rem ** Custom **
sound.masterVolume 1.0


rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 0.5
sound.setProperty "balance2d3d-eax" 0.5

rem ** Reverb and obstruction
vars.set sound-maxreverb 0
vars.set sound-reverb-steepness 0.55
vars.set sound-raylength 17

rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degrees
vars.set sound-obstruction-max 0.82
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 0.15
rem ** Size of obstructing object (inserted at obstruction point)
vars.set sound-obstruction-radius 5

rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.3
sound.setProperty ambient-forced-fade-time 0.7
sound.setProperty ambient-indoor-obstruction 0.6
sound.setProperty ambient-indoor-obstruction-speed 0.9

rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 50
sound.setProperty airabsorption-eax-maxdistance 300


rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup "Sound/soldier/states/tinnitus.wav,Sound/soldier/states/Man_Down.wav" 1 2 4 0.82

rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Sound/Soldier/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.8
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.2/0/0/0.5/0.25/0/1/1/0/

sound.windSetup S_Wind 30.0

rem ** Factor of explosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 1

rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0
sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0

rem ** Distance delay
rem ** Shortest distance from listener where distance delay will be applied
sound.setProperty distance-delay-threshold 5
rem ** Delay multiplier (1 means 1/300 s/m)
sound.setProperty distance-delay-factor 1


rem ** The linear gain where playing sounds get a negative bias in the 
rem ** priority. They may also be muted.
sound.setProperty max-distance-cutoff 0.015


rem ** Doppler effect. Realistic doppler effect factor is 1
sound.dopplerEffect 1.26

rem ** Number of MB we require from the OpenAL provider. Some native drivers
rem ** can't always give us that (Creative).
sound.setProperty required-buffer-size 90


rem ** Vehicle Engine Simulation Behaviors
rem ** Gear shifting and ground texture influence on audible RPM

vars.set engine-audio-material-tweak 10
rem ** default=10

vars.set engine-audio-sway-frequency-first 80
rem ** default=80

vars.set engine-audio-sway-frequency-last 35
rem ** default=35

vars.set engine-audio-sway-amplitude-first 0.05
rem ** default=250/5000=0.05

vars.set engine-audio-sway-amplitude-last 0.01
rem ** default=50/5000=0.01

vars.set engine-audio-sway-time-first 0.6
rem ** default=0.7

vars.set engine-audio-sway-time-last 0.7
rem ** default=0.7


rem ** Mute State Parameters for VO and 1p fire ducking **
Vars.set sound-mute-fadein-vo 0.01
Vars.set sound-mute-fadeout-vo 0.97
Vars.set sound-mute-level-1p 0.3
