#include "..\soundid.h"
#include "generic_streamed.h"

// Hotspots and falloff defines are in generic_streamed.h -
// BELOW VALUES ONLY FOR REFERENCE. PLEASE USE A CONSERVATIVE FALLOFF.
/*
#define HOTSPOT_VERYSMALL	2
#define FALLOFF_VERYSMALL	7
#define HOTSPOT_SMALL		4
#define FALLOFF_SMALL		15
#define HOTSPOT_MEDIUM		5
#define FALLOFF_MEDIUM		20
#define HOTSPOT_LARGE		20
#define FALLOFF_LARGE		50
#define HOTSPOT_VERYLARGE	40
#define FALLOFF_VERYLARGE	120
#define HOTSPOT_ULTRALARGE	120


[sound_name]  			// Template
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\break_bottle_full.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


*/

[alarm_fire_loop]  			// alarm fire
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\alarm_fire_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[alarm_fire_end]  			// alarm fire
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\alarm_fire_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[alarm_fire_break]  			// alarm fire
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\alarm_fire_break.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[beep]  			// A single beep sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\beep.wav;
		Volume = 0.3;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[beep2]  			// A single beep sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\beep2.wav;
		Volume = 0.3;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[beep_quicken_3s]  			// A beep quickening for 3 seconds. For bombs and such.
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\beep_quicken_3s.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[beep_quicken_5s]  			// A beep quickening for 5 seconds. For bombs and such.
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\beep_quicken_5s.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[beep_quicken_10s]  			// A beep quickening for 10 seconds. For bombs and such.
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\beep_quicken_10s.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[book_pile_crash]  			// A book pile crashing down
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\book_pile_crash.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[bottle_break_full]  			// A bottle full of liquid breaks
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\bottle_break_full.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[box_cardboard_break]  			// Template
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\box_cardboard_break_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\box_cardboard_break_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\box_cardboard_break_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[button_press]  			// A button being pressed
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\button_press_a.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\button_press_b.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\button_press_c.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\button_press_d.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[cable_snap]  			// A cable snaps
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\cable_snap_A.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\cable_snap_B.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[car_door_close]  			// Car door closed
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\car_door_close.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[car_door_open]  			// Car door opened
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\car_door_open.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[car_moving_loop]  			// Car moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\car_moving_loop.wav;
		Volume = 1;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[car_stopping]  			// Car stopping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\car_stopping.wav;
		Volume = 1;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[chair_roll]  	// chair moving short
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\chair_roll.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[chain_rattle]  			// chain rattle
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\chain_rattle_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\chain_rattle_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\chain_rattle_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[choir_cue]  	// choir cue
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\streamed\choir_cue.wav;
		Volume = 0.75;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = YES;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[coffee_maker]  	// coffee maker going
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\coffee_maker_loop.wav;
		Volume = 0.3;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Concrete_crash_large]  			// A crash of a large object (Collapsing walls)
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Concrete_crash_large_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\Concrete_crash_large_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[concrete_hit_large]  			//  large concrete object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\concrete_hit_large_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\concrete_hit_large_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\concrete_hit_large_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
	}
}


[concrete_hit_medium]  			//  medium concrete object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\concrete_hit_medium_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\concrete_hit_medium_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\concrete_hit_medium_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
	}
}

