// SFXINST.D
// Soundsystem related SFX-Instances


//------------------------------------------------------------------------------------------------
// Hier müssen die einzelnen Sounds eingetragen werden
//------------------------------------------------------------------------------------------------
//	 	 Logischer Name					   Dateiname		   Parameter


///////////////////////
// Untergrund-SFX_Human
///////////////////////

// Replaced by KaiRo
INSTANCE Run_Earth		(C_SFX_DEF) {file= "Step_Sand_08.wav";				vol=20;				};
INSTANCE Run_Earth_A1	(C_SFX_DEF) {file= "Step_Sand_09.wav";				vol=20;				};
INSTANCE Run_Earth_A2	(C_SFX_DEF) {file= "Step_Sand_10.wav";				vol=20;				};
                                                            
// Replaced by KaiRo
INSTANCE Run_Metal		(C_SFX_DEF) {file= "Step_Metal_01.wav";				vol=25;				};	
INSTANCE Run_Metal_A1	(C_SFX_DEF) {file= "Step_Metal_02.wav";				vol=25;				};	
INSTANCE Run_Metal_A2	(C_SFX_DEF) {file= "Step_Metal_03.wav";				vol=25;				};	

// Replaced by KaiRo
INSTANCE Run_Stone		(C_SFX_DEF) {file= "Step_StoneParticles_03.wav";	vol=25;				};
INSTANCE Run_Stone_A1	(C_SFX_DEF) {file= "Step_StoneParticles_07.wav";	vol=25;				};
INSTANCE Run_Stone_A2	(C_SFX_DEF) {file= "Step_StoneParticles_08.wav";	vol=25;				};

// Replaced by KaiRo
INSTANCE Run_Water		(C_SFX_DEF) {file= "Step_Water_01.wav";				vol=25;  			};
INSTANCE Run_Water_A1	(C_SFX_DEF) {file= "Step_Water_02.wav";				vol=25;				};

// Replaced by KaiRo
INSTANCE Run_Wood		(C_SFX_DEF) {file= "Step_WoodRodden_09.wav";		vol=25;				};
INSTANCE Run_Wood_A1	(C_SFX_DEF) {file= "Step_WoodRodden_05.wav";		vol=25;				};
INSTANCE Run_Wood_A2	(C_SFX_DEF) {file= "Step_WoodRodden_06.wav";		vol=25;				};

// Idea by KaiRo:  (sound files already inserted)
// INSTANCE Run_Grass		(C_SFX_DEF) {file= "Step_DryLeaves_02.wav";		vol=25;				};
// INSTANCE Run_Grass_A1	(C_SFX_DEF) {file= "Step_DryLeaves_04.wav";		vol=25;				};
// INSTANCE Run_Grass_A2	(C_SFX_DEF) {file= "Step_DryLeaves_05.wav";		vol=25;				};

// Replaced by KaiRo
INSTANCE Run_Undef		(C_SFX_DEF) {file= "Step_DryLeaves_02.wav";			vol=20;				};
INSTANCE Run_Undef_A1	(C_SFX_DEF) {file= "Step_DryLeaves_02.wav";			vol=10;				};
INSTANCE Run_Undef_A2	(C_SFX_DEF) {file= "Step_DryLeaves_05.wav";			vol=20;				};

// Replaced by KaiRo
INSTANCE Sneak_Earth	(C_SFX_DEF) {file= "Step_Sand_08.wav";				vol=15;					};
INSTANCE Sneak_Earth_A1	(C_SFX_DEF) {file= "Step_Sand_09.wav";				vol=15;					};
INSTANCE Sneak_Earth_A2	(C_SFX_DEF) {file= "Step_Sand_10.wav";				vol=15;					};
INSTANCE Sneak_Metal	(C_SFX_DEF) {file= "Step_Metal_01.wav";				vol=15;					};  
INSTANCE Sneak_Metal_A1	(C_SFX_DEF) {file= "Step_Metal_02.wav";				vol=15;					};  
INSTANCE Sneak_Metal_A2	(C_SFX_DEF) {file= "Step_Metal_03.wav";				vol=15;					};  
INSTANCE Sneak_Stone	(C_SFX_DEF) {file= "Step_StoneParticles_03.wav";	vol=15;					};
INSTANCE Sneak_Stone_A1	(C_SFX_DEF) {file= "Step_StoneParticles_07.wav";	vol=15;					};
INSTANCE Sneak_Stone_A2	(C_SFX_DEF) {file= "Step_StoneParticles_08.wav";	vol=15;					};
INSTANCE Sneak_Water	(C_SFX_DEF) {file= "Step_Water_01.wav";				vol=15;					};
INSTANCE Sneak_Water_A1	(C_SFX_DEF) {file= "Step_Water_02.wav";				vol=15;					};
INSTANCE Sneak_Wood		(C_SFX_DEF) {file= "Step_WoodRodden_09.wav";		vol=15;					};
INSTANCE Sneak_Wood_A1	(C_SFX_DEF) {file= "Step_WoodRodden_05.wav";		vol=15;					};
INSTANCE Sneak_Wood_A2	(C_SFX_DEF) {file= "Step_WoodRodden_06.wav";		vol=15;					};
INSTANCE Sneak_Undef	(C_SFX_DEF) {file= "Step_DryLeaves_02.wav";			vol=15;					};
INSTANCE Sneak_Undef_A1	(C_SFX_DEF) {file= "Step_DryLeaves_04.wav";			vol=15;					};
INSTANCE Sneak_Undef_A2	(C_SFX_DEF) {file= "Step_DryLeaves_05.wav";			vol=15;					};

