#Game Sounds Start
; Misc sounds section											** = Aureal 3d support | * = FS = 3D support
$Name:	0	trk-loop.wav,			0, 0.40, 0					; Missle tracking to acquire a lock (looped)
$Name:	1	lock.wav,				0, 0.40, 0					; Missle lock (non-looping)
$Name:	2	cycle.wav,				0, 0.60, 0					; cycle primary weapon
$Name:	3	cycle.wav,				0, 0.60, 0					; cycle secondary weapon
$Name:	4	ship_p.wav,				0, 0.30, 0					; engine sound (as heard in cockpit)
$Name:	5	reveal.wav,				0, 0.40, 0					; cargo revealed
$Name:	6	breakup.wav,			0, 0.60, 1, 100, 800		; ship death roll (3d sound)
$Name:	7	MV_Boom_3.ogg,			0, 0.90, 2, 600, 1200		; * ship explosion 1 (3d sound)
$Name:	8	beep_2.wav,				0, 0.40, 0					; target acquried
$Name:	9	switch_1.wav,			0, 0.50, 0					; energy level change success
$Name:	10	beep_5.wav,				0, 0.50, 0					; energy level change fail
$Name:	11	switch_2.wav,			0, 0.50, 0					; energy transfer success
$Name:	12	beep_5.wav,				0, 0.50, 0					; energy transfer faile
$Name:	13	thr_full.wav,			0, 0.40, 0					; set full throttle
$Name:	14	thr_off.wav,			0, 0.40, 0					; set zero throttle
$Name:	15	thr_up.wav,				0, 0.40, 0					; set 1/3 or 2/3 throttle (up)
$Name:	16	thr_dwn.wav,			0, 0.40, 0					; set 1/3 or 2/3 throttle (down)
$Name:	17	approach.wav,			0, 0.60, 1, 10, 800			; dock approach retros (3d sound)
$Name:	18	attach.wav,				0, 0.60, 1, 10, 800			; dock attach (3d sound)
$Name:	19	detach.wav,				0, 0.60, 1, 10, 800			; dock detach (3d sound)
$Name:	20	depart.wav,				0, 0.60, 1, 10, 800			; dock depart retros (3d sound)
$Name:	21	aburn_1.wav,			0, 0.70, 0					; afterburner engage (3d sound)
$Name:	22	aburn_2.wav,			0, 0.90, 0					; afterburner burn sound (looped)
$Name:	23	vaporize2.wav,			0, 0.90, 0					; Destroyed by a beam (vaporized)
$Name:	24	aburn_1f.wav,			0, 0.50, 0					; afterburner fail (no fuel when aburn pressed)
$Name:	25	alert_2.wav,			0, 0.40, 0					; heat-seeker launch warning
$Name:	26	m_fail.wav,				0, 0.60, 0					; tried to fire a missle when none are left
$Name:	27	l_fail.wav,				0, 0.60, 0					; tried to fire lasers when not enough energy left
$Name:	28	fail.wav,				0, 0.50, 0					; target fail sound (i.e. press targeting key, but nothing happens)
$Name:	29	beep_1.wav,				0, 0.50, 0					; squadmate message menu appears
$Name:	30	beep_1.wav,				0, 0.50, 0					; squadmate message menu disappears
$Name:	31	debris.wav,				0, 0.40, 2, 100, 300		; ** debris sound (persistant, looping) (3d sound)
$Name:	32	subhit.wav,				0, 0.60, 0					; subsystem gets destroyed on player ship
$Name:	33	m_load.wav,				0, 0.60, 1, 10, 50			; missle start load (during rearm/repair) (3d sound)
$Name:	34	m_lock.wav,				0, 0.50, 1, 10, 50			; missle load (during rearm/repair) (3d sound)
$Name:	35	repair.wav,				0, 0.50, 0					; ship is being repaired (during rearm/repair) (looped)