[cylinder_rolling_rumble_loop]  	// coffee maker going
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\cylinder_rolling_rumble_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[defibrillator_charge]  			// defibrillator sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\defibrillator_charge.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[defibrillator_discharge]  			// defibrillator sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\defibrillator_discharge.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_angry_banging]  			// Angry Banging at the door
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_angry_banging.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Fence_Locked]  			// Fence door locked
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Fence_Locked.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Locked]  			// Metal door locked
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Locked.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Locked]  			// Wood door locked
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Locked.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[door_metal_hit_character]  			// A metal door blocked by a character
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_metal_hit_character_A.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_metal_hit_character_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[door_wood_hit_character]  			// A wooden door blocked by a character
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_wood_hit_character_A.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_wood_hit_character_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Medium_Closing]  			// Normal metal door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Medium_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Medium_Closing_End]  			// Normal metal door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Medium_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Medium_Opening]  			// Normal metal door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Medium_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Small_Closing_End]  			// Small metal door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Small_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Small_Closing]  		// Small metal door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Small_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Small_Opening]  			// Small metal door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Metal_Small_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[door_sliding_gate_moving_loop]  	// A sliding fence gate moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_gate_moving_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 0;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[door_sliding_gate_moving_end]  	// A sliding fence gate moving end
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_gate_moving_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 0;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Sliding_Large_Closing_End]  			// A large noisy sliding door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Sliding_Large_Closing_End.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_sliding_large_moving_loop]  			// A large noisy sliding door opening or closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_large_moving_loop.wav;
		Volume = 0.4;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Sliding_Large_Opening_End]  			// A large noisy sliding door opened fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Sliding_Large_Opening_End.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Sliding_small_closing_end]  			// Small sliding door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Sliding_small_closing_end.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Sliding_small_moving]  			// Small sliding door opening or closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Sliding_small_moving.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Sliding_small_opening_end]  			// Small sliding door opened fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Sliding_small_opening_end.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[door_sliding_smooth_closing_end]  			// Sliding door opened fully, smooth sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_smooth_closing_end.wav;
		Volume = 0.3;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_sliding_smooth_moving_loop]  			// Sliding door moving, smooth sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_smooth_moving_loop.wav;
		Volume = 0.3;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_sliding_smooth_opening_end]  			// Sliding door opening, smooth sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_sliding_smooth_opening_end.wav;
		Volume = 0.3;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Medium_Closing_End]  			// Normal swing door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Medium_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Medium_Closing]  			// Normal swing door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Medium_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Medium_Opening]  			// Normal swing door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Medium_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Small_Closing]  			// Small swing door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Small_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Small_Closing_End]  			// Small swing door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Small_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Swing_Small_Opening]  			// Small swing door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Swing_Small_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Medium_Closing]  			// Normal wooden door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Medium_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Medium_Closing_End]  			// Normal wooden door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Medium_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Medium_Opening]  			// Normal wooden door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Medium_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Small_Closing_End]  			// Small wood door closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Small_Closing_End.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Small_Closing]  			// Small wood door closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Small_Closing.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Small_Opening]  			// Small wood door opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Door_Wood_Small_Opening.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Bang]  			// A door metal banging
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_metal_bang_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_metal_bang_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_metal_bang_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_metal_bang_D.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Metal_Break]  			// A door metal breaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_metal_Break_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_metal_Break_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Bang]  			// A wooden metal banging
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_Wood_bang_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_Wood_bang_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_Wood_bang_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_Wood_bang_D.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Door_Wood_Break]  			// A wooden door breaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\door_wood_Break_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\door_wood_Break_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}



[drawer_metal_closing_end]  			// Metal drawer closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_metal_closing_end.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_metal_locked]  			// A locked metal drawer
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_metal_locked.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_metal_moving]  			// Metal drawer opening or closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_metal_moving.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_metal_opening_end]  			// Metal drawer opened fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_metal_opening_end.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_wood_closing_end]  			// Wooden drawer closed fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_wood_closing_end.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_wood_locked]  			// A locked wooden drawer
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_wood_locked.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_wood_moving]  			// Wooden drawer opening or closing
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_wood_moving.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[drawer_wood_opening_end]  			// Wooden drawer opened fully
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\drawer_wood_opening_end.wav;
		Volume = 0.5;
		Random = 10%;

        	3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[dust_debris_falling_light]  			// dust falling on ground
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\dust_debris_falling_light.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[dust_debris_falling_medium]  			// dust falling on ground
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\dust_debris_falling_medium.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_broken_circuit_zap]  			// electric zaps coming from circuitry
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_broken_circuit_zap_A.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_broken_circuit_zap_B.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_broken_circuit_zap_C.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_broken_circuit_zap_D.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_sparking_large_loop]  	// An electric engine starts and then loops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\streamed\electric_sparking_large_loop.wav;
		Volume = 0.75;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = YES;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_motor_small_loop]  	// An electric engine starts and then loops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_motor_small_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_motor_medium_loop]  	// An electric engine starts and then loops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_motor_medium_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_motor_small_end]  	// electric engine stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_motor_small_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[electric_motor_medium_end]  	// electric engine stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_motor_medium_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[electric_zap_small]  			// electric zap sound to be used with sparks_electric_small particle
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\electric_zap_A.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_zap_B.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_zap_C.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_zap_D.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_zap_E.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\electric_zap_F.wav;
		Volume = 0.2;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[elevator_arrive_chime]  			// Elevator arriving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_arrive_chime.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_moving_loop]  			// Elevator moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_moving_loop.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_moving_end]  				// Elevator stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_moving_end.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_type2_moving_loop]  			// Elevator moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_type2_moving_loop.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_type2_moving_end]  			// Elevator stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_type2_moving_end.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_type3_moving_loop]  			// Elevator moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_type3_moving_loop.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_type3_moving_end]  			// Elevator stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_type3_moving_end.wav;
		Volume = 0.4;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_makeshift_fall]  			// A makeshift lift falls
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Elevator_makeshift_fall.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_makeshift_fall_loud]  			// A makeshift lift falls
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Elevator_makeshift_fall.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[elevator_makeshift_stop_violent]  			// A makeshift lift stops violently
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_makeshift_stop_violent.wav;
		Volume = 0.8;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_makeshift_moving_loop]  			// A makeshift lift moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_makeshift_moving_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[elevator_makeshift_moving_end]  			// A makeshift lift stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\elevator_makeshift_moving_end.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[explosion_ammobox]  			// an exploding ammobox
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_ammobox_A.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_ammobox_b.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_ammobox_c.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;