// Added by KaiRo:
// Beim Rennen kommt der Spieler bei jedem Schritt mit dem ganzen Körpergewicht auf dem Boden auf,
// der Sound ist also dementsprechend laut. Wenn der Spieler sich jedoch nur auf der Stelle dreht,
// ist nur ein sehr leiser Sound nötig...  daher die neuen Instanzen
INSTANCE Turn_Earth		(C_SFX_DEF) {file= "Step_Sand_08.wav";				vol=12;						};
INSTANCE Turn_Earth_A1	(C_SFX_DEF) {file= "Step_Sand_09.wav";				vol=12;					};
INSTANCE Turn_Earth_A2	(C_SFX_DEF) {file= "Step_Sand_10.wav";				vol=12;					};
INSTANCE Turn_Metal		(C_SFX_DEF) {file= "Step_Metal_01.wav";				vol=12;						};  
INSTANCE Turn_Metal_A1	(C_SFX_DEF) {file= "Step_Metal_02.wav";				vol=12;					};  
INSTANCE Turn_Metal_A2	(C_SFX_DEF) {file= "Step_Metal_03.wav";				vol=12;					};  
INSTANCE Turn_Stone		(C_SFX_DEF) {file= "Step_StoneParticles_03.wav";	vol=12;						};
INSTANCE Turn_Stone_A1	(C_SFX_DEF) {file= "Step_StoneParticles_07.wav";	vol=12;					};
INSTANCE Turn_Stone_A2	(C_SFX_DEF) {file= "Step_StoneParticles_08.wav";	vol=12;					};
// INSTANCE Turn_Water	(C_SFX_DEF) {file= "Step_Water_01.wav";				vol=12;					};
// INSTANCE Turn_Water_A1	(C_SFX_DEF) {file= "Step_Water_02.wav";			vol=12;				};
INSTANCE Turn_Wood		(C_SFX_DEF) {file= "Step_WoodRodden_09.wav";		vol=12;					};
INSTANCE Turn_Wood_A1	(C_SFX_DEF) {file= "Step_WoodRodden_05.wav";		vol=12;					};
INSTANCE Turn_Wood_A2	(C_SFX_DEF) {file= "Step_WoodRodden_06.wav";		vol=12;					};
INSTANCE Turn_Undef		(C_SFX_DEF) {file= "Step_DryLeaves_02.wav";			vol=12;						};
INSTANCE Turn_Undef_A1	(C_SFX_DEF) {file= "Step_DryLeaves_04.wav";			vol=12;					};
INSTANCE Turn_Undef_A2	(C_SFX_DEF) {file= "Step_DryLeaves_05.wav";			vol=12;					};

// Replaced by KaiRo
INSTANCE Walk_Water		(C_SFX_DEF) {file= "Step_Water_01.wav";				vol=12;					};  
INSTANCE Walk_Water_A1	(C_SFX_DEF) {file= "Step_Water_02.wav";				vol=12;					};  


///////////////////////
// Animations-SFX_Human
///////////////////////

// INSTANCE Jump			(C_SFX_DEF) {file= "Ignajmp.wav";			vol=20;				};
// INSTANCE Hang			(C_SFX_DEF) {file= "Uaah.wav";									};
// INSTANCE t_Hang_2_Stand	(C_SFX_DEF) {file= "t_hang2stand.wav";							};
// INSTANCE ClimbUp		(C_SFX_DEF) {file= "ClimbUp.wav";			vol=60;				};
// INSTANCE ClimbDown		(C_SFX_DEF) {file= "ClimbDown.wav";								};

// Added by KaiRo:
INSTANCE Spit			(C_SFX_DEF) {file= "Spit_Long.wav";			vol=30;				};
INSTANCE PissOff        (C_SFX_DEF) {file= "Special_pinkeln_02.wav";	vol=30;			};
INSTANCE SnoreIn		(C_SFX_DEF) {file= "Snore_BreathOut_01.wav";	vol=30;			};
INSTANCE SnoreIn_A1		(C_SFX_DEF) {file= "Snore_BreathOut_02.wav";	vol=30;			};
INSTANCE SnoreIn_A2		(C_SFX_DEF) {file= "Snore_BreathOut_03.wav";	vol=30;			};
INSTANCE SnoreOut		(C_SFX_DEF) {file= "Snore_BreathIn_01.wav";	vol=30;			};
INSTANCE SnoreOut_A1	(C_SFX_DEF) {file= "Snore_BreathIn_02.wav";	vol=30;			};
INSTANCE SnoreOut_A2	(C_SFX_DEF) {file= "Snore_BreathIn_03.wav";	vol=30;			};


// INSTANCE Stumble		(C_SFX_DEF) {file= "Uaaah.wav";									};

// INSTANCE Fall		(C_SFX_DEF) {file= "Ooooh.wav";									};
// INSTANCE Fallen		(C_SFX_DEF) {file= "Uaaah.wav";									};

INSTANCE Die			(C_SFX_DEF) {file= "Die_1.wav";									};

// Play Lute
INSTANCE Play_Lute		(C_SFX_DEF) {file= "Lute_1.wav";								};
INSTANCE Play_Lute_A1	(C_SFX_DEF) {file= "Lute_2.wav";							};
INSTANCE Play_Lute_A2	(C_SFX_DEF) {file= "Lute_3.wav";							};

// Hammer
INSTANCE Hammer		(C_SFX_DEF) {file= "Hammer_01.wav";	vol=40;							};
INSTANCE Hammer_A1	(C_SFX_DEF) {file= "Hammer_02.wav";	vol=50;						};

// Fliegenschwarm
INSTANCE Flies		(C_SFX_DEF) {file= "Flies.wav";	vol=15;							};

// Unterwasserblubberbasenklangeffektinstanzbeschreibung
INSTANCE BreathBubbles 		 (C_SFX_DEF) {file= "uw_breathout_bubbles_01.wav";  vol=40;};
INSTANCE BreathBubbles_A1 	 (C_SFX_DEF) {file= "uw_breathout_bubbles_02.wav";  vol=50;};
INSTANCE BreathBubbles_A2	 (C_SFX_DEF) {file= "uw_breathout_bubbles_03.wav";  vol=35;};



