;//////////////////////////////////////////////////////////////////////////////
;FILE: SoundEffects.ini ///////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////


;=============================================

AudioEvent GenericTankMoveLoop
  Priority    = low
  Control     = loop all
  Sounds      = vgenlo2a vgenlo2b vgenlo2c 
  Attack      = vgenlo1a 
  Decay       = vgenlo3a
  Volume      = 40
  Limit       = 2
  Type        = world shrouded everyone
End

AudioEvent Explosion
  Sounds      = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
  Control     = interrupt random
  Priority    = low
  Limit       = 8
  PitchShift  = -10  10
  VolumeShift = -20
  Volume      = 90
  LowPassCutoff = 50
  Type        = world shrouded everyone
End

AudioEvent GenericTankGunFire
  Sounds      = vcruweaa vcruweab vcruweac
  PitchShift  = -5  5
  VolumeShift = -10
  Limit       = 8
  Volume      = 90
  Control     = interrupt random
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent CarAlarm
  Sounds      = gcaralaa vgendiea vgendieb vgendiec
  Volume      = 80
  Type        = world shrouded everyone
End

AudioEvent F15MoveLoop
  Control     = loop all
  Sounds      = vb52lo2a vb52lo2b vb52lo2c 
;  Attack      = vb52lo1a 
  Decay       = vb52lo3a
  Priority    = low
  Volume      = 60
  VolumeShift = -10
  PitchShift  = -10  10
  MinRange = 100
  MaxRange = 600
  Type        = world shrouded everyone
End

AudioEvent ParachuteDrop
  Sounds      = sparadra 
  VolumeShift = -15
  PitchShift  = -10  10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent AirRaidSiren
  Sounds      = gairraid 
  Volume      = 70
  MinVolume   = 50
  Priority = critical 
  MinRange = 500
  MaxRange = 5000 
  Type        = world everyone
End

AudioEvent GenericMachineGunFire
  Sounds      =  iseaatta iseaattb 
  Priority    = low
  Volume      = 60
;  MinRange = 100
;  MaxRange       = 500
  PitchShift  = -10  10
  Type        = world shrouded everyone
End


AudioEvent HeroUSAKnifeAttack
  Sounds      = iheuknia iheuknib
  Control     = random
  Limit       = 2
  Priority    = low
  Volume      = 60
;  MinRange    = 100
;  MaxRange    = 500
  PitchShift  = -10  10
  Type        = world shrouded everyone
End

AudioEvent BuildingDestroy
  Sounds      = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
  Control     = random interrupt
  Priority    = normal
  VolumeShift = -10
  PitchShift  = -2  2
  Limit       = 2
  Type        = world shrouded everyone
End


AudioEvent BuildingDamage
  Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h
  Control = random interrupt
  Limit = 2
  PitchShift = -3 3
  VolumeShift = -20
  Volume = 65
  Priority    = normal
  Type        = world shrouded everyone
End


AudioEvent ExplosionDirt
  Sounds      = gexpdira gexpdirb gexpdirc
  Priority    = LOW
  Control     = interrupt random
  Limit       = 6
  VolumeShift = -10
  PitchShift  = -2  2
  Priority    = normal
  LowPassCutoff = 50
  Type        = world shrouded everyone
End

AudioEvent BuildingShatter
  Sounds      = gexpglaa gexpglab
  Control     = random
  Priority    = normal
  VolumeShift = -10
  PitchShift  = -2  2
  Type        = world shrouded everyone
End

AudioEvent MolotovCocktailShatter
  Sounds      = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf
  Control     = interrupt random
  Priority    = normal
  VolumeShift = -10
  PitchShift  = -20 40
  Volume      = 35
  Limit       = 12
  Type        = world shrouded everyone
End


AudioEvent GUIClick
  Sounds      = umenucla 
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIClickDisabled
  Sounds       = umenucle
  Volume       = 30
  Priority     = high
  Type         = ui player
End

AudioEvent GUIComboBoxClick
  Sounds      = umenuclb 
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIMessageReceived
  Sounds      = umenucld
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIBlip
  Sounds      = umenuclc
  Priority    = high
  Volume      = 40
  Type        = ui everyone
End

AudioEvent GUIShawoosh
  Sounds = ccoloriz
  Volume = 30
  Type = ui everyone
End

AudioEvent GUITypeText
  Sounds  =  utext1a
  Priority = HIGH
  VolumeShift = -10
  Volume = 30
  Type = ui everyone
End

AudioEvent GUIBlop
  Sounds      = umenucle
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIBlipityBlip
  Sounds      = umenucld
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIStatic
  Sounds      = umenusta 
  Priority    = high
  Volume      = 70
  Type        = ui everyone
End

AudioEvent GUIBoarderFadeIn
  Sounds      = uboarder
  Priority    = high
  Volume      = 55
  Control     = interrupt
  Limit       = 1
  Type        = ui everyone
End

AudioEvent GUITransitionFade
  Sounds      = ubutton2
  Priority    = high
  Volume      = 45
  Control     = interrupt
  Limit       = 1
  Type        = ui everyone
End

AudioEvent GUIButtonsFadeIn
  Sounds      = ubuttons
  Priority    = high
  Control     = interrupt
  Volume      = 45
  Limit       = 2
  Type        = ui everyone
End
AudioEvent GUILogoShrink
  Sounds      = ulogoshr
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUILogoMouseOver
  Sounds      = ulogomou
  Priority    = high
  Volume      = 55
  Control     = interrupt
  Limit       = 2
  Type        = ui everyone
End

AudioEvent GUILogoSelect
  Sounds      = ulogosel
  Priority    = high
  Volume      = 40
  Type        = ui everyone
End

AudioEvent GUISliderBeep
  Sounds      = uslider
  Priority    = high
  Volume      = 30
  Type        = ui everyone
End

AudioEvent GUIScoreScreenPictures
  Sounds      = uscoscrb ;uscoscra
  Control     = interrupt
  Priority    = low
  Volume      = 50
  Limit       = 8
  Type        = world everyone
End