$Name:	36	l_hit.wav,				0, 0.90, 0, 30, 100			; * player ship is hit by laser fire (3d sound)
$Name:	37	m_hit.wav,				0, 0.90, 0, 30, 100			; * player ship is hit by missile (3d sound)
$Name:	38	cycle.wav,				0, 0.80, 0					; countermeasure cycle
$Name:	39	s_hit_4.wav,			0, 0.60, 1, 200, 600		; * shield hit (3d sound)
$Name:	40	s_hit_2.wav,			0, 0.80, 1, 10, 100			; * player shield is hit (3d sound)
$Name:	41	select.wav,				0, 0.60, 0					; mouse click
$Name:	42	alert_3.wav,			0, 0.60, 0					; aspect launch warning
$Name:	43	beep_4.wav,				0, 0.60, 0					; shield quadrant transfer successful
$Name:	44	wash.wav,				0, 0.80, 1, 200, 400		; Engine wash looping sound
$Name:	45	MV_Warp_1.ogg,			0, 0.60, 2, 750, 1500		; ** warp hole opening up for arriving (3d sound)
$Name:	46	MV_Warp_1.ogg,			0, 0.60, 2, 750, 1500		; ** warp hole opening up for departing (3d sound)
$Name:	47	aburn_1f.wav,			0, 0.50, 0					; player warp has failed
$Name:	48	static.wav,				0, 0.60, 0					; hud gauge static
$Name:	49	MV_Boom_1.ogg,			0, 0.90, 1, 600, 1200		; * ship explosion 2 (3d sound)
$Name:	50	rev1.wav,				0, 0.70, 0					; ship is warping out in 3rd person
$Name:	51	s_hit_0.wav,			0, 0.70, 1, 100, 200		; * heavy ship-ship collide sound (3d sound)
$Name:	52	collide.wav,			0, 0.70, 1, 100, 200		; * light ship-ship collide sound (3d sound)
$Name:	53	s_hit_1.wav,			0, 0.70, 1, 100, 200		; * shield ship-ship collide overlay sound (3d sound)
$Name:	54	alert_1.wav,			0, 0.50, 0					; missile threat indicator flashes
$Name:	55	proximity1.wav,			0, 0.70, 0					; proximity warning (heat seeker)
$Name:	56	proximity2.wav,			0, 0.70, 0					; proximity warning (aspect)
$Name:	57	directive.wav,			0, 0.70, 0					; directive complete
$Name:	58	subhit2.wav,			0, 0.90, 1, 250, 800		; * other ship subsystem destroyed (3d sound)
$Name:	59	MV_Atomic.ogg,			0, 0.90, 1, 2000, 4000		; * captial ship explosion (3d sound)
$Name:	60	subhit2.wav,			0, 0.90, 1, 250, 1500		; * captial ship subsystem destroyed (3d sound)
$Name:	61	warp2.wav,				0, 1.00, 1, 1500, 2000		; [obsolete] large ship warps out (looping 3d sound)
$Name:	62	ast_lghit.wav,			0, 0.80, 1, 750, 1500		; ** large asteroid blows up (3d sound)
$Name:	63	ast_smhit.wav,			0, 0.80, 1, 500, 1000		; ** small asteroid blows up (3d sound)
$Name:	64	cue_voice.wav,			0, 0.90, 0					; sound to indicate voice is about to start
$Name:	65	end_voice.wav,			0, 0.90, 0					; sound to indicate voice has ended
$Name:	66	scan.wav,				0, 0.50, 0					; cargo scanning (looping)
$Name:	67	l_flyby.wav,			0, 0.80, 1, 50, 250			; * weapon flyby sound
$Name:	68	asteroid.wav,			0, 0.50, 1, 200, 700		; [obsolete] asteroid sound (persistant, looping) (3d sound)
$Name:	69	MV_Warp_Open.ogg,		0, 1.00, 2, 2000, 4000		; capital warp hole opening (3d sound)