	}
}

[explosion_short]  			// A small short explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_short_A.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_short_B.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_short_C.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosion_small]  			// A small explosion, such as TVs and other small devices
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_small_A.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_small_B.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_small_C.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[explosion_medium]  			// A medium-sized explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_medium_A.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_medium_B.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_medium_C.wav;
		Volume = 0.8;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosion_large]  			// A large explosion, such as TVs and other small devices
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_large_A.wav;
		Volume = 1;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYLARGE;
		FallOff = FALLOFF_VERYLARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_large_B.wav;
		Volume = 1;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYLARGE;
		FallOff = FALLOFF_VERYLARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosion_large_C.wav;
		Volume = 1;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYLARGE;
		FallOff = FALLOFF_VERYLARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosion_semidistant]  			// A distant, muffled explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosion_semidistant.wav;
		Volume = 0.6;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYLARGE;
		FallOff = FALLOFF_VERYLARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_glass_small]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_glass_small.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_glass_medium]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_glass_medium.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;
		
		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_glass_large]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_glass_large.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;
		
		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_ground_small]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_ground_small.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_ground_medium]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_ground_medium.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;
		
		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_metal_medium]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_metal_medium_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;
		
		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosiondebris_metal_medium_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_metal_large]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_metal_large_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosiondebris_metal_large_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_wood_medium]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_wood_medium_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;
		
		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosiondebris_wood_medium_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[explosiondebris_wood_large]  			// Sound of falling debris after an explosion
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\explosiondebris_wood_large_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\explosiondebris_wood_large_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[fake_wall_drag_loop]  	// fake wooden wall being dragged
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fake_wall_drag_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fake_wall_stop]  	// fake wooden wall stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fake_wall_stop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fan_start_loop]  	// the huge rotating fan sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fan_start_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fan_stop]  	// the huge rotating fan sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fan_stop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[faucet_end]  			// faucet running end
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\faucet_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[faucet_loop]  			// faucet running looping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\faucet_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fire_extinguish_sizzle]  			// faucet running end
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fire_extinguish_sizzle.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fire_gas_bottle_loop] 			// Gas bottle on fire
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fire_gas_bottle_loop.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fire_large_loop]  			// A large fire burning
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fire_large_loop.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fire_medium_loop]  			// A medium fire burning
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fire_medium_loop.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[fire_small_loop]  			// A small fire burning
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\fire_small_loop.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[gate_rusty]  			// sound of a rusty gate
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\gate_rusty.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[glass_break_medium]  			// Medium-sized glass breaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\glass_break_medium_A.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\glass_break_medium_B.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[glass_break_small]  			// Small-sized glass breaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\glass_break_small_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\glass_break_small_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[hallucination_voices]  			// hallucination sounds
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\streamed\hallucination_voices.wav;
		Volume = 1.0;
		Random = 0%;

        3DSound = NO;
//		Hotspot = HOTSPOT_LARGE;
//		FallOff = FALLOFF_LARGE;