AudioEvent GUIScoreScreenTick
  Sounds      = uscortic
  Priority    = high
  Volume      = 30
  Control     = interrupt
  Limit       = 1
  Type        = world everyone
End

AudioEvent GUICommunicatorOpen
  Sounds      = ucomopen
  Priority    = high
  Volume      = 40
  Type        = ui everyone
End


AudioEvent GUICommunicatorIncoming
  Sounds      = ucommess
  Priority    = high
  Volume      = 40
  Type        = ui everyone
End

AudioEvent GUICommandBarClick 
  Sounds      = umenuclf ;ucombo
  Priority    = high
  Volume      = 45
  Type        = ui everyone
End

AudioEvent GUIGenShortcutClick 
  Sounds      = ubutton3 ;ucombo
  Priority    = high
  Volume      = 55
  Type        = ui everyone
End

AudioEvent RadarEvent
  Sounds      = 
  Priority    = high
  Volume      = 55
  Type        = ui player
End

AudioEvent PlaceBuilding
  Sounds      =  gconst1a
  Volume      = 45
  Type        = world player
  Priority    = low
End

AudioEvent CarMount
  Sounds      = gcarmoua gcarmoub gcarmouc
  Volume      = 80
  VolumeShift = -10
  PitchShift  = -10  10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent CarCrush
  Sounds      = gcarcrua
  Control     = interrupt
  Limit       = 2
  VolumeShift = -20
  PitchShift  = -10  10
  Volume      = 90
  Priority    = low
  Type        = world shrouded everyone
End


AudioEvent TurretMoveLoop
  Control     = loop all random
  Sounds      =   
  Attack      =   
  Decay       =  
  PitchShift  = -26 -16
  MinRange = 100
  MaxRange = 600
  Volume      = 10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent TurretMoveLoopLoud
  Control     = loop all random
  Sounds      = 
  Attack      =  
  Decay       = 
  PitchShift  = -70 -50
  MinRange = 100
  MaxRange = 600
  Volume      = 30
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent CrushTree
  Sounds      = gtreimpa gtreimpb gtreimpc gtreimpd
  Volume      = 55
  VolumeShift = -20
  PitchShift  = -10  10
;  MinRange    = 100.00 
;  MaxRange    = 250.00
  Priority    = low
  Type        = world shrouded everyone  
End

AudioEvent FireHydrantBreak
  Sounds      = ghydimpa
  VolumeShift = -20
  PitchShift  = -10  10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent GasStationDie
  Sounds      = gexpgasa
  Volume      = 110
  Limit       = 1
  VolumeShift = -10
  PitchShift  = -10  10
  Priority    = normal
  Type        = world shrouded everyone
End


AudioEvent LampPostShear
  Sounds      =  glamimpa
  Volume      = 55
  VolumeShift = -20
  PitchShift  = -10  10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent InfantryCrush
  Sounds      =  ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf
  Volume      = 90
  VolumeShift = -20
  PitchShift  = -10  10
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent VehicleDebris
  Sounds      = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe 
  Control     = random
  Priority    = lowest
  Volume      = 40
  Limit       = 3
  VolumeShift = -20
  PitchShift  = -10  10
  Type        = world shrouded everyone
End

AudioEvent StreetSignImpact
  Sounds      =  gsigimpa
  Control     = interrupt 
  Volume      = 70
  Limit       = 3
  VolumeShift = -20
  PitchShift  = -10  10  
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent EMPPulseWhoosh
  Sounds      = sempexpl
  Volume      = 110
  Limit       = 2  
  Priority    = high
  Type        = world shrouded everyone
End


AudioEvent TreeBounce
  Sounds      = gtreboua
  Volume      = 60
  Limit       = 2
  VolumeShift = -10
  PitchShift  = -5  5
;  MinRange    = 100
;  MaxRange    = 250
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent LampPostBounce
  Sounds      =  glamboua
  Volume      = 65
  Limit       = 2
  VolumeShift = -10
  PitchShift  = -5  5
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent NeutronMissileRelease
  Sounds      =  bneutlau
  Priority    = high
  Volume      = 90
  Priority    = normal
  Type        = world shrouded everyone
End


AudioEvent NapalmMissileMoveLoop
  Control     = loop all
  Sounds      =  iroclo2a iroclo2b iroclo2c
  Attack      =  iroclo1
  Decay       =  iroclo3 
  Volume      = 40
  MinRange = 100
  MaxRange = 600
  Limit       = 4
  PitchShift  = -5  5
  Priority    = lowest
  Type        = world shrouded everyone
End

AudioEvent FireStormMissileWeapon
  Sounds      = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf 
  Control     = interrupt random
  Priority    = low
  Limit       = 2 
  VolumeShift = -20
  PitchShift  = -4 4
  Volume      = 80
  Type        = world shrouded everyone
End


AudioEvent FireStorm
  Sounds      =  gfiresta
  Priority    = high
  Volume      = 105
  Limit       = 1
  VolumeShift = -10
  PitchShift  = -10  10  
  Type        = world shrouded everyone
End

AudioEvent BlackNapalmFireStorm
  Sounds      =  gfiresta
  Priority    = high
  Volume      = 105
  Limit       = 1
  VolumeShift = -10
  PitchShift  = -10  10  
  Type        = world shrouded everyone
End

 
AudioEvent ExplosionBarrel
  Sounds =  gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf
  Control = interrupt random
  Limit = 2
  VolumeShift = -20
  PitchShift = -20 20
  Volume = 100
  Priority    = low
  LowPassCutoff = 50
  Type   = world shrouded everyone
End

AudioEvent CINE_ExplosionBarrel01
  Sounds =  gbridama gbridamb gexpdirb
  Control = interrupt random
  Limit = 2
  VolumeShift = -20
  PitchShift = -20 20
  Volume = 100
  Priority    = low
  LowPassCutoff = 50
  Type   = world shrouded everyone
End