$Name:	70	MV_Warp_Close.ogg,		0, 1.00, 2, 2000, 4000		; capital warp hole closing (3d sound)
$Name:	71	rumble.wav,				0, 0.70, 1, 600, 1000		; LARGE engine ambient
$Name:	72	subspace_left.wav,		0, 0.30, 0					; subspace ambient sound (left channel) (looping)
$Name:	73	subspace_right.wav,		0, 0.30, 0					; subspace ambient sound (right channel) (looping)
$Name:	74	Evaded.wav,				0, 0.70, 0					; "evaded" HUD popup
$Name:	75	rumble.wav,				0, 0.70, 1, 600, 1000		; HUGE engine ambient

; Weapons section
$Name:	76	L_Sidearm.wav,			0, 0.50, 1, 50, 400			; SD-4 Sidearm laser fired
$Name:	77	L_Scalpel.wav,			0, 0.50, 1, 50, 400			; DR-2 Scalpel fired
$Name:	78	L_Flail2.wav,			0, 0.50, 1, 50, 400			; Flail II fired
$Name:	79	L_Prom_R.wav,			0, 0.50, 1, 50, 400			; Prometheus R laser fired
$Name:	80	L_Prom_S.wav,			0, 0.50, 1, 50, 400			; Prometheus S laser fired
$Name:	81	L_Newton.wav,			0, 0.50, 1, 50, 400			; GTW-66 Newton Cannon fired
$Name:	82	L_Kayser.wav,			0, 0.55, 1, 50, 400			; UD-8 Kayser Laser fired
$Name:	83	L_Circle.wav,			0, 0.50, 1, 50, 400			; GTW-19 Circe laser fired
$Name:	84	L_Lich.wav,				0, 0.50, 1, 50, 400			; GTW-83 Lich laser fired
$Name:	85	hit_1.wav,				0, 0.90, 1, 200, 800		; Laser impact
$Name:	86	L_Vasmid.wav,			0, 0.50, 1, 50, 400			; Subach-HLV Vasudan laser
$Name:	87	m_wasp.wav,				0, 0.80, 1, 50, 400			; rockeye missile launch
$Name:	88	boom_2.wav,				0, 0.80, 1, 500, 1000		; missile impact 1
$Name:	89	m_mag.wav,				0, 0.80, 1, 50, 400			; mag pulse missile launch
$Name:	90	m_fury.wav,				0, 0.80, 1, 50, 400			; fury missile launch
$Name:	91	m_shrike.wav,			0, 0.80, 1, 50, 400			; shrike missile launch
$Name:	92	m_angel.wav,			0, 0.80, 1, 50, 400			; angel fire missile launch
$Name:	93	m_cluster.wav,			0, 0.80, 1, 50, 400			; cluster bomb launch
$Name:	94	m_clusterb.wav,			0, 0.80, 1, 50, 400			; cluster baby bomb launch
$Name:	95	m_stiletto.wav,			0, 0.80, 1, 50, 400			; stiletto bomb launch
$Name:	96	m_tsunami.wav,			0, 0.80, 1, 50, 400			; tsunami bomb launch
$Name:	97	m_harbinger.wav,		0, 0.80, 1, 50, 400			; harbinger bomb launch
$Name:	98	m_mega.wav,				0, 0.80, 1, 50, 400			; mega wokka launch
$Name:	99	counter_1.wav,			0, 0.70, 1, 50, 200			; countermeasure 1 launch
$Name:	100	l_alien1.wav,			0, 0.60, 1, 50, 400			; Shivan light laser (3d sound)
$Name:	101	MV_ClusterBoom.ogg,		0, 1.20, 1, 750, 1700		; shockwave ignition (3d sound)
$Name:	102	m_swarm.wav,			0, 0.70, 1, 50, 400			; swarm missile sound (3d sound)
$Name:	103	l_alien2.wav,			0, 0.60, 1, 100, 400		; Shivan heavy laser (3d sound)
$Name:	104	capital4.wav,			0, 0.70, 1, 500, 1500		; Vasudan SuperCap engine (3d sound)
$Name:	105	capital5.wav,			0, 0.70, 1, 500, 1500		; Shivan SuperCap engine (3d sound)
$Name:	106	capital6.wav,			0, 0.70, 1, 500, 1500		; Terran SuperCap engine (3d sound)