		Streamed = YES;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[heartmonitor_flatline_loop]  			// ekg sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\heartmonitor_flatline_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[keyboard_press]  			// A single keyboard press
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\keyboard_press_a.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\keyboard_press_b.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[keyboard_tapping]  			// Keyboard being tapped
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\keyboard_tapping.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[keyboard_tapping_loop]  	// keyboard_tapping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\keyboard_tapping_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Lock_Close]  			// A lock being closed
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Lock_Close.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Lock_Open]  			// A lock being opened
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Lock_Open.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[machine_beep]  			// Invalid selection beep
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\machine_beep.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[machine_hum_loop]  			// A machine humming
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\machine_hum_loop_A.wav;
		Volume = 2;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\machine_hum_loop_B.wav;
		Volume = 2;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE; 
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[machine_rattle_small]  			// rattling machine, sounds like gears
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\machine_rattle_small.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[machine_rattle_medium]  			// medium rattling machine
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\machine_rattle_medium.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[mainpower_start_loop]  			// big electric mainpower -sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\mainpower_start_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[mainpower_shutoff]  			// big electric mainpower -sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\mainpower_shutoff.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Crash_Medium]  			// A metallic crash
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Crash_Medium.wav;
		Volume = 0.5;
		Random = 10%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Creaking_Small]  			// Metal creaking sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Creaking_Small.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Creaking_Medium]  			// Metal creaking sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Creaking_Medium.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Creaking_Large]  			// Metal creaking sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Creaking_Large.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[metal_hit_large]  			// Large metal object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_hit_large_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_hit_large_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\metal_hit_large_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\metal_hit_large_D.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[metal_hit_medium]  			// Medium metal object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_hit_medium_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_hit_medium_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\metal_hit_medium_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\metal_hit_medium_D.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
		Filename = generic\metal_hit_medium_E.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
		Filename = generic\metal_hit_medium_F.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
		Filename = generic\metal_hit_medium_G.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
		Filename = generic\metal_hit_medium_H.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

	}
}

[metal_hit_small]  			// Small metal object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_hit_small_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_hit_small_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[metal_scrape_girder_loop]  			// Metal scraping sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_scrape_girder_loop.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[metal_scrape_rack_loop]  			// Metal scraping sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_scrape_rack_loop.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Sheet_Moving]  			// Clanging noise from sheet metal moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Sheet_Moving.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Metal_Sheet_Remove]  			// Noise from a piece of sheet metal being peeled off
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Metal_Sheet_Remove.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[metal_trash_bin_hit]  			// A metallic trash bin hitting something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\metal_trash_bin_hit_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_trash_bin_hit_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_trash_bin_hit_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\metal_trash_bin_hit_D.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[mouse_clicking]  			// using a mouse
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\mouse_clicking.wav;
		Volume = 0.5;
		Random = 5%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[panic_room_collapse]  			// Panic room collapsing in Manor
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\panic_room_collapse.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[paper_dispenser]  			// paper drawn from paper dispenser
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\paper_dispenser.wav;
		Volume = 0.6;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_dial]  			// Phone
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\telephone_dial.wav;
		Volume = 0.6;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_dialtone]  			// Phone dial tone
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\phone_dialtone.wav;
		Volume = 0.6;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_hangup_line]  			// Phone being hung up from the other end of the line
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\phone_hangup_line_A.wav;
		Volume = 0.75;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\phone_hangup_line_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_onhook]  			// Phone
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\telephone_onhook.wav;
		Volume = 0.6;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_offhook]  			// Phone
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\telephone_offhook.wav;
		Volume = 0.6;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[phone_ringing_loop]  	// Telephone ringing looping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\phone_ringing_a_loop.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[plumbing_groan]  	// Plumbing groan
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\plumbing_groan.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[rail_stops]  	// cardboard target on rails stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\rail_stops.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[rail_turns]  	// cardboard target on rails turns
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\rail_turns.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[rain_skylight_loop]  	// rain skylight loop
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\rain_skylight_loop.wav;
		Volume = 0.3;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[rail_moving_loop]  	// cardboard target on rails moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\rail_moving_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[security_access_denied]  			// Security access denied indication
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\security_access_denied.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[security_access_granted]  			// Security access granted
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\security_access_granted.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[security_cam_stop]  	// security cam stops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\security_cam_stop.wav;
		Volume = 0.15;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[security_cam_moving]  	// security cam moving
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\security_cam_moving_loop.wav;
		Volume = 0.15;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[security_door_buzzer_loop]  			// Security buzzer looping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\security_door_buzzer_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[shelf_drag]  			// A short single shelf drag sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\shelf_drag.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[shower_sputter]  	// An old shower, which doesnt work very well
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\shower_sputter.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[shower_running_loop]  	// Shower running
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\shower_running_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}