AudioEvent CINE_ExplosionBarrel02
  Sounds =  gbridama gexpcard gexpglab
  Control = interrupt random
  Limit = 2
  VolumeShift = -20
  PitchShift = -20 20
  Volume = 100
  Priority    = low
  LowPassCutoff = 50
  Type   = world shrouded everyone
End

AudioEvent PoliceCarDie
  Sounds =  vcopdia
  Volume = 60
  Limit = 2
;  MinRange = 100
;  MaxRange = 400
  Priority    = low
  Type = world shrouded everyone
End
AudioEvent GarrisonEnter
  Sounds       = ggarenta ggarentb ggarentc
  Control      = random
  PitchShift   = -10 10
  Volume       = 70
  VolumeShift  = -20
  Priority     = normal
  Type   = world shrouded everyone
End

AudioEvent GarrisonExit
  Sounds       = ggarexia ggarexib ggarexic
  Control      = random
  PitchShift   = -10 10
  VolumeShift  = -20
  Volume       = 80
  Priority     = low
  Type   = world shrouded everyone
End

AudioEvent EnterPOWTruck
  Sounds       = ggarenta
  Volume       = 80
  VolumeShift  = -20
  Priority     = low
  Type         = world shrouded everyone
End

AudioEvent ExitPOWTruck
  Sounds       = ggarexia
  VolumeShift  = -20
  Volume       = 80
  Priority     = low
  Type         = world shrouded everyone
End

AudioEvent EnterPrison
  Sounds       = ggarenta
  Volume       = 80
  VolumeShift  = -20
  Priority     = low
  Type         = world shrouded everyone
End

AudioEvent ExitPrison
  Sounds       = ggarexia
  VolumeShift  = -20
  Volume       = 80
  Priority     = low
  Type         = world shrouded everyone
End

AudioEvent RallyPointSet
  Sounds       = uralset1
  Priority     = high
  Volume       = 60
  Type         = world player
End

AudioEvent UnableToSetRallyPoint
  Sounds       = uralsetn
;  MinRange     = 200
;  MaxRange     = 500
  MinVolume    = 70
  Priority     = high
  Type         = world player
End

AudioEvent NoCanDoSound
  Sounds       = uralsetn
  MinVolume    = 30
  Priority     = high
  Type         = ui player
End


AudioEvent NoCanPurchase
  Sounds       = uralsetn
  MinVolume    = 30
  Priority     = high
  Type         = ui player
End



;=====================================================

AudioEvent RangerCombatDropKillSound
  Sounds = iranweaa iranweab iranweac iranwead iranweae ;iranweaf iranweag
  Control= random
  Priority = low
  PitchShift = -1 1
  VolumeShift= -15
  Limit = 4
  Volume = 75 ;55 test
  MinRange = 400
  MaxRange = 800
  Type = world everyone
End
  
AudioEvent RangerWeapon
  Sounds = iranweaa iranweab iranweac iranwead iranweae ;iranweaf iranweag
  Control= random 
  Priority = normal
  PitchShift = -2 2
  VolumeShift= -15
  Limit = 30
  Volume = 60
;  MinRange = 200
;  MaxRange = 800
  Type = world shrouded everyone
End

AudioEvent CrusaderTankWeapon
  Sounds =  vcruweaa vcruweab vcruweac
  Control = interrupt random
  PitchShift = -5  5
  VolumeShift = -10
  Volume = 90
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent CrusaderTankMoveStart
  Sounds =  vcrustaa vcrustab vcrustac vcrustad
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 65
  Priority = low
  Type = world shrouded everyone
End

AudioEvent CrusaderTankMoveStartDamaged
  Sounds =  vv3lstaa vv3lstab vv3lstac
  Control = random
  Volume = 55
  PitchShift = -2 2
  Delay = 0 1000
  VolumeShift= -10
  Priority = low
  Type = world shrouded everyone
End

AudioEvent MilitiaTankWeapon
  Sounds =  vcruweaa vcruweab vcruweac
  Control = interrupt random
  PitchShift = -5  5
  VolumeShift = -10
  Volume = 90
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent MilitiaTankMoveStart
  Sounds =  vcrustaa vcrustab vcrustac vcrustad
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 50
  Priority = low
  Type = world shrouded everyone
End

AudioEvent MilitiaTankMoveStartDamaged
  Sounds =  vv3lstaa vv3lstab vv3lstac
  Control = random
  Volume = 55
  PitchShift = -2 2
  Delay = 0 1000
  VolumeShift= -10
  Priority = low
  Type = world shrouded everyone
End


AudioEvent BattleDroneMoveStart
  Sounds= 
  Priority=low
  Delay=0 800
  PitchShift= -10 10
  VolumeShift= -10 
  Volume=50
  Type = world shrouded everyone
End


AudioEvent BattleDroneVoiceCreate
  Sounds = vdrocrea vdrocreb
  Control = random 
  Limit = 3
  Delay 0 800
  Volume = 55
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent HellfireDroneVoiceCreate
  Sounds = vdrocrea vdrocreb
  Control = random 
  Limit = 3
  Delay 0 800
  Volume = 55
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent BattleDroneDie
  Sounds = vdrodiea vdrodieb vdrodiec
  Control = random 
  Limit = 3
  Volume = 75
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent ScoutDroneMoveStart
  Sounds= ;vsdrstaa vsdrstab vsdrstac vsdrstad 
  Priority=low
  Delay=0 800
  PitchShift= -2 2
  VolumeShift= -10 
  Volume=60
  Priority = low
  Type = world shrouded everyone
End

AudioEvent ScoutDroneVoiceCreate
  Sounds = vdr2crea vdr2creb
  Control = random 
  Limit = 3
  Delay 0 800
  Volume = 65
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent ScoutDroneDie
  Sounds = vdr2diea vdr2dieb vdr2diec
  Control = random 
  Limit = 3
  Volume = 75
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent SpyDroneCreate
  Sounds = vdr2crea vdr2creb
  Control = random 
  Limit = 3
  Delay 0 800
  Volume = 75
  PitchShift= -10 10
  VolumeShift= -10 
  Priority = normal
  Type = world player
End


