	
//////////////////////////////////////
//	
// 	Music Sytem 
//	Instance-Definitions 
//	
//////////////////////////////////////

// music config instance

INSTANCE musicSysConfig(C_MUSICSYS_CFG)
{
	volume 				= 0.8;   		// 0..1
	bitResolution		= 16;		// 8 / 16
	globalReverbEnabled = 1;
	sampleRate			= 44100;	// 11050 - 44100 prefered
	numChannels			= 16;		// 1 - 16
	reverbBufferSize	= 262144;
};

// ------------------------------------------------------------------------------------------------
// theme instances
// ------------------------------------------------------------------------------------------------

//////////////////////
// Old Camp (Oc)
//////////////////////

INSTANCE oc_DayStd(C_MUSICTHEME_DEF)
{
	file		= "oc_DayStd.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE oc_DayThreat(C_MUSICTHEME_DEF)
{
	file		= "oc_DayThreat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

//   INSTANCE oc_NightStd(C_MUSICTHEME_DEF)
//   {
//   	file		= "oc_NightStd.sgt";
//   	transType	= TRANSITION_TYPE_BREAK;
//   	transSubType= TRANSITION_SUB_TYPE_MEASURE;
//   };

//   INSTANCE oc_NightThreat(C_MUSICTHEME_DEF)
//   {
//   	file		= "oc_NightThreat.sgt";
//   	transType	= TRANSITION_TYPE_FILL;
//   	transSubType= TRANSITION_SUB_TYPE_MEASURE;
//   };

INSTANCE oc_NightStd(C_MUSICTHEME_DEF)
{
	file		= "oc_DayStd.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE oc_NightThreat(C_MUSICTHEME_DEF)
{
	file		= "oc_DayThreat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE oc_Fight(C_MUSICTHEME_DEF)
{
	file		= "oc_fight.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE oc_FightFast(C_MUSICTHEME_DEF)
{
	file		= "oc_fight.sgt";
	transType	= TRANSITION_TYPE_NONE;
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};



//////////////////////
// Outside World (Ow)
//////////////////////

INSTANCE OW_DayStd(C_MUSICTHEME_DEF)
{
	file		= "ow_DayStd.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE OW_DayThreat(C_MUSICTHEME_DEF)
{
	file		= "ow_DayThreat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE OW_NightStd(C_MUSICTHEME_DEF)
{
	file		= "ow_NightStandard.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE OW_NightThreat(C_MUSICTHEME_DEF)
{
	file		= "ow_NightThreat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE OW_Fight(C_MUSICTHEME_DEF)
{
	file		= "oc_fight.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE OW_FightFast(C_MUSICTHEME_DEF)
{
	file		= "oc_fight.sgt";
	transType	= TRANSITION_TYPE_NONE;
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};


/////////////////////
// Verlassene Mine
/////////////////////

/*
INSTANCE VM_DayStd(C_MUSICTHEME_DEF)
{
	file		= "VM_Standard.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE VM_DayThreat(C_MUSICTHEME_DEF)
{
	file		= "VM_Threat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE VM_NightStd(C_MUSICTHEME_DEF)
{
	file		= "VM_Standard.sgt";
	transType	= TRANSITION_TYPE_BREAK;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE VM_NightThreat(C_MUSICTHEME_DEF)
{
	file		= "VM_Threat.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE VM_Fight(C_MUSICTHEME_DEF)
{
	file		= "VM_Fight.sgt";
	transType	= TRANSITION_TYPE_FILL;
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE VM_FightFast(C_MUSICTHEME_DEF)
{
	file		= "VM_Fight.sgt";
	transType	= TRANSITION_TYPE_NONE;
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};

*/


// ------------------------------------------------------------------------------------------------
// jingle instances
// ------------------------------------------------------------------------------------------------


INSTANCE jingleFoundItem(C_MUSICJINGLE_DEF) {
	name	    = "E-Positive 2";
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};
	
INSTANCE jingleLevelGain(C_MUSICJINGLE_DEF) {
	name	    = "E-Positive 1";
	transSubType= TRANSITION_SUB_TYPE_MEASURE;
};

INSTANCE jingleKilledFoe(C_MUSICJINGLE_DEF) {
	name	    = "E-Positive 2";
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};

INSTANCE jingleLearnTalent(C_MUSICJINGLE_DEF) {
	name	    = "E-Positive 1";
	transSubType= TRANSITION_SUB_TYPE_BEAT;
};

// Mögliche Skript - Musik Methoden
//PlayTheme ( INSTANCE, optional: vol, transTypen );
//PlayJingle( INSTANCE, optional: vol, transTypen );
//GetActTheme();  // z.B. Tag<->Nacht Themes checken, und dafür spezielle (lange) Transitions nehmen