$Name:	107	l_vaslight.wav,			0, 0.60, 1, 50, 400			; Vasudan light laser fired (3d sound)
$Name:	108	l_alien3.wav,			0, 0.60, 1, 50, 400			; Shivan heavy laser (3d sound)
$Name:	109	shockwave.wav,			0, 1.00, 1, 50, 800			; ** shockwave impact (3d sound)
$Name:	110	Turret_T1.wav,			0, 0.50, 2, 200, 1000		; TERRAN TURRET 1
$Name:	111	Turret_T2.wav,			0, 0.50, 2, 200, 1000		; TERRAN TURRET 2
$Name:	112	Turret_V1.wav,			0, 0.50, 2, 200, 1000		; VASUDAN TURRET 1
$Name:	113	Turret_V2.wav,			0, 0.50, 2, 200, 1000		; VASUDAN TURRET 2
$Name:	114	Turret_S1.wav,			0, 0.50, 2, 200, 1000		; SHIVAN TURRET 1
$Name:	115	paintloop.wav,			0, 0.60, 1, 50, 200			; targeting laser loop sound
$Name:	116	FlakLaunch.wav,			0, 0.60, 1, 250, 1000		; Flak Gun Launch
$Name:	117	boom_4.wav,				0, 0.80, 1, 400, 800		; Flak Gun Impact
$Name:	118	m_emp.wav,				0, 0.60, 1, 50, 400			; EMP Missle
$Name:	119	Escape.wav,				0, 0.60, 1, 200, 600		; Escape Pod Drone
$Name:	120	Vaporize1.wav,			0, 0.70, 0					; Beam Hit 1
$Name:	121	beam_loop.wav,			0, 0.70, 2, 1500, 3000		; beam loop
$Name:	122	beam_up.wav,			0, 0.70, 2, 1500, 3000		; beam power up
$Name:	123	beam_down.wav,			0, 0.70, 2, 1500, 3000		; beam power down
$Name:	124	beam_shot1.wav,			0, 0.70, 2, 1500, 2500		; Beam shot 1
$Name:	125	beam_shot2.wav,			0, 0.70, 2, 1500, 2500		; Beam shot 2

; Ship Engine Sounds section
$Name:	126	ship_a1.wav,			0, 0.60, 1, 200, 400		; Terran fighter engine (3d sound)
$Name:	127	ship_a2.wav,			0, 0.70, 1, 300, 600		; Terran bomber engine (3d sound)
$Name:	128	ship_a3.wav,			0, 0.80, 1, 400, 800		; Terran cruiser engine (3d sound)
$Name:	129	ship_b1.wav,			0, 0.70, 1, 200, 400		; Vasudan fighter engine (3d sound)
$Name:	130	ship_b2.wav,			0, 0.80, 1, 300, 600		; Vasudan bomber engine (3d sound)
$Name:	131	ship_b3.wav,			0, 0.80, 1, 400, 800		; Vasudan cruiser engine (3d sound)
$Name:	132	ship_c1.wav,			0, 0.60, 1, 200, 400		; Shivan fighter engine (3d sound)
$Name:	133	ship_c2.wav,			0, 0.70, 1, 300, 600		; Shivan bomber engine (3d sound)
$Name:	134	ship_c3.wav,			0, 0.80, 1, 400, 800		; Shivan cruiser engine (3d sound)
$Name:	135	beacon.wav,				0, 0.60, 1, 300, 600		; Repair ship beacon/engine sound (3d sound)
$Name:	136	capital1.wav,			0, 0.70, 1, 500, 1500		; Terran capital engine (3d sound)
$Name:	137	capital2.wav,			0, 0.70, 1, 500, 1500		; Vasudan capital engine (3d sound)
$Name:	138	capital3.wav,			0, 0.70, 1, 500, 1500		; Shivan capital engine (3d sound)

; Electrical arc sound fx on the debris pieces
$Name:	139	Arc_01.wav,				0, 0.30, 2, 200, 500		; ** 0.10 second spark sound effect (3d sound)
$Name:	140	Arc_02.wav,				0, 0.30, 2, 200, 500		; ** 0.25 second spark sound effect (3d sound)
$Name:	141	Arc_03.wav,				0, 0.30, 2, 200, 500		; ** 0.50 second spark sound effect (3d sound)