AudioEvent TomahawkMoveStart
  Sounds= vtomstaa vtomstab vtomstac
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -15 
  Volume=60 
  Type = world shrouded everyone
End

AudioEvent MedicMoveStart
  Sounds= vpristaa vpristab vpristac
  Priority= low
  Delay=0 800
  PitchShift= -10 10
  VolumeShift= -10 
  Volume=50
  Type = world shrouded everyone
End

AudioEvent DozerUSAMoveStart
  Sounds= vtrostaa vtrostab vtrostac vtrostad
  Delay=0 800
  Priority= low
  PitchShift= -10 10
  VolumeShift= -10
  Volume= 60 
  Type = world shrouded everyone
End


AudioEvent NukeCannonMoveStart
  Sounds= vnukstaa vnukstab vnukstac vnukstad
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -15
  Volume=70
  Type = world shrouded everyone
End


AudioEvent OverlordTankMoveStart
  Sounds= vovestaa vovestab vovestac vovestad
  Delay= 0 800
  Priority= low
  Limit = 3
  PitchShift= -5 5
  VolumeShift= -15
  Volume= 80
  Type = world shrouded everyone
End

AudioEvent InfernoCannonMoveStart
  Sounds= vinfstaa vinfstab vinfstac vinfstad
  Control = random
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume=75
  Type = world shrouded everyone
End

AudioEvent DragonTankWeaponLoop
  Control = loop random
  Sounds =  vdralo2a vdralo2c vdralo2d ;vdralo2b 
  Attack =  vdralo1a
  Decay =  vdralo3a
  PitchShift = -10 0
  VolumeShift= -15
  Volume = 50
  MinRange = 100
  MaxRange = 600
  Limit = 2
  Priority= high
  Type = world shrouded everyone
End


AudioEvent DragonTankMoveStart
  Sounds= vdrastaa vdrastab vdrastac vdrastad
  Control = random
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume=60 
  Type = world shrouded everyone
End

AudioEvent TroopCrawlerMoveStart
  Sounds= vtrostaa vtrostab vtrostac vtrostad
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -15
  Volume=70 
  Type = world shrouded everyone
End


AudioEvent ScudLauncherMoveStart
  Sounds= vscustaa vscustab vscustac
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10 
  Volume= 70
  Type = world shrouded everyone
End

AudioEvent BattleMasterTankMoveStart
  Sounds =  vbatstaa vbatstab vbatstac vbatstad 
  PitchShift = -10 0
  Delay = 0 800
  Volume = 60
  Priority= low
  Type = world shrouded everyone
End

AudioEvent BattlemasterTankWeapon
  Sounds =  vbatweaa vbatweab vbatweac
  Control = interrupt random
  PitchShift = -10 10
  VolumeShift = -20
  Volume = 85
  Limit = 8
  Priority= normal
  Type = world shrouded everyone
End


AudioEvent PaladinTankMoveStart
  Sounds =  vpalstaa vpalstab vpalstac vpalstad vpalstae vpalstaf vpalstag
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 65
  Priority= low
  Type = world shrouded everyone
End


AudioEvent PaladinTankWeapon
  Sounds =  vpalweaa vpalweab vpalweac
  Control = interrupt random
  PitchShift = -10 10
  VolumeShift = -20
  Volume = 115
  Limit = 4
  Priority= normal
  Type = world shrouded everyone
End

AudioEvent RebelWeapon
  Sounds = irebweaa irebweab irebweac irebwead irebweae
  Control = random interrupt
  Limit = 30
  Priority = normal
  PitchShift = -2 2
  VolumeShift = -10
  Volume = 65
  Type = world shrouded everyone
End

AudioEvent RebelWeaponTranquilizer
  Sounds = irebtraa
  Control = random interrupt
  Limit = 2
  Priority = normal
  PitchShift = -10 10
  VolumeShift = -10
  Volume = 90
  Type = world shrouded everyone
End

AudioEvent InfernoCannonWeapon
  Sounds =  vinfweaa vinfweab vinfweac
  Control = interrupt random
  PitchShift = -10  10
  VolumeShift = -10
  Volume = 105
  Limit = 6
  Priority= normal
  Type = world shrouded everyone
End

AudioEvent ScorpionTankMoveStart
  Sounds= vscostaa vscostab vscostac vscostad vscostae
  Control = random
  Delay=0 400
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume= 65
  Type = world shrouded everyone
End

AudioEvent MarauderTankMoveStart
  Sounds= vmarstaa vmarstab vmarstac
  Control = random
  Delay=0 400
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume= 70
  Type = world shrouded everyone
End

AudioEvent MarauderTankWeapon
  Sounds = vmarweaa vmarweab vmarweac vmarwead
  Control = interrupt random
  Priority = normal
  Limit= 6
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 90
  Type = world shrouded everyone
End


AudioEvent ScorpionMissileWeapon
  Sounds = vscowe2a vscowe2b
  Control = interrupt random
  Priority = normal
  Limit= 6
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 100
  Type = world shrouded everyone
End


AudioEvent StingerMissileWeapon
  Sounds = bstiweaa bstiweab bstiweac
;  Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae
  Control = interrupt random
  Priority = normal
  Limit= 6
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 85
  Type = world shrouded everyone
End

AudioEvent ComancheMissileWeapon
  Sounds = vcomweaa vcomweab vcomweac 
  Control = interrupt random
  Priority = normal
  Limit= 6 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 80
  Type = world shrouded everyone
End

AudioEvent ComancheRocketPodWeaponSound
  Sounds = vcomweaa vcomweab vcomweac
  Control = interrupt random
  Priority = normal
  Limit= 8 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 80
  Type = world shrouded everyone
End