// Replaced by KaiRo
INSTANCE Swim			(C_SFX_DEF) {file= "Swim_Watersurface.wav";			vol=60;					};
INSTANCE Swim_A1		(C_SFX_DEF) {file= "Swim_Watersurface_02.wav";		vol=60;					};
INSTANCE Swim_A2		(C_SFX_DEF) {file= "Swim_Watersurface_03.wav";		vol=60;					};
INSTANCE Swim_A3		(C_SFX_DEF) {file= "Swim_Watersurface_04.wav";		vol=60;					};
INSTANCE SwimBack		(C_SFX_DEF) {file= "Swim_Backwards.wav";			vol=60;					};
INSTANCE SwimBack_A1	(C_SFX_DEF) {file= "Swim_Backwards_02.wav";			vol=60;					};
INSTANCE Swim2Hang		(C_SFX_DEF) {file= "Swim_ClimbOut.wav";				vol=60;					};
INSTANCE Swim2Dive		(C_SFX_DEF) {file= "Swim_DiveDown.wav";				vol=60;					};
INSTANCE SwimWaves		(C_SFX_DEF) {file= "Swim_Littlewaves_01.wav";		vol=30;					};
INSTANCE SwimWaves_A1	(C_SFX_DEF) {file= "Swim_Littlewaves_02.wav";		vol=30;					};
INSTANCE SwimWaves_A2	(C_SFX_DEF) {file= "Swim_Littlewaves_03.wav";		vol=30;					};
INSTANCE Dive			(C_SFX_DEF) {file= "Swim_Underwater.wav";			vol=60;					};
INSTANCE DiveWaves		(C_SFX_DEF) {file= "Swim_Littlew_U_01.wav";			vol=30;					};
INSTANCE DiveWaves_A1	(C_SFX_DEF) {file= "Swim_Littlew_u_02.wav";			vol=30;					};
INSTANCE Drown			(C_SFX_DEF) {file= "Swim_Drown.wav";				vol=60;					};

// INSTANCE Slide			(C_SFX_DEF) {file= "slide.wav";	loop=1;							};
// INSTANCE Push			(C_SFX_DEF) {file= "Pushst.wav";								};
// INSTANCE Pull			(C_SFX_DEF) {file= "Pullst.wav";								};

// INSTANCE TorchToggle	(C_SFX_DEF) {file= "Wouf.wav";									};
// INSTANCE TorchThrow		(C_SFX_DEF) {file= "TorchThrow.wav";							};


// Weapons
// INSTANCE ReadyMag		(C_SFX_DEF) {file= "kampfschrei.wav";							};
// INSTANCE ReadyPsi		(C_SFX_DEF) {file= "kampfschrei.wav";							};
// INSTANCE ReadyFist		(C_SFX_DEF) {file= "kampfschrei.wav";							};
INSTANCE Ready1hS		(C_SFX_DEF) {file= "Sword_Activate_03.wav";		vol=80;			}; // Replaced by KaiRo
INSTANCE Ready1hS_A1	(C_SFX_DEF) {file= "Sword_Activate_05.wav";		vol=80;			}; // Replaced by KaiRo
// INSTANCE Ready1hA		(C_SFX_DEF) {file= "Ready1hs.wav";								};
INSTANCE Ready2hS		(C_SFX_DEF) {file= "Sword_Activate_03.wav";		vol=80;			}; // Replaced by KaiRo
INSTANCE Ready2hS_A1	(C_SFX_DEF) {file= "Sword_Activate_05.wav";		vol=80;			}; // Replaced by KaiRo
// INSTANCE Ready2hA		(C_SFX_DEF) {file= "Ready1hs.wav";								};
 INSTANCE ReadyBow		(C_SFX_DEF) {file= "Flap1.wav";									};
// INSTANCE ReadyCrossbow	(C_SFX_DEF) {file= "ReadyCrossbow.wav";							};

// Idea by KaiRo:
// INSTANCE ActivateWeaponname   ... (e.g. Schwert aus Scheide ziehen)
// INSTANCE DeactivateWeaponname ... (e.g. Schwert in Scheide schieben)

// Replaced by KaiRo
INSTANCE FistAttack	(C_SFX_DEF) {file= "woosh_02.wav";			vol=80;						};

// Replaced by KaiRo
INSTANCE 1hAttack		(C_SFX_DEF) {file= "Woosh_01.wav";	 		vol=60; };
INSTANCE 1hAttack_A1	(C_SFX_DEF) {file= "Woosh_02.wav";	 		vol=60; };
INSTANCE 1hAttackT		(C_SFX_DEF) {file= "woosh_02.wav";	 		vol=70; };
INSTANCE 1hAttackT_A1	(C_SFX_DEF) {file= "woosh_03.wav";	 		vol=70; };
INSTANCE 1hAttackTurn	(C_SFX_DEF) {file= "woosh_04.wav";			vol=85;	};
INSTANCE 1hParade		(C_SFX_DEF) {file= "woosh_02.wav";			vol=85;	};

// Replaced by KaiRo
INSTANCE 2hAttack		(C_SFX_DEF) {file= "Woosh_04.wav";	 		vol=70; pitchOff=0; pitchVar=2; loop=0; };
INSTANCE 2hAttackT		(C_SFX_DEF) {file= "Woosh_01.wav";	 		vol=80; pitchOff=4; pitchVar=0; loop=0; };
INSTANCE 2hAttackTurn	(C_SFX_DEF) {file= "Woosh_02.wav";			vol=85;						};
INSTANCE 2hParade		(C_SFX_DEF) {file= "Woosh_03.wav";			vol=90;					};

INSTANCE BowShoot		(C_SFX_DEF) {file= "Bow_Fire_01.wav";		vol=100;					};
INSTANCE BowReload		(C_SFX_DEF) {file= "Bow_Reload_01.wav";		vol=30;						};
INSTANCE CrossbowShoot	(C_SFX_DEF) {file= "Bow_Fire_01.wav";		vol=100;				};
INSTANCE CrossbowReload	(C_SFX_DEF) {file= "Bow_Reload_01.wav";		vol=30;				};