$Name:	142	Arc_04.wav,				0, 0.30, 2, 200, 500		; ** 0.75 second spark sound effect (3d sound)
$Name:	143	Arc_05.wav,				0, 0.30, 2, 200, 500		; ** 1.00 second spark sound effect (3d sound)

; Beam Sounds
$Name:	144	BT_LTerSlash.wav,		0, 0.70, 2, 1500, 3000		; LTerSlash beam loop
$Name:	145	BT_TerSlash.wav,		0, 0.70, 2, 1500, 3000		; TerSlash beam loop
$Name:	146	BT_SGreen.wav,			0, 0.70, 2, 1500, 3000		; SGreen beam loop
$Name:	147	BT_BGreen.wav,			0, 0.70, 2, 1500, 3000		; BGreen beam loop
$Name:	148	BT_BFGreen.wav,			0, 0.70, 2, 1500, 3000		; BFGreen beam loop
$Name:	149	BT_AntiFtr.wav,			0, 0.70, 2, 1500, 3000		; Antifighter beam loop
$Name:	150	BT_up_1.wav,			0, 0.60, 2, 1500, 3000		; 1 sec warm up
$Name:	151	BT_up_1.5.wav,			0, 0.60, 2, 1500, 3000		; 1.5 sec warm up
$Name:	152	BT_up_2.5.wav,			0, 0.60, 2, 1500, 3000		; 2.5 sec warm up
$Name:	153	BT_up_3.wav,			0, 0.60, 2, 1500, 3000		; 3 sec warm up
$Name:	154	BT_up_3.5.wav,			0, 0.60, 2, 1500, 3000		; 3.5 sec warm up
$Name:	155	BT_up_5.wav,			0, 0.60, 2, 1500, 3000		; 5 sec warm up
$Name:	156	BT_dwn_1.wav,			0, 0.70, 2, 2000, 3000		; LTerSlash warm down
$Name:	157	BT_dwn_2.wav,			0, 0.70, 2, 2000, 3000		; TerSlash warm down
$Name:	158	BT_dwn_3.wav,			0, 0.70, 2, 2000, 3000		; SGreen warm down
$Name:	159	BT_dwn_4.wav,			0, 0.70, 2, 2000, 3000		; BGreen warm down
$Name:	160	BT_dwn_5.wav,			0, 0.70, 2, 2000, 3000		; BFGreen warm down
$Name:	161	BT_dwn_6.wav,			0, 0.70, 2, 2000, 3000		; T_AntiFtr warm down
$Name:	162	dark.ogg,			0, 1.00, 2, 2000, 4000
$Name:	163	SFX_FLTJump_Open.ogg,		0, 1.00, 2, 2000, 4000
$Name:	164	SFX_FLTJump_Close.ogg,		0, 1.00, 2, 2000, 4000
$Name:	165	teleporter_send.wav,		0, 0.70, 2, 1500, 3000
$Name:	166	Empty,					0, 0.50, 0
$Name:	167	Empty,					0, 0.50, 0
$Name:	168	Empty,					0, 0.50, 0
$Name:	169	Empty,					0, 0.50, 0
$Name:	170	Empty,					0, 0.50, 0
$Name:	171	Empty,					0, 0.50, 0
$Name:	172	Empty,					0, 0.50, 0
$Name:	173	SupNova1.wav,			0, 1.00, 0					; SuperNova (distant)
$Name:	174	SupNova2.wav,			0, 1.00, 0					; SuperNova (shockwave)
$Name:	175	ship_c4.wav,			0, 0.80, 1, 400, 800		; Shivan large engine (3d sound)
$Name:	176	ship_c5.wav,			0, 0.80, 1, 400, 1000		; Shivan large engine (3d sound)
$Name:	177	BS_SRed.wav,			0, 0.70, 2, 1500, 3000		; SRed 		beam loop
$Name:	178	BS_LRed.wav,			0, 0.70, 2, 1500, 3000		; LRed		beam loop
$Name:	179	BS_AntiFtr.wav,			0, 0.70, 2, 1500, 3000		; Antifighter	beam loop
$Name:	180	MV_Thunder_01.ogg,		0, 0.70, 0					; Thunder 1 sound in neblua
$Name:	181	MV_Thunder_02.ogg,		0, 0.70, 0					; Thunder 2 sound in neblua
$Name:	182	BS_up_1.wav,			0, 0.60, 2, 1500, 3000		; 1 sec 	warm up
$Name:	183	BS_up_1.5.wav,			0, 0.60, 2, 1500, 3000		; 1.5 sec 	warm up
$Name:	184	BS_up_3.wav,			0, 0.60, 2, 1500, 3000		; 3 sec 	warm up