AudioEvent RocketBuggyWeapon
  Sounds = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf 
  Control = interrupt random
  Priority = normal
  Limit= 10 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 70
  Type = world shrouded everyone
End

AudioEvent RocketBuggyMoveStart
  Sounds= vrocstaa vrocstab vrocstac
  Control = random
  Limit = 3
  Delay=0 400
  Priority= low
  PitchShift= -2 2
  VolumeShift= -10
  Volume = 50
  Type = world shrouded everyone
End
  
AudioEvent ToxinTractorMoveStart
  Sounds        = vtoxstaa vtoxstab vtoxstac
  Delay         = 0 400
  Priority      = low
  PitchShift    = -5 5
  VolumeShift   = -10
  Volume        = 65 
  Type = world shrouded everyone
End

AudioEvent TechnicalWeapon
  Control = random interrupt
  Sounds =  vtecweaa vtecweab vtecweac vtecwead vtecweae
  Limit = 6
  VolumeShift = -20
  PitchShift = -5 5
  Volume =55
  Priority= normal
  Type = world shrouded everyone
End

AudioEvent TechnicalWeaponLoop1
  Control = loop all random
  Sounds =  vteclo1a vteclo1b vteclo1c vteclo1d 
  Decay =  vteclo1e
  VolumeShift = -10
  Volume = 70
  Limit = 4
  Type = world shrouded everyone
End

AudioEvent TechnicalWeaponLoop2
  Control = loop all random
  Sounds =  vteclo2a vteclo2b vteclo2c
  Decay =  vteclo2d
  VolumeShift = -10
  Volume = 70
  Limit = 4
  Type = world shrouded everyone
End

AudioEvent TechnicalMoveStart
  Sounds= vtecstaa vtecstab vtecstac
  Control= random
  Limit = 3
  Priority= low
  Delay=0 1400
  PitchShift= -10 10
  VolumeShift= -10 
  Volume= 55 
  Type = world shrouded everyone
End



AudioEvent BombTruckMoveStart
  Sounds= vbomstaa vbomstab vbomstac vbomstad vbomstae
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume=60 
  Type = world shrouded everyone
End

AudioEvent QuadCannonWeapon
  Sounds =  vquaweaa vquaweab vquaweac vquawead vquaweae vquaweaf vquaweag 
  Control = interrupt random
  PitchShift = -10 10
  Limit = 2
  VolumeShift = -15
  Volume = 75
  Priority= normal
  Type = world shrouded everyone
End

AudioEvent QuadCannonMoveStart
  Sounds= vquastaa vquastab vquastac 
  Delay=0 700
  Priority= low
  PitchShift= -2 2
  VolumeShift= -10
  Volume= 65
  Type = world shrouded everyone
End

AudioEvent SupplyTruckMoveStart
  Sounds      = vcarstaa vcarstab vcarstac
  Volume      = 50
  PitchShift  = -5 5
  Delay       = 0 500
  VolumeShift = -20
  Control     = random
  Limit       = 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent DozerChinaMoveStart
  Sounds= vtrostaa vtrostab vtrostac vtrostad
  Delay=0 800
  Priority= low
  PitchShift= -5 5
  VolumeShift= -10
  Volume= 60 
  Type = world shrouded everyone
End



;-----------BUILDING SELECT SOUNDS-----------------

AudioEvent CommandCenterUSASelect
  Sounds= bcmasela
  Limit= 1
  Volume= 40
  Type = ui player
End

AudioEvent CommandCenterChinaSelect
  Sounds= bcmcsela
  Limit= 1
  Volume= 40
  Type = ui player
End

AudioEvent CommandCenterGLASelect
  Sounds= bcmgsela
  Limit= 1
  Volume= 40
  Type = ui player
End

AudioEvent WarFactoryUSASelect
  Sounds= bwaasela
  Limit= 1
  Volume= 45
  Type = ui player
End

AudioEvent WarFactoryChinaSelect
  Sounds= bwacsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent WarFactoryGLASelect
  Sounds= bwagsela
  Limit= 1
  Volume= 50
  Type = ui player
End
  
AudioEvent BarracksUSASelect
  Sounds= bbaasela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent BarracksChinaSelect
  Sounds= bbacsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent BarracksGLASelect
  Sounds= bbagsela
  Limit= 1
  Volume= 50
  Type = ui player
End
  
AudioEvent SupplyCenterUSASelect
  Sounds= bsuasela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent SupplyCenterChinaSelect
  Sounds= bsucsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent SupplyCenterGLASelect
  Sounds= bsugsela
  Limit= 1
  Volume= 50
End


AudioEvent ColdFusionReactorSelect
  Sounds= bcolsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent NuclearReactorSelect
  Sounds= bnursela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent UndergroundGeneratorSelect
  Sounds= bundsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent AirfieldUSASelect  
  Sounds= baiasela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent AirfieldChinaSelect  
  Sounds= baicsela
  Limit= 1
  Volume= 45
  Type = ui player
End

AudioEvent StrategyCenterSelect  
  Sounds= bstrsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent CINE_SatSound01Loop
  Control = loop
  Sounds= bstrsela
  Attack =  vcomlo1a
  Decay =  vcomlo3a
  PitchShift = -5  5
  VolumeShift = -10
  MinRange = 100
  MaxRange = 600
  Volume = 60
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent StrategyCenter_BombardmentPlanUnpackSound
  Sounds= 
  Limit= 2
  Volume= 60
  Priority= low
  Type = world global everyone
End

AudioEvent StrategyCenter_BombardmentPlanPackSound
  Sounds= 
  Limit= 1
  Volume= 30
  Priority= low
  Type = ui player
End

AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack
  Sounds= 
  Limit= 1
  Volume= 60
  Priority= low
  Type = world global everyone
End

AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop
  Sounds= 
  Limit= 2
  Volume= 40
  Priority= low
  MinRange = 100
  MaxRange = 500
  Type = ui player
End