// Magie-SFX_Human
// INSTANCE LIGHT_LOGO    		(C_SFX_DEF) {};
INSTANCE LIGHT_SELECTED		(C_SFX_DEF) {file= "Magic_2.wav";							};
INSTANCE LIGHT_CASTED  		(C_SFX_DEF) {file= "Magic_10.wav";							};
// INSTANCE LIGHT_SPHERE  		(C_SFX_DEF) {};
INSTANCE LIGHT_FADES   		(C_SFX_DEF) {file= "Magic_5.wav";							};
INSTANCE LIGHT_CANCELED		(C_SFX_DEF) {file= "Magic_3.wav";							};
// INSTANCE FIREBALL_LOGO  	(C_SFX_DEF) {};
// INSTANCE FIREBALL_SELECTED  (C_SFX_DEF) {};
// INSTANCE FIREBALL_GROWS     (C_SFX_DEF) {};
INSTANCE FIREBALL_SHOT      (C_SFX_DEF) {file= "Magic_15.wav";							};
INSTANCE FIREBALL_FLIES     (C_SFX_DEF) {file= "Magic_13.wav";							};
INSTANCE FIREBALL_EXPLODES  (C_SFX_DEF) {file= "Magic_11.wav";							};
INSTANCE FIREBALL_CANCELED  (C_SFX_DEF) {file= "Magic_12.wav";							};
// INSTANCE CONTROL_LOGO       (C_SFX_DEF) {};
INSTANCE CONTROL_SELECTED   (C_SFX_DEF) {file= "Magic_8.wav" ;							};
// INSTANCE CONTROL_STRUGGLE   (C_SFX_DEF) {};
INSTANCE CONTROL_FAILED     (C_SFX_DEF) {file= "Magic_9.wav" ;							};
INSTANCE CONTROL_SUCCESS    (C_SFX_DEF) {file= "Magic_5.wav" ;							};
// INSTANCE CONTROL_CONTROL    (C_SFX_DEF) {};
INSTANCE CONTROL_RETURN     (C_SFX_DEF) {file= "Magic_6.wav" ;							};
// INSTANCE SHAPESHIFT_LOGO    (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_SELECTED(C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_TOGGLE  (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_SHIFT   (C_SFX_DEF) {};
// INSTANCE SHAPESHIFT_RETURN  (C_SFX_DEF) {};



// Untergrund-SFX_Gobbo
// !NOTE by KaiRo
// In der GOBBO.MDS habe ich für den Gobbo die gleichen Untergrund-Sounds genommen, wie für den Human.


// Animations-SFX_Gobbo
// INSTANCE GOB_Jump			(C_SFX_DEF) {file= "gobbo_dead3.wav";						};
// INSTANCE GOB_Hang			(C_SFX_DEF) {file= "gobbo jaul.wav";						};
// INSTANCE GOB_ClimbUp		(C_SFX_DEF) {file= "gobbo hurt2.wav";						};
// INSTANCE GOB_ClimbDown		(C_SFX_DEF) {file= "gobbo hurt2.wav";						};
// INSTANCE GOB_Oops			(C_SFX_DEF) {file= "gobbo jaul.wav";						};
// INSTANCE GOB_Stumble		(C_SFX_DEF) {file= "gobbo jaul.wav";						};
// INSTANCE GOB_Slide			(C_SFX_DEF) {file= "slide.wav";	loop=1;						};
// INSTANCE GOB_Fall			(C_SFX_DEF) {file= "gobbo hurt2.wav";						};
// INSTANCE GOB_Fallen			(C_SFX_DEF) {file= "gobbo jaul.wav";						};
// INSTANCE GOB_GetUp			(C_SFX_DEF) {file= "gobbo eyh.wav";							};
// INSTANCE GOB_Swim			(C_SFX_DEF) {file= "swim.wav";			vol=60;				};
// INSTANCE GOB_Swim2Dive		(C_SFX_DEF) {file= "Swim2Dive.wav";							};
// INSTANCE GOB_Dive			(C_SFX_DEF) {file= "Swim2Dive.wav";		vol=60;				};
// INSTANCE GOB_Drown			(C_SFX_DEF) {file= "Drown.wav";								};
// INSTANCE GOB_Swim2Hang		(C_SFX_DEF) {file= "Blubblub.wav";							};
// INSTANCE GOB_t_Hang_2_Stand	(C_SFX_DEF) {file= "gobbo hurt2.wav";						};
// INSTANCE GOB_Die			(C_SFX_DEF) {file= "gobbo_dead2.wav";						};
// INSTANCE GOB_Die_A1			(C_SFX_DEF) {file= "gobbo_dead.wav";						};
// INSTANCE GOB_Die_A2			(C_SFX_DEF) {file= "gobbo_dead3.wav";						};
// INSTANCE GOB_Hurt			(C_SFX_DEF) {file= "gobbo_hurt.wav";						};
// INSTANCE GOB_Alarm			(C_SFX_DEF) {file= "gobbo_alarm.wav";						};
// INSTANCE GOB_Fly			(C_SFX_DEF) {file= "gobbo schreck.wav";						};
// INSTANCE GOB_Happy			(C_SFX_DEF) {file= "gobbo laugh.wav";						};


// Animations-SFX_Crawler
// INSTANCE CRA_Hurt			(C_SFX_DEF) {file= "crawler1.wav";						};
// INSTANCE CRA_Die			(C_SFX_DEF) {file= "crawler3.wav";						};
// INSTANCE CRA_Alarm			(C_SFX_DEF) {file= "crawler.wav";						};
// INSTANCE CRA_Alarm_A1		(C_SFX_DEF) {file= "crawler2.wav";						};



// Kollisions-, Zerstoerungs-, Slide- SFX
// WICHTIG: Die Praefixe 'CS_', 'DS_', 'SS_' muessen eingehalten werden !