$Name:	185	Commnode.wav,			0, 0.60, 1, 200,  500		; Shivan Commnode
$Name:	186	Pirate.wav,				0, 0.60, 1, 400,  1000		; Volition PirateShip
$Name:	187	BS_dwn_1.wav,			0, 0.70, 2, 2000, 3000		; SRed 		warm down
$Name:	188	BS_dwn_2.wav,			0, 0.70, 2, 2000, 3000		; LRed 		warm down
$Name:	189	BS_dwn_3.wav,			0, 0.70, 2, 2000, 3000		; AntiFtr	warm down
$Name:	190	Inst1.wav,				0, 0.80, 1, 500, 2000		; Instellation 1
$Name:	191	Inst2.wav,				0, 0.80, 1, 500, 2000		; Instellation 2
$Name:	192 omnom.wav,				0, 0.70, 1, 600, 1000		; Sandwich

; Empty
$Name:	193	Empty,				0, 0.50, 0
$Name:	194	Empty,				0, 0.50, 0
$Name:	195	Empty,				0, 0.50, 0
$Name:	196	Empty,				0, 0.50, 0
$Name:	197	Empty,				0, 0.50, 0
$Name:	198	Empty,				0, 0.50, 0
$Name:	199	Empty,				0, 0.50, 0
$Name:	200	Empty,				0, 0.50, 0
$Name:	201	Empty,				0, 0.50, 0
$Name:	202	Empty,				0, 0.50, 0
$Name:	203	Empty,				0, 0.50, 0
$Name:	204	Empty,				0, 0.50, 0
$Name:	205	Empty,				0, 0.50, 0
$Name:	206	Empty,				0, 0.50, 0
$Name:	207	Empty,				0, 0.50, 0
$Name:	208	Empty,				0, 0.50, 0
$Name:	209	Empty,				0, 0.50, 0
$Name:	210	Empty,				0, 0.50, 0
$Name:	211	Empty,				0, 0.50, 0
$Name:	212	Empty,				0, 0.50, 0
$Name:	213	Empty,				0, 0.50, 0
$Name:	214	Empty,				0, 0.50, 0
$Name:	215	Empty,				0, 0.50, 0
$Name:	216	Empty,				0, 0.50, 0
$Name:	217	Empty,				0, 0.50, 0
$Name:	218	Empty,				0, 0.50, 0
$Name:	219	Empty,				0, 0.50, 0
$Name:	220	Empty,				0, 0.50, 0
$Name:	221	Empty,				0, 0.50, 0
$Name:	222	Empty,				0, 0.50, 0
$Name:	223	Empty,				0, 0.50, 0
$Name:	224	Empty,				0, 0.50, 0
$Name:	225	Empty,				0, 0.50, 0
$Name:	226	Empty,				0, 0.50, 0
$Name:	227	Empty,				0, 0.50, 0
$Name:	228	Empty,				0, 0.50, 0
$Name:	229	Empty,				0, 0.50, 0
$Name:	230	Empty,				0, 0.50, 0
$Name:	231	Empty,				0, 0.50, 0
$Name:	232	Empty,				0, 0.50, 0
$Name:	233	Empty,				0, 0.50, 0
$Name:	234	Empty,				0, 0.50, 0
$Name:	235	Empty,				0, 0.50, 0
$Name:	236	Empty,				0, 0.50, 0
$Name:	237	Empty,				0, 0.50, 0
$Name:	238	Empty,				0, 0.50, 0
$Name:	239	Empty,				0, 0.50, 0
$Name:	240	Empty,				0, 0.50, 0
$Name:	241	Empty,				0, 0.50, 0
$Name:	242	Empty,				0, 0.50, 0
$Name:	243	Empty,				0, 0.50, 0
$Name:	244	Empty,				0, 0.50, 0
$Name:	245	Empty,				0, 0.50, 0
$Name:	246	Empty,				0, 0.50, 0
$Name:	247	Empty,				0, 0.50, 0
$Name:	248	Empty,				0, 0.50, 0
$Name:	249	Empty,				0, 0.50, 0

; Turret rotation and elevation
$Name:	250	smallturret_rot.ogg,	0, 0.40, 1, 50, 100			; Very small turret base rotation
$Name:	251	smallturret_elev.ogg,	0, 0.40, 1, 50, 100			; Very small turret barrel elevation
$Name:	252	smallturret_rot.ogg,	0, 0.50, 1, 100, 200		; Small turret base rotation
$Name:	253	smallturret_elev.ogg,	0, 0.50, 1, 100, 200		; Small turret barrel elevation