AudioEvent StrategyCenter_SearchAndDestroyPlanPack
  Sounds= 
  Limit= 1
  Volume= 40
  Priority= low
  Type = ui player
End

AudioEvent StrategyCenter_HoldTheLinePlanUnpack
  Sounds= 
  Limit= 2
  Volume= 60
  Priority= low
  Type = world global everyone
End

AudioEvent StrategyCenter_HoldTheLinePlanPack
  Sounds= 
  Limit= 1
  Volume= 40
  Priority= low
  Type = ui player
End

AudioEvent StrategyCenter_TurretMoveLoop
  Control     = loop all random
  Sounds      = vnuklo2a vnuklo2b 
  Attack      = vnuklo1a 
  Decay       = vnuklo3a 
  MinRange = 100
  MaxRange = 500
  VolumeShift = -10
  Volume      = 55
  Priority    = lowest
  Type        = world shrouded everyone
End

AudioEvent StrategyCenter_ArtilleryRound
  Sounds =  bstrweaa bstrweab
  Control = interrupt random
  PitchShift = -5  5
  VolumeShift = -10
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent PropagandaCenterSelect  
  Control = random
  Sounds= bprosela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent SupplyDropZoneSelect
  Sounds= bsupsela
  Limit= 1
  Volume= 50
  Type = ui player
End


AudioEvent PalaceSelect  
  Sounds= bpalsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent BunkerSelect  
  Sounds= bbunsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent DetentionCampSelect  
  Sounds= bdetsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent ParticleCannonSelect
  Sounds= bparsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent PatriotBatterySelect
  Sounds= bpatsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent StingerSiteSelect
  Sounds= bstisela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent ScudStormSelect
  Sounds= bscusela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent PrisonSelect
  Sounds= bprisela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent NuclearMissileSelect
  Sounds= bnumsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent SpeakerTowerSelect
  Control = random
  Sounds= bspesela bspeselb bspeselc
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent TunnelNetworkSelect
  Sounds= btunsela
  Limit= 1
  Volume= 50
  Type = ui player
End


AudioEvent GattlingCannonSelect
  Sounds= bgatsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent BlackMarketSelect
  Sounds= bblasela
  Limit= 1
  Volume= 50
  Type = ui player
End


;AudioEvent AmbientForest
;  Control = loop random
;  Priority = LOWEST
;  Volume = 35
;  VolumeShift = -10
;  PitchShift = -10  10
;  MinRange = 100
;  MaxRange = 250
;  Delay = 6000  10000
;  SoundsMorning = abirm01a abirm01b abirm01c  
;  Sounds = abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g 
;  SoundsEvening = acri01a acri01b acri01c
;  SoundsNight = aowl01a aowl01b aowl01c aowl01d aowl01e aowl0f
;  Type = world shrouded everyone 
;End

AudioEvent ComancheAmbientLoop
  Control = loop all random
  Sounds =  vcomlo2a vcomlo2b vcomlo2c vcomlo2d
  Attack =  vcomlo1a
  Decay =  vcomlo3a
  PitchShift = -5  5
  VolumeShift = -10
  MinRange = 100
  MaxRange = 600
  Volume = 60
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent ComancheDamagedLoop
  Control = loop all random
  Sounds =  vcomlo4a vcomlo4b
  Decay =  vcomlo5a
  Volume = 85
  MinRange = 150
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent ComancheDamagedLoopGlobal
  Control = loop all random
  Sounds =  vcomlo4a vcomlo4b
  Decay =  vcomlo5a
  Type = world global
  MinVolume = 90
  Limit = 2
  Priority= low
End


AudioEvent CrowdPanic
  Sounds =  gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g
  Volume = 65
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent CrowdPanicLong
  Sounds =  gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g
  Volume = 65
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent CarBomberDie
  Sounds =  vcardiea vcardieb vcardiec
  Control = interrupt random
  Volume = 60
  Limit = 1
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent DemoTrapExplosion
  Sounds = gexpdema gexpdemb gexpdemc
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent RocketBuggyPowerslide
  Sounds =  vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih
  Control = random
  VolumeShift = -10
  PitchShift = -10 10
  Volume = 40
  Limit = 2
  Priority = lowest
  Type = world shrouded everyone
End

AudioEvent RocketBuggyLand
  Sounds =  vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh
  Control = random
  VolumeShift = -10
  PitchShift = -10 10
  Volume = 50
  Limit = 2
  Priority = lowest
  Type = world shrouded everyone
End

AudioEvent CarDie
  Sounds =  vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent TerroristSuicides
  Sounds = gexpmina gexpminb
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent ExplosionRocketBuggyMissile
  Sounds = gexpifva gexpifvb gexpifvc 
  Control = random interrupt
  VolumeShift = -20
  PitchShift = -15  15
  Volume = 85
  Limit = 2
  Priority = normal
  LowPassCutoff = 50
  Type = world shrouded everyone
End


AudioEvent BuildingToppleDelayMetal
  Sounds =  btopp01a
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 70
  Limit = 2
  Priority = low
  Type = world shrouded everyone
End

AudioEvent BuildingToppleDelayStone
  Sounds =  btopp02a
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 70
  Limit = 2
  Priority = low
  Type = world shrouded everyone
End

AudioEvent BuildingFallingMetal
  Sounds =  bfall01a
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
;  MinRange = 200
;  MaxRange = 500
  Limit = 2
  Priority = low
  Type = world shrouded everyone
End

AudioEvent BuildingFallingStone
  Sounds =  bfall02a
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
;  MinRange = 200
;  MaxRange = 500
  Limit = 2
  Priority = low
  Type = world shrouded everyone
End

AudioEvent BuildingDestroyStone
  Sounds =  bgendief
  Control = random interrupt
  Priority = low
  VolumeShift = -10
  PitchShift = -2  2
  Limit = 1
  Type = world shrouded everyone
End