// Konzept-Tabellle, Ac_Technik.doc, 2.2.4, Tabelle 2
// Die Abkuerzungen stehen fuer die jeweiligen Materialien, Trefferarten, nat. Waffenarten, etc.
// Die Reihenfolge der Aufzaehlungen ist WICHTIG und muss mit der Festlegung dieser Attribute durch Ulf
// an anderer Stelle uebereinstimmen (z.B. hat Ulf die moeglichen 'Objekt-Materialien' an anderer Stelle
// definiert).

CONST STRING CS_MH = "FL LE ME";			// Flesh, Leather, Metal
CONST STRING CS_MA = "FI JA TA";			// Fist, Jaw, Tail
CONST STRING CS_IH = "WO ST ME LE CL GL";	// Wood, Stone, Metal, Leather, Clay, Glas
CONST STRING CS_IA = "DA 1S 2S 2A";			// Dagger, 1hSword, 2hSword, 2hAxe
CONST STRING CS_OH = "WO ST ME LE CL GL";

CONST STRING CS_HM = "FL LE ME";
CONST STRING CS_AM = "DM BL BM ";			// Damage, BL = Bounces from Leather (Kein Schaden), BM = Bounces from Metal
CONST STRING CS_HI = "WO ST ME LE CL GL";
CONST STRING CS_AI = "WO BW ME LE CL GL";
CONST STRING CS_HO = "WO ST ME LE CL GL";
CONST STRING CS_AO = "WO ST ME LE CL GL";
CONST STRING CS_HL = "UD ME ST WO EA WA";
CONST STRING CS_AL = "UD ME ST WO EA WA";



///////////////////////
// destruction sounds
///////////////////////

// "DS_<OBJ_MATERIAL>" (WO ST ME LE CL GL - Wood, Stone, Metal, Leather, Clay, Glass)

INSTANCE DS_WO			(C_SFX_DEF) {file= "Crash;Wood_2.wav";							};
INSTANCE DS_ST			(C_SFX_DEF) {file= "Crash;Wood_2.wav";								};
INSTANCE DS_ME			(C_SFX_DEF) {file= "Crash;Wood_2.wav";								};
INSTANCE DS_LE			(C_SFX_DEF) {file= "Crash;Item.wav";								};
INSTANCE DS_CL			(C_SFX_DEF) {file= "CRASH;CLAY.wav";							};
INSTANCE DS_GL			(C_SFX_DEF) {file= "Crash;Wood_2.wav";								};



//////////////////////
// slide sounds 
//////////////////////

// (loop=1!), "SS_<LEVEL_MATERIAL>"

INSTANCE SS_UD			(C_SFX_DEF) {file= "slide.wav";	loop=1;							};
//..




//////////////////////
// COLLISION SOUNDS
//////////////////////

// Defaults (CS_MHL, CS_MHM ...) werden benutzt, wenn der im Game auftauchenden Collisions-Situation
// kein Script-Sound zugeordnet wurde, bei dem die Materialien (o.ä.) passen.



//////////////////////
// MODEL HITS..
/////////////////////
// pro Objektkategorie (Model, Object, Item) muß noch eine Mindestgeschwindigkeit angegeben werden, 
// ab der eine Kollision einen Sound auslöst!

// .. Level
// das Material des Models wird durch den Rüstungstyp bestimmt (Flesh, Leather, Metal)
INSTANCE CS_MHL				(C_SFX_DEF)	{file= "MHI;FL;WO.wav";								};

// INSTANCE CS_MHL_FL_ST		(C_SFX_DEF) {file= "MHL;FI;ST.wav";								};
// INSTANCE CS_MHL_ME_ST		(C_SFX_DEF) {file= "MHL;ME;ST.wav";								};
// INSTANCE CS_MHL_FL_WA		(C_SFX_DEF) {file= "MHL;FI;WA.wav";								};

// .. Model		(NSCs/SCs kollidieren außerhalb des Kampfs)
INSTANCE CS_MHM				(C_SFX_DEF)	{file= "MHI;FL;WO.wav";								};

// INSTANCE CS_MHM_FL_FL		(C_SFX_DEF) {file= "MAM;FI;DM.wav";								};

// .. Object	(SC/NSC kollidiert mit Objekt, z.B. Kiste, Stuhl, Tisch...)
INSTANCE CS_MHO				(C_SFX_DEF) {file= "MHI;FL;WO.wav";								};

// INSTANCE CS_MHO_FL_WO		(C_SFX_DEF) {file= "MHI;FL;WO.wav";								};

// .. Item		(Beispiel: ?)
INSTANCE CS_MHI				(C_SFX_DEF) {file= "MHI;FL;WO.wav";								};

// INSTANCE CS_MHI_FL_WO		(C_SFX_DEF) {file= "MHI;FL;WO.wav";								};


////////////////////
// OBJECT HITS..
////////////////////

// ..Level
INSTANCE CS_OHL				(C_SFX_DEF)	{file= "OHL;WO;ST.wav";								};

// INSTANCE CS_OHL_WO_ST		(C_SFX_DEF) {file= "OHL;WO;ST.wav";								};
// INSTANCE CS_OHL_ST_ST		(C_SFX_DEF) {file= "OHL;ST;ST.wav";								};
// INSTANCE CS_OHL_ST_WA		(C_SFX_DEF) {file= "OHL;ST;WA.wav";								};
// INSTANCE CS_OHL_WO_WA		(C_SFX_DEF) {file= "OHL;WO;WA.wav";								};


// ..Model
INSTANCE CS_OHM				(C_SFX_DEF) {file= "OHL;WO;ST.wav";								};

// INSTANCE CS_OHM_WO_FL		(C_SFX_DEF) {};
// INSTANCE CS_OHM_WO_ME		(C_SFX_DEF) {};