$Name:	254	largeturret_rot.ogg,	0, 0.60, 1, 200, 400		; Large turret base rotation
$Name:	255	largeturret_elev.ogg,	0, 0.60, 1, 200, 400		; Large turret barrel elevation
$Name:	256	largeturret_rot.ogg,	0, 0.70, 1, 400, 800		; Very large turret base rotation
$Name:	257	largeturret_elev.ogg,	0, 0.70, 1, 400, 800		; Very large turret barrel elevation
#Game Sounds End

#Interface Sounds Start
$Name:	0	user_c.wav,				0, 0.70, 0					; mouse click
$Name:	1	empty,					0, 0.70, 0					; pick up a ship icon (not used)
$Name:	2	load01.wav,				0, 0.60, 0					; drop a ship icon on a wing slot
$Name:	3	unload01.wav,			0, 0.60, 0					; drop a ship icon back to the list
$Name:	4	beep_4.wav,				0, 0.70, 0					; press briefing, ship selection or weapons bar (top-left)
$Name:	5	user_c.wav,				0, 0.70, 0					; Switching to a new screen, but not commit
$Name:	6	beep_4.wav,				0, 0.70, 0					; help pressed
$Name:	7	commit.wav,				0, 0.60, 0					; commit pressed
$Name:	8	user_c.wav,				0, 0.70, 0					; prev/next pressed
$Name:	9	user_c.wav,				0, 0.70, 0					; scroll pressed (and scroll)
$Name:	10	fail.wav,				0, 0.70, 0					; general failure sound for any event
$Name:	11	shipview.wav,			0, 0.50, 0					; ship animation starts (ie text and ship first appear)
$Name:	12	main_amb.wav,			0, 0.60, 0					; ambient sound for the Terran main hall (looping)
$Name:	13	vas_amb.wav,			0, 0.60, 0					; ambient sound for the Vasudan main hall (looping)
$Name:	14	user_a.wav,				0, 0.70, 0					; brief stage change
$Name:	15	user_i.wav,				0, 0.70, 0					; brief stage change fail
$Name:	16	beep_3.wav,				0, 0.70, 0					; selet brief icon
$Name:	17	user_o.wav,				0, 0.50, 0					; user_over (mouse over a control)
$Name:	18	user_c.wav,				0, 0.70, 0					; user_click (mouse selects a control)
$Name:	19	reset.wav,				0, 0.70, 0					; reset (or similar button) pressed
$Name:	20	textdraw.wav,			0, 0.60, 0					; briefing text wipe
$Name:	21	Lift_Mix.wav,			0, 0.50, 0					; main hall - elevator
$Name:	22	weapview.wav,			0, 0.60, 0					; weapon animation starts
$Name:	23	dooropen.wav,			0, 0.50, 0					; door in main hall opens
$Name:	24	doorclose.wav,			0, 0.50, 0					; door in main hall closes
$Name:	25	itemdraw.wav,			0, 0.50, 0					; glow in main hall opens
$Name:	26	Crane_1.wav,			0, 0.50, 0					; main hall - crane 1
$Name:	27	sub_amb.wav,			0, 0.60, 0					; ambient sound for menus off the main hall (looping)
$Name:	28	user_c.wav,				0, 0.70, 0					; popup dialog box appeared
$Name:	29	user_c.wav,				0, 0.70, 0					; popup dialog box goes away
$Name:	30	1_yes.wav,				0, 1.00, 0					; voice clip played when volume slider changes
$Name:	31	Crane_2.wav,			0, 0.50, 0					; main hall - crane 2
$Name:	32	Option1.wav,			0, 0.70, 0					; main hall options - mouse on
$Name:	33	Option2.wav,			0, 0.70, 0					; main hall options - mouse off