AudioEvent ExplosionGeneric
  Sounds = gexp14a gexp14b gexp14c gexp14d gexp15a
  Control = interrupt random
  Limit = 1
  PitchShift = -10  10
  VolumeShift = -20
  Volume = 90
  Priority = normal
  LowPassCutoff = 50
  Type = world shrouded everyone
End

AudioEvent BuildingCollapse1
  Sounds = bcoll01a bcoll01b bcoll02a bcoll03a
  Control = interrupt random
  Limit = 1
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 90
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent BuildingCollapse2
  Sounds = bcoll02a bcoll03a
  Control = interrupt random
  Limit = 1
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 90
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent BuildingCollapse3
  Sounds = bcoll03a 
  Limit = 1
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 90
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent CarDamagedMoveLoop
  Sounds = gcardama gcardamb gcardamc gcardamd gcardame gcardamf gcardamg gcardamh gcardamai gcardamj
  Control = random loop 
  Limit = 2
  Delay = 4000 10000
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 70
  Priority = low
  Type = world shrouded everyone
End

AudioEvent ComancheCrash
  Sounds = vcomcraa
  Limit = 3
  PitchShift = -5 5
  Volume = 70
  VolumeShift = -10
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent ComancheCrashGlobal
  Sounds = vcomcraa
  Limit = 3
  PitchShift = -5 5
  Type = world global
  Priority = normal
  MinVolume = 80
End

AudioEvent ComancheDie
  Sounds = vcomdi1a
  Limit = 3
  PitchShift = -5 5
  VolumeShift = -10
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent MIGDie
  Sounds = vcomdi1a
  Limit = 3
  PitchShift = -10 0
  VolumeShift = -10
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent MIGAfterburner
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = low
  Volume      = 140
  PitchShift  = -10 10
  Limit       = 3
  Type       = world shrouded everyone
End

AudioEvent VehicleImpactLight
  Sounds = gvehimpa gvehimpb gvehimpc gvehimpd gvehimpe gvehimpf gvehimpg gvehimph gvehimpi
  Control = random interrupt
  Priority = low
  Limit = 3
  PitchShift = -5 5
  VolumeShift = -10
;  MinRange = 200.00 
;  MaxRange = 800.00
  Volume = 50
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent VehicleImpactHeavy
  Sounds = gvehim2a gvehim2b gvehim2c gvehim2d gvehim2e gvehim2f gvehim2g gvehim2h gvehim2i
  Control = random interrupt
  Limit = 3
  PitchShift = -5 5
  VolumeShift = -20
  Volume = 70
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent DaisyCutterWeapon
  Sounds = vdaiweaa
  Limit = 3
  Priority = high
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 60 ;do not modify -mp
  Type = world shrouded everyone
End

AudioEvent ComancheSpinExplosion
  Sounds = vcomdi2a
  Limit = 3
  PitchShift = -5 5
  VolumeShift = -10
  Priority = normal
  LowPassCutoff = 60
  Type = world shrouded everyone
End

AudioEvent BEAVIS_Boing
  Sounds =  vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 55
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent DaisyCutterGas
  Control = interrupt
  Sounds = sdaigasa
  Priority = high
  Limit = 1
  Type = world shrouded everyone
End

AudioEvent DaisyCutterIgnite
  Control = interrupt
  Sounds = sdaiigna
  Priority = high
  Limit = 1
  Volume = 110
  Type = world shrouded everyone
End

AudioEvent ExplosionDaisyCutter
  Sounds = gexpdaia
  Priority = High
  Control = interrupt
  Limit = 1
  Volume = 140
  LowPassCutoff = 50
  Type = world shrouded everyone
End

AudioEvent TechnicalWeaponUpgrade
  Sounds = gsalvage
  Limit = 4
  Volume = 70
  Priority = high
  Type = world shrouded everyone
End

AudioEvent DebrisBigMetal
  Sounds = gdebr01a gdebr01b
  Control = random
  Limit = 2
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 55
  Priority = low
  Type = world shrouded everyone
End

AudioEvent VehicleSkid
  Sounds = gskid01a
  Volume = 90
  Priority = low
  Type = world shrouded everyone
End

AudioEvent QuadCannonCatchFire
  Sounds = vquadiea
  Limit = 1
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 90
  Priority = low
  Type = world shrouded everyone
End


AudioEvent TankDie
  Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel
  Control = random interrupt
  VolumeShift = -10
  PitchShift = -10 10
  Volume = 105
  Limit = 4
  Priority = normal
  Type = world shrouded everyone
End
  
AudioEvent BuildingImpactHeavy
  Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h
  Control = random interrupt
  Limit = 2
  PitchShift = -3 3
  VolumeShift = -20
  Volume = 65
  Priority = low
  Type = world shrouded everyone
End

AudioEvent BuildingImpactLight
  Sounds = gbuiim1a gbuiim1b gbuiim1c gbuiim1d gbuiim1e gbuiim1f gbuiim1g gblank gblank gblank gblank gblank gblank 
  Control = random
  Priority = low
  Limit = 3
  PitchShift = -3 3
  Delay = 0  500
  VolumeShift = -10
  Volume = 55
  Type = world shrouded everyone
End

AudioEvent TechnicalBodyfall
  Sounds = vtecfala vtecfalb
  Control = random
  Limit = 3
  PitchShift = -3 3
  VolumeShift = -10
;  MinRange = 200
;  MaxRange = 300
  Volume = 60
  Priority = low
  Type = world shrouded everyone
End


AudioEvent ChinookAmbientLoop
  Control = loop all random
  Sounds =  vchilo2a vchilo2b vchilo2c vchilo2d
  Attack =  vchilo1a
  Decay =  vchilo3a
  PitchShift = -5  5
  VolumeShift = -10
  Volume = 45
  MinRange = 100
  MaxRange = 600
  Limit = 2
  Priority = low
  Type = world shrouded everyone
End