// ..Object
INSTANCE CS_OHO				(C_SFX_DEF) {file= "OHL;WO;ST.wav";								};

// INSTANCE CS_OHO_WO_WO		(C_SFX_DEF) {file= "OHO;WO;WO.wav";								};
// INSTANCE CS_OHO_ST_ST		(C_SFX_DEF) {file= "OHO;ST;ST.wav";								};
// INSTANCE CS_OHO_ST_WO		(C_SFX_DEF) {file= "OHO;ST;WO.wav";								};

// ..Item
// Ist das nötig?
INSTANCE CS_OHI				(C_SFX_DEF) {file= "OHL;WO;ST.wav";								};

// INSTANCE CS_OHI_WO_WO		(C_SFX_DEF) {file= "OHI;WO;WO.wav";								};
// INSTANCE CS_OHI_ST_WO		(C_SFX_DEF) {file= "OHI;ST;WO.wav";								};
// INSTANCE CS_OHI_WO_WO		(C_SFX_DEF) {file= "OHI;WO;WO.wav";								};


/////////////////////
// ITEM HITS..
/////////////////////

// .. Level
INSTANCE CS_IHL				(C_SFX_DEF) {file= "Item_Hits_Stone.wav";	vol=30;						};

INSTANCE CS_IHL_ST_WO		(C_SFX_DEF) {file= "Item_Hits_Wood.wav";								};
INSTANCE CS_IHL_ST_ST		(C_SFX_DEF) {file= "Item_Hits_Stone.wav";								};
INSTANCE CS_IHL_ST_ME		(C_SFX_DEF) {file= "IHL;ST;ME.wav";								};
INSTANCE CS_IHL_ME_ST		(C_SFX_DEF) {file= "IHL;ME;ST.wav";								};
INSTANCE CS_IHL_ST_WA		(C_SFX_DEF) {file= "IHL;ST;WA.wav";								};
INSTANCE CS_IHL_WO_WA		(C_SFX_DEF) {file= "IHL;WO;WA.wav";								};

// .. Model
INSTANCE CS_IHM				(C_SFX_DEF) {file= "Item_Hits_Stone.wav";								};

// INSTANCE CS_IHM_WO_FL		(C_SFX_DEF) {file= "IHM;WO;FL.wav";								};
// INSTANCE CS_IHM_WO_ME		(C_SFX_DEF) {file= "IHM;ST;ME.wav";								};
// INSTANCE CS_IHM_ST_ME		(C_SFX_DEF) {file= "IHM;ST;ME.wav";								};

// .. Object
INSTANCE CS_IHO				(C_SFX_DEF) {file= "Item_Hits_Stone.wav";								};

// INSTANCE CS_IHO_WO_WO		(C_SFX_DEF) {file= "IHO;WO;WO.wav";								};
// INSTANCE CS_IHO_ST_ME		(C_SFX_DEF) {file= "IHO;ST;ME.wav";								};
// INSTANCE CS_IHO_ME_ME		(C_SFX_DEF) {file= "IHO;ME;ME.wav";								};

// .. Item
INSTANCE CS_IHI				(C_SFX_DEF) {file= "Item_Hits_Stone.wav";									};

// INSTANCE CS_IHI_WO_WO		(C_SFX_DEF) {};



////////////////////////
// MODEL ATTACKS..  (Angriff ohne Waffe)
////////////////////////

// .. Level
INSTANCE CS_MAL				(C_SFX_DEF) {file= "MAL;FI;WO.wav";								};

// INSTANCE CS_MAL_FI_ST		(C_SFX_DEF) {file= "MAL;FI;ST.wav";								};
// INSTANCE CS_MAL_FI_WO		(C_SFX_DEF) {file= "MAL;FI;WO.wav";								};
// INSTANCE CS_MAL_FI_WA		(C_SFX_DEF) {file= "MAL;FI;WA.wav";								};
// INSTANCE CS_MAL_FI_ME		(C_SFX_DEF) {file= "MAL;FI;ME.wav";								};

// .. Model
INSTANCE CS_MAM				(C_SFX_DEF) {file= "MAL;FI;WO.wav";								};

INSTANCE CS_MAM_FI_DM		(C_SFX_DEF) {file= "Flesh_Splat_01.wav";								};
// INSTANCE CS_MAM_FI_BM		(C_SFX_DEF) {file= "MAM;FI;BM.wav";								};
// INSTANCE CS_MAM_JA_DM		(C_SFX_DEF) {};
// INSTANCE CS_MAM_JA_BM		(C_SFX_DEF) {};
// INSTANCE CS_MAM_FI_BL		(C_SFX_DEF) {file= "MAM;FI;BL.wav";								};

// .. Object
INSTANCE CS_MAO				(C_SFX_DEF) {file= "MAL;FI;WO.wav";								};

// INSTANCE CS_MAO_FI_WO		(C_SFX_DEF) {file= "MAO;FI;WO.wav";								};
// INSTANCE CS_MAO_FI_FL		(C_SFX_DEF) {file= "MAO;FI;FL.wav";								};

// .. Item	(Waffenloser Angriff auf Item?)
// ? ist das nötig ?
INSTANCE CS_MAI				(C_SFX_DEF) {file= "MAL;FI;WO.wav";									};

// INSTANCE CS_MAI_FI_WO		(C_SFX_DEF) {file= "MAI;FI;WO.wav";								};



////////////////////
// ITEM ATTACKS.. (Angriff mit Waffe)
////////////////////

// .. Level
INSTANCE CS_IAL				(C_SFX_DEF) {file= "Sword_Hits_Stone_01.wav";								};
INSTANCE CS_IAL_A1			(C_SFX_DEF) {file= "Sword_Hits_Stone_02.wav";								};
INSTANCE CS_IAL_A2			(C_SFX_DEF) {file= "Sword_Hits_Stone_03.wav";								};