$Name:	34	Techroom1.wav,			0, 0.70, 0					; main hall tech room - mouse on
$Name:	35	Techroom2.wav,			0, 0.70, 0					; main hall tech room - mouse off
$Name:	36	Exitopen.wav,			0, 0.60, 0					; main hall exit open
$Name:	37	Exitclose.wav,			0, 0.60, 0					; main hall exit close
$Name:	38	pa_1.wav,				0, 0.50, 0					; main hall random intercom 1
$Name:	39	pa_2.wav,				0, 0.50, 0					; main hall random intercom 2
$Name:	40	pa_3.wav,				0, 0.50, 0					; main hall random intercom 3
$Name:	41	highlight.wav,			0, 0.40, 0					; spinning highlight in briefing
$Name:	42	noiz.wav,				0, 0.40, 0					; static in a briefing stage cut
$Name:	43	Camp_on.wav,			0, 0.70, 0					; main hall campaign - mouse on
$Name:	44	Camp_off.wav,			0, 0.70, 0					; main hall campaign - mouse off
$Name:	45	V_Hatch_Open.wav,		0, 0.70, 0					; vasudan hall - exit open
$Name:	46	V_Hatch_Close.wav,		0, 0.70, 0					; vasudan hall - exit close
$Name:	47	V_Roll_Open.wav,		0, 0.80, 0					; vasudan hall - hatch open
$Name:	48	V_Roll_Close.wav,		0, 0.80, 0					; vasudan hall - hatch close
$Name:	49	V_Lift_Up.wav,			0, 0.70, 0					; vasudan hall - lift up
$Name:	50	V_Lift_Down.wav,		0, 0.70, 0					; vasudan hall - lift down
$Name:	51	V_Lite_On.wav,			0, 0.70, 0					; vasudan hall - glow on
$Name:	52	V_Lite_Off.wav,			0, 0.70, 0					; vasudan hall - glow off
$Name:	53	Skiff.wav,				0, 0.70, 0					; vasudan hall - skiff loop
$Name:	54	V_Map_On.wav,			0, 0.70, 0					; vasudan hall - screen on
$Name:	55	V_Map_Off.wav,			0, 0.70, 0					; vasudan hall - screen off
$Name:	56	V_Head_1.wav,			0, 0.70, 0					; vasudan hall - vasudan greeting
$Name:	57	V_Head_2.wav,			0, 0.70, 0					; vasudan hall - vasudan bye
$Name:	58	V_Pa_01.wav,			0, 0.70, 0					; vasudan hall - vasudan pa 1
$Name:	59	V_Pa_02.wav,			0, 0.70, 0					; vasudan hall - vasudan pa 2
$Name:	60	V_Pa_03.wav,			0, 0.70, 0					; vasudan hall - vasudan pa 3
$Name:	61	bup.wav,				0, 0.90, 0					; bup bup bup-bup bup bup
$Name:	62	thankyou.wav,			0, 0.90, 0					; thankyou
$Name:	63	V_Exit_Open.wav,		0, 0.70, 0					; vasudan hall - exit open
$Name:	64	V_Exit_Close.wav,		0, 0.70, 0					; vasudan hall - exit close
#Interface Sounds End

#Flyby Sounds Start
$Terran:	0	T_flyby1.wav,		0, 0.75, 1, 200, 400		; * Terran ship1 flyby player sound (3d sound)
$Terran:	1	T_flyby2.wav,		0, 0.75, 1, 200, 400		; * Terran ship1 flyby player sound (3d sound)
$Vasudan:	0	V_flyby1.wav,		0, 0.85, 1, 200, 400		; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan:	1	V_flyby2.wav,		0, 0.85, 1, 200, 400		; * Vasudan ship1 flyby player sound (3d sound)
$Shivan:	0	S_flyby1.wav,		0, 0.75, 1, 200, 400		; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan:	1	S_flyby2.wav,		0, 0.75, 1, 200, 400		; * SHIVAN ship1 flyby player sound (3d sound)
#Flyby Sounds End