhorns
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.1,0.2"
		"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"			
		}
	}

	//Flies
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.85, 0.5"
		"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"		"2,9"
		"volume"	"0.2, 0.4"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_03.wav"		
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\Windgust_sand_05.wav"		
		}
	}

	//Dist 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"		"4,7"
		"volume"	"0.9,1.0"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	}  
	
	// *** positional sounds *** //
	
	
	//crowds gaza
	"playrandom"
	{
		"time"		"4,10"
		"volume"	"0.1,0.4"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"0"
		
		"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"		"10,30"
		"volume"	"0.3,0.45"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_NORM"
		"position"	"1"
		
		"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"		
		}
	} 

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_90"
		"position"	"2"		

		"wave"	")soundscape\ambience\town_cafe_ambience.wav"
	}
}


//ir_siege interior  (explosions inside, near collapse)
"ir.siege_inside"
{

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

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.36"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	indoors mid rumble/hum
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"170"
		"wave"	"soundscape\ambience\rumble_mid_ambience.wav"
	}

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

		}
	} 

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

	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 

	//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"	
		}
	} 

	//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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"	
		}
	} 
	
	// *** positional sounds *** //

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

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

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

//ir_siege interior  back (interior 1 with sounds of alley)
"ir.siege_inside_back"
{

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

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	Alley2 loop
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"	"soundscape\ambience\alley_night_ambience.wav"
	}

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

	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	}  

	//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 

	//Dist Guns
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4, 0.5"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	} 

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


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

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

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


//ir_siege interior 2  (plain)
"ir.siege_inside2"
{

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

	"soundmixer"	"siege_int_small"
	

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

	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
		//	indoors low rumble/hum
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\rumble_low_ambience.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"25,35"
		"volume"	"0.03, 0.04"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_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"

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

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

	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	}  
	
	// *** positional sounds *** //
	
	// water drain	
	"playlooping"
	{
		"volume"	"0.63"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\water_drain_loop.wav"
		"soundlevel"  	"SNDLVL_55dB"
		"attenuation"   "1.0"
		"position"	"0"
	}
	
	// generator loop 1	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"105"
		"wave"	"soundscape\emitters\loop\generator_loop_01.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"1"
	}

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


//ir_siege interior3  (lighter version of outside2)
"ir.siege_inside3"
{

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

	"soundmixer"	"siege_int_small"
	

	// *** looping sounds *** //
	
	//	town ambience loop
	"playlooping"
	{
		"volume"	"0.37"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"	
	}
	
		//	indoors low rumble/hum
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"wave"	"soundscape\ambience\rumble_low_ambience.wav"
	}

	//	Wind
	"playlooping"
	{
		"volume"	"0.03"
		"pitch"		"100"
		"wave"	"soundscape\ambience\wind_ambience_01.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 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 


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

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

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

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


//ir_siege interior garage  (plain)
"ir.siege_inside_garage"
{

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

	"soundmixer"	"siege_int_garage"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.55"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
	//	waterdrops_ambience
	"playlooping"
	{
		"volume"	"0.18"
		"pitch"		"100"
		"wave"	"soundscape\ambience\waterdrops_ambience.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"10,35"
		"volume"	"0.02, 0.04"
		"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"

		}
	} 

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

	//Rubble
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.2, 0.5"
		"pitch"		"90,110"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\rubble_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\rubble_05.wav"			
		}
	} 
	
	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.9"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.55"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_80dB"
		"position"	"0"

		"wave"	")soundscape\ambience\town_cafe_ambience.wav"
	}
	
	// pipes hissing	
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"104"
		"wave"	"soundscape\emitters\loop\steam_pipe_loop.wav"
		"soundlevel"  	"SNDLVL_50dB"
		"attenuation"   "1.0"
		"position"	"1"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.20"
		"pitch"		"90"
		"wave"	")soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_siege interior room
"ir.siege_inside_room"
{

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

	"soundmixer"	"siege_int_small"
	

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

	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.22"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_ambience_01.wav"
	}
	
		//	indoors low rumble/hum
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"60"
		"wave"	"soundscape\ambience\rumble_low_ambience.wav"
	}
	
	//Ambulance
	"playrandom"
	{
		"time"		"25,35"
		"volume"	"0.03, 0.04"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\ambulance_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"

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

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

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
	// *** positional sounds *** //

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"0"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"1"
	}

	// fluorescent_light_loop
	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\fluorescent_light_loop.wav"
		"soundlevel"  	"SNDLVL_70dB"
		"position"	"2"
	}
}


//ir_siege Security Spawn (essentially inside 1)
"ir.siege_securityspawn"
{

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

	"soundmixer"	"siege_int_big"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
	//	waterdrops_ambience
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"	"soundscape\ambience\waterdrops_ambience.wav"
	}

	//	town_cafe
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"

		"wave"	"soundscape\ambience\town_cafe_ambience.wav"
	}

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

		}
	} 
	
	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
		//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 
	
	// *** positional sounds *** //

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


//ir_siege insurgentspawn (essentially inside 1)
"ir.siege_insurgentspawn"
{

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

	"dsp"	"41"
	"dsp_spatial"  "148"
	"dsp_volume" "4.0"
	"fadetime" "1.7"

	"soundmixer"	"siege_int_big"
	

	// *** looping sounds *** //
	
	//	Town background	ambience loop
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"	"soundscape\ambience\town_indoors_ambience_01.wav"
	}
	
		//	waterdrops_ambience
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"	"soundscape\ambience\waterdrops_ambience.wav"
	}
	
	//bg barking dogs
	"playrandom"
	{
		"time"		"12,39"
		"volume"	"0.2, 0.025"
		"pitch"		"82,130"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\dog_bark_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\dog_bark_04.wav"

		}
	} 

	//Dist 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_st_01.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_02.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_03.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_04.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_05.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_06.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_07.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_08.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_gun_st_10.wav"
		}
	}
	
	//Dist Explosions
	"playrandom"
	{
		"time"		"4,7"
		"volume"	"0.7,0.8"
		"pitch"		"90,105"
		"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_set_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_09.wav"
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_10.wav"	
		"wave"	"soundscape\emitters\Oneshot\dist_explosion_set_11.wav"
		}
	} 
	
		//Dist Explosion Inside
	"playrandom"
	{
		"time"		"8,14"
		"volume"	"1.0"
		"pitch"		"90,100"
		"position"	"random"
		"soundlevel"  	"SNDLVL_NORM"
		
		"rndwave"	
		{
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_01.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_02.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_03.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_04.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_05.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_06.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_07.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_08.wav"	
		"wave"	"soundscape\emitters\Oneshot\explosion_inside_09.wav"		
		}
	} 
	
	// *** positional sounds *** //
	
		// hamas speech 01
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"wave"	"soundscape\emitters\loop\hamas_speech_loop_01.wav"
		"soundlevel"  	"SNDLVL_85dB"
		"position"	"0"
	}
	
		//	town_cafe
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"position"	"1"

		"wave"	"soundscape\ambience\town_cafe_ambience.wav"
	}

}