// INSTANCE CS_IAL_1S_ST		(C_SFX_DEF) {file= "Sword_Hits_Stone_01.wav";								};
// INSTANCE CS_IAL_1S_ST_A1		(C_SFX_DEF) {file= "Sword_Hits_Stone_02.wav";								};
// INSTANCE CS_IAL_1S_ST_A2		(C_SFX_DEF) {file= "Sword_Hits_Stone_03.wav";								};
// INSTANCE CS_IAL_2S_ST		(C_SFX_DEF) {file= "Sword_Hits_Stone_01.wav";								};
// INSTANCE CS_IAL_2S_ST_A1 	(C_SFX_DEF) {file= "Sword_Hits_Stone_02.wav";								};
// INSTANCE CS_IAL_2S_ST_A2		(C_SFX_DEF) {file= "Sword_Hits_Stone_03.wav";								};
// INSTANCE CS_IAL_1S_WO		(C_SFX_DEF) {file= "IAL;1H;WO.wav";								};
// INSTANCE CS_IAL_1S_WA		(C_SFX_DEF) {file= "IAL;1H;WA.wav";								};
// INSTANCE CS_IAL_BO_ME		(C_SFX_DEF) {file= "IAL;BO;ME.wav";								};

// .. Model
// Club, Crossbow ??

// Replaced by KaiRo
INSTANCE CS_IAM				(C_SFX_DEF) {file= "Flesh_Splat_01.wav";						};
INSTANCE CS_IAM_A1			(C_SFX_DEF) {file= "Flesh_Splat_02.wav";						};

INSTANCE CS_IAM_1S_DM		(C_SFX_DEF) {file= "Flesh_Splat_01.wav";						};
INSTANCE CS_IAM_1S_DM_A1	(C_SFX_DEF) {file= "Flesh_Splat_02.wav";						};
INSTANCE CS_IAM_2S_DM		(C_SFX_DEF) {file= "Flesh_Splat_01.wav";						};
INSTANCE CS_IAM_2S_DM_A1	(C_SFX_DEF) {file= "Flesh_Splat_02.wav";						};
INSTANCE CS_IAM_BO_DM		(C_SFX_DEF) {file= "Flesh_Splat_03.wav";								};

// Replaced by KaiRo
INSTANCE CS_IAM_1S_BM		(C_SFX_DEF) {file= "Sword_SingleHit_01.wav";					};
INSTANCE CS_IAM_1S_BM_A1	(C_SFX_DEF) {file= "Sword_SingleHit_02.wav";					};
INSTANCE CS_IAM_1S_BM_A2	(C_SFX_DEF) {file= "Sword_SingleHit_03.wav";					};
INSTANCE CS_IAM_2S_BM		(C_SFX_DEF) {file= "Sword_SingleHit_01.wav";					};
INSTANCE CS_IAM_2S_BM_A1	(C_SFX_DEF) {file= "Sword_SingleHit_02.wav";					};
INSTANCE CS_IAM_2S_BM_A2	(C_SFX_DEF) {file= "Sword_SingleHit_03.wav";					};
// Ignored by KaiRo: INSTANCE CS_IAM_BO_BM		(C_SFX_DEF) {file= "IAM;BO;BM.wav";								};

// .. Object
INSTANCE CS_IAO				(C_SFX_DEF) {file= "IAO;1H;WO.wav";								};

// INSTANCE CS_IAO_1S_WO		(C_SFX_DEF) {file= "IAO;1H;WO.wav";								};
// INSTANCE CS_IAO_BO_GL		(C_SFX_DEF) {file= "IAO;BO;GL.wav";		            			};
// INSTANCE CS_IAO_2S_ME		(C_SFX_DEF) {file= "IAO;2H;ME.wav";								};
// INSTANCE CS_IAO_BO_ME		(C_SFX_DEF) {file= "IAO;BO;ME.wav";								};
// INSTANCE CS_IAO_ME_ME		(C_SFX_DEF) {file= "IAO;ME;ME.wav";								};
// INSTANCE CS_IAO_ME_WO		(C_SFX_DEF) {file= "IAO;ME;WO.wav";								};

// .. Item
INSTANCE CS_IAI				(C_SFX_DEF) {file= "IAO;1H;WO.wav";		            				};

// INSTANCE CS_IAI_1S_WO		(C_SFX_DEF) {file= "IAI;1H;WO.wav";		            			};
// INSTANCE CS_IAI_1S_BW		(C_SFX_DEF) {file= "IAI;1H;BW.wav";		            			};




////////////////////
// Aktions-SFX
////////////////////

INSTANCE INV_OPEN     	(C_SFX_DEF) {file="flap1.wav"; 		vol=20;			};
INSTANCE INV_CLOSE    	(C_SFX_DEF) {file="flap1.wav"; 		vol=20;			};
INSTANCE INV_CHANGE   	(C_SFX_DEF) {file="flap1.wav"; 		vol=20;			};
INSTANCE TRADE_OPEN   	(C_SFX_DEF) {file="flap1.wav"; 		vol=20;			};
INSTANCE TRADE_CLOSE  	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE PROFILE_OPEN 	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE PROFILE_CLOSE	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE ASK_YES      	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE ASK_NO       	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE HELP_ON      	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};
INSTANCE HELP_OFF     	(C_SFX_DEF) {file="flap1.wav";		vol=20;			};



////////////////////
// VOB-SFX
////////////////////

INSTANCE TORCH_ENLIGHT  (C_SFX_DEF) {file= "torch_enlight.wav";								};
INSTANCE TORCH_BURN   	(C_SFX_DEF) {file= "Torch_1.wav";			loop=1;					};
INSTANCE CAMPFIRE_BURN	(C_SFX_DEF) {file= "campfire_2.wav";		loop=1;					};

INSTANCE BOILING_POT	(C_SFX_DEF) {file= "boiling_pot.wav";		loop=1;					};