[siren_weo_loop]  			// A police car siren weo looping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\siren_weo_loop.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_VERYLARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[smoke_grenade_loop]  			// Smoke grenade emitting smoke
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\smoke_grenade_loop.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[smoke_grenade_end]  			// Smoke grenade stops emitting smoke
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\smoke_grenade_end.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[steam_jet_loop]  			// A looping steam jet sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\steam_jet_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[soda_machine_use]  			// sodamachine, use-sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\soda_machine_use.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[soda_machine_button]  			// sodamachine, button-sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\soda_machine_button.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[soda_machine_can_drops]  			// sodamachine, can drops on the ground
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\soda_machine_can_drops.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_VERYSMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[soda_machine_hum_loop]  			// sodamachine, hum loops
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\soda_machine_hum_loop.wav;
		Volume = 0.15;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[Speaker_End]  			// Speaker end cut sound. Used to cut audio coming from speakers.
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\Speaker_End_A.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = FALSE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\Speaker_End_B.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = FALSE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\Speaker_End_C.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = FALSE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[sprinkler_loop]  	// Sprinkler running
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\sprinkler_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[toilet_flush]  			// toilet_flush
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\toilet_flush.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[tv_static_loop]  			// TV static
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\tv_static_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[tv_switch_off]  			// TV switched OFF
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\tv_switch_off.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[tv_switch_on]  			// TV switched ON
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\tv_switch_on.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[ues_piano]  			// Piano play which the bad cleaner plays at UES
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\streamed\ues_piano.wav;
		Volume = 0.75;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = YES;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[walkman_muted_loop]  			// walkman muted looping
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\streamed\walkman_muted_loop.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = YES;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[water_cooler]  			// water cooler sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\water_cooler.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[water_cooler_loop]  			// water cooler sound
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\water_cooler_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_SMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}
[van_accelerate_hard]  			// Van accelerating for E3
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\van_accelerate_hard.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[van_skid]  			// Van skids for E3
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\van_skid.wav;
		Volume = 1;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_LARGE;
		FallOff = FALLOFF_LARGE;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[van_pulling_over_end]  			// Van stopping the engine
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\van_pulling_over_end.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[van_slidedoor_opening_loop]  			// Van slidedoor opening
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\van_slidedoor_opening_loop.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[van_slidedoor_opening_end]  			// Van slidedoor opening end
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\van_slidedoor_opening_end.wav;
		Volume = 0.7;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[vinnie_stuck]  			// Vinnie stuck
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\vinnie_stuck.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_box_fall_huge]  			// Wooden object hitting something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_box_fall_huge.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_box_fall_large]  			// Wooden object hitting something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_box_fall_large.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_box_fall_medium]  			// Wooden object hitting something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_box_fall_medium.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_box_fall_small]  			// Wooden object hitting something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_box_fall_small.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_creaking_medium]  			// Wooden object creaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_creaking_medium.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[woodboxes_falling]  			// Wooden boxes falling
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\woodboxes_falling.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[woodboxes_stop]  			// Wooden object creaking
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\woodboxes_stop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_hit_large]  			//  large wood object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_hit_large_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\wood_hit_large_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\wood_hit_large_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
	}
}

[wood_hit_medium]  			//  medium wood object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_hit_medium_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\wood_hit_medium_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
		[Sound]
        Filename = generic\wood_hit_medium_C.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
		
	}
}
[wood_hit_small]  			// Small wood object hits something
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_hit_small_A.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;

		[Sound]
        Filename = generic\wood_hit_small_B.wav;
		Volume = 0.5;
		Random = 20%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_panel_sliding_loop]  	// A sliding wood panel
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_panel_sliding_loop.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_VERYSMALL;
		FallOff = FALLOFF_SMALL;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_panel_release]  	// A sliding wood panel
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_panel_release.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}

[wood_panel_slam]  	// A sliding wood panel
{
	[Properties] ID = 0;
	[Default]
	{
		[Sound]
        Filename = generic\wood_panel_slam.wav;
		Volume = 0.5;
		Random = 0%;

        3DSound = YES;
		Hotspot = HOTSPOT_MEDIUM;
		FallOff = FALLOFF_MEDIUM;

		Streamed = NO;
		Priority = 0;
		ItemsToCache = 1;
		FrequencyScaling = TRUE;
		LipSync = FALSE;
		EarRadio = FALSE;
		Dialogue = FALSE;
	}
}