// INSTANCE WATERFALL    	(C_SFX_DEF) {file= "WATERFALL.wav";	loop=1;						};
// INSTANCE FOUNTAIN     	(C_SFX_DEF) {file= "FOUNTAIN.wav"; loop=1;						};								};


////////////////////
// Ambient-SFX
////////////////////

// INSTANCE AMBIENT_WINDYCAVE  (C_SFX_DEF) {file= "AMBIENT;WINDYCAVE.wav";	loop=1;			};
// INSTANCE AMBIENT_UNDERWATER (C_SFX_DEF) {file= "AMBIENT;UNDERWATER.wav"; loop=1;		};
// INSTANCE AMBIENT_NIGHTMEADOW(C_SFX_DEF) {};
// INSTANCE AMBIENT_DARKNIGHT  (C_SFX_DEF) {};
// INSTANCE AMBIENT_SUNRISE    (C_SFX_DEF) {file= "AMBIENT;SUNRISE.wav"; loop=1;			};
// INSTANCE AMBIENT_RAIN       (C_SFX_DEF) {file= "AMBIENT;RAIN.wav"; loop=1;				};
// INSTANCE AMBIENT_MINE	    (C_SFX_DEF) {file= "AMB;MINE.wav"; loop=1;					};



////////////////////
// Skript-SFX
////////////////////

// INSTANCE CHEST_OPEN    	(C_SFX_DEF) {file= "CHEST;OPEN.wav";							};
// INSTANCE CHEST_CLOSE   	(C_SFX_DEF) {file= "CHEST;CLOSE.wav";							};
// INSTANCE BIGCHEST_OPEN 	(C_SFX_DEF) {file= "BIGCHEST;OPEN.wav";							};
// INSTANCE BIGCHEST_CLOSE	(C_SFX_DEF) {file= "BIGCHEST;CLOSE.wav";						};
// INSTANCE LEVEL_USE     	(C_SFX_DEF) {};
// INSTANCE PORTCULLI_UP  	(C_SFX_DEF) {file= "PORTCULLI;UP.wav";							};
// INSTANCE PORTCULLI_DOWN	(C_SFX_DEF) {file= "PORTCULLI;DOWN.wav";						};
// INSTANCE PORTCULLI_FALL	(C_SFX_DEF) {file= "PORTCULLI;FALL.wav";						};
// INSTANCE STONEHEAP_USE 	(C_SFX_DEF) {file= "STONEHEAP;USE.wav";							};
// INSTANCE KEY_OPEN      	(C_SFX_DEF) {file= "KEY;OPEN.wav";								};
// INSTANCE KEY_CLOSE     	(C_SFX_DEF) {file= "KEY;CLOSE.wav";								};




////////////////////
// Sprachsamples
////////////////////

// Human_Deutsch



// ***********************
// Carsten - Magiesounds
// ***********************
INSTANCE TMAG_TEST						(C_SFX_DEF) {file= "magic_1.wav";	loop=1;				};
INSTANCE TMAG_OPEN						(C_SFX_DEF) {file= "magic_2.wav";	loop=1;				};
INSTANCE TMAG_INIT						(C_SFX_DEF) {file= "magic_3.wav";	};
INSTANCE TMAG_INVESTNEXT				(C_SFX_DEF) {file= "magic_4.wav";	};
INSTANCE TMAG_CAST						(C_SFX_DEF) {file= "magic_15.wav";		vol = 50;	};
INSTANCE TMAG_COLLIDE					(C_SFX_DEF) {file= "magic_11.wav";	};
INSTANCE TMAG_STOP						(C_SFX_DEF) {file= "magic_7.wav";	};

INSTANCE FB_INV1(C_SFX_DEF)				{file= "key01.wav";					};
INSTANCE FB_INV2(C_SFX_DEF)				{file= "key02.wav";					};
INSTANCE FB_CAST(C_SFX_DEF)				{file= "flyloop.wav";	loop=1;		};
INSTANCE FB_COLLIDE(C_SFX_DEF)				{file= "explosion.wav";				};

INSTANCE Spell_Lightning_Cast(C_SFX_DEF) { file="lightning_spell_cast.wav"; loop = 1; };

// ***********************
// Carsten - Menusounds
// ***********************
INSTANCE MENU_BROWSE					(C_SFX_DEF) {file= "bow_reload_01.wav";	vol = 127; };
INSTANCE MENU_SELECT					(C_SFX_DEF) {file= "pickore_1.wav";	vol = 127; };
INSTANCE MENU_ESC					(C_SFX_DEF) {file= "magic_1.wav";	vol = 127; };

// ***********************
// Bert - Menusounds
// ***********************


// menu: multiplayer
INSTANCE MENU_NET_GAME_FOUND				(C_SFX_DEF) {file= "eat_apple_bite_2.wav";	vol = 127; };
INSTANCE MENU_NET_GAME_NOTFOUND				(C_SFX_DEF) {file= "spit_short.wav";	vol = 127; };

// menu: chatroom 
INSTANCE MENU_NET_INFO_REQUEST				(C_SFX_DEF) {file= "doorknob01.wav";	vol = 127; };
INSTANCE MENU_NET_PLAYER_ENTER				(C_SFX_DEF) {file= "doorknob03.wav";	vol = 127; };
INSTANCE MENU_NET_PLAYER_LEAVE				(C_SFX_DEF) {file= "doorclose01.wav";	vol = 127; };
INSTANCE MENU_NET_PLAYER_TIMEOUT			(C_SFX_DEF) {file= "pickore_1.wav";	vol = 127; };
INSTANCE MENU_NET_PLAYER_CRCERROR			(C_SFX_DEF) {file= "pickore_1.wav";	vol = 127; };
INSTANCE MENU_NET_PLAYER_CHANGE				(C_SFX_DEF) {file= "eat_apple_bite_2.wav";	vol = 127; };
INSTANCE MENU_NET_GAME_START				(C_SFX_DEF) {file= "various_cast1.wav";	vol = 127; };

// ***** Ende von Carstens Part *****