AudioEvent DamAmbientLoop
  Control = loop all random
  Sounds =  gdamlo1b gdamlo1c ;gdamlo1d
  Attack = gdamlo1a
  Limit = 1
  Volume = 65
  MinRange = 100
  MaxRange = 800
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent DamDamageLoop1
  Control = loop all random
  Sounds =  gdamlo2b gdamlo2c gdamlo2d
  Attack = gdamlo2a
  Limit = 1
  PitchShift = -5  5
  Volume = 80
  MinRange = 200
  MaxRange = 900
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent DamDamageLoop2
  Control = loop all random
  Sounds =  gdamlo3b gdamlo3c gdamlo3d
  Attack = gdamlo3a
  Limit = 1
  PitchShift = -5  5
  Volume = 80
  MinRange = 250
  MaxRange = 2000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent DamDamageLoop3
  Control = loop all random
  Sounds =  gdamlo5b gdamlo5c gdamlo5d
  Attack = gdamlo5a
  Limit = 1
  PitchShift = -5  5
  Volume = 80
  MinRange = 250
  MaxRange = 2000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent DamBreakWaveLoop
  Control = loop all random
  Sounds =  gdamlo4b gdamlo4c gdamlo4d gdamlo4e
  Attack = gdamlo4a
  Limit = 1
  PitchShift = -5  5
  Volume = 130
  MinRange = 600
  MaxRange = 5000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent DamBreakStage1
  Sounds =  gdambre1
  Type = world everyone
  Volume = 120
  MinRange = 250
  MaxRange = 2000
  Priority = normal
  MinVolume = 100
End

AudioEvent DamBreakStage2
  Sounds =  gdambre2
  Volume = 120
  Priority = normal
  MinVolume = 100
  MinRange = 250
  MaxRange = 2000
  Type = world everyone
End

AudioEvent DamBreakStage3
  Sounds =  gdambre3
  Volume = 120
  Priority = normal
  MinVolume = 100
  MinRange = 250
  MaxRange = 2000
  Type = world everyone
End

AudioEvent WaveRandomSplash
  Sounds    = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent ToxicGooSplash
  Sounds    = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e
  Limit     = 2
  Volume = 50
  Priority = low
  Type = world shrouded everyone
End



AudioEvent RedGuardWeapon
  Sounds = iredweaa iredweab iredweac iredwead
  Control= random interrupt
  Priority = normal
  VolumeShift= -15
  PitchShift = -10  10
  Limit= 12
  Volume= 95 ;75 test
  Type = world shrouded everyone
End

AudioEvent DamAfterWake
  Sounds = gdamafte
  Volume = 65
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent ExplosionNeutron
  Sounds = sneutexp
  Priority   = high
  Control = interrupt
  Limit = 2
  Volume = 110
  Priority = critical 
  MinRange = 500
  MaxRange = 5000 
  Type = world everyone
End


AudioEvent OverlordTankWeapon
  Sounds =  voveweaa voveweab voveweac vovewead
  Control = interrupt random
  PitchShift = -10 10
  VolumeShift = -10
  Volume = 120
  Limit = 6
  MinRange = 225
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent BuildingNeutronMissileOpen
  Sounds = bneutrea
  Priority   = high
  Delay = 1300 1300
  Volume= 110
  Type = world shrouded everyone
End

AudioEvent BuildingNeutronMissileLaunch
  Sounds =  bneutlau
  Priority   = high
  MinVolume = 80
  Volume = 110
  Type = world global everyone
End

AudioEvent BuildingNeutronMissileHiss
  Control = loop all random
  Sounds =  bneutlo2a bneutlo2b bneutlo2c
  Attack =  bneutlo1a
  PitchShift = -2 2
  MinRange = 175
  MaxRange = 800
  Volume = 55
  Priority = low
  Type = world shrouded everyone
End

AudioEvent RedGuardCheer
  Sounds = iredcheb ;iredchec iredchea 
  Control = random
  Limit = 2
  PitchShift  = -5  5
  Volume = 70
  Type = ui player
End

AudioEvent BattleCrySound
  Sounds = iredchea iredcheb iredchec
  Control = random
  Limit = 2
  PitchShift  = -5  5
  Volume = 55
  Type = ui player
End

AudioEvent MissionAccomplishedSound
  Sounds = ucheer
  Volume = 75
  Type = ui player
End

AudioEvent GenericFireLargeLoop
  Sounds     = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g 
  Attack     = gfirlo1h gfirlo1i
  Decay      = gfirlo1j
  Control    = random loop all
  Priority   = low
  Limit      = 3
  Volume     = 65
  Type       = world shrouded everyone
End

AudioEvent GenericFireMediumLoop
  Sounds     = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g 
  Attack     = gfirlo1h gfirlo1i
  Decay      = gfirlo1j
  Control    = random loop all
  Priority   = low
  Limit      = 3
  Volume     = 65
  Type       = world shrouded everyone
End

AudioEvent RaptorJetMissileWeapon
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = low
  Volume      = 70
  PitchShift  = -10 10
  Limit       = 12
  Type       = world shrouded everyone
End

AudioEvent StealthJetMissileWeapon
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = normal
  Volume      = 70
  PitchShift  = -10 10
  Limit       = 4
  Type       = world shrouded everyone
End

AudioEvent AuroraJetMissileWeapon
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = normal
  Volume      = 70
  PitchShift  = -10 10
  Limit       = 4
  Type       = world shrouded everyone
End

AudioEvent A10ThunderboltMissileWeaponSound
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = normal
  Volume      = 70
  PitchShift  = -10 10
  Limit       = 9
  Type       = world shrouded everyone
End

AudioEvent ExplosionJetMissile
  Sounds = gexpifva gexpifvb gexpifvc 
  Priority = normal
  Control = random interrupt
  VolumeShift = -20
  PitchShift = -5  5
  Volume = 75
  Limit = 1
  LowPassCutoff = 50
  Type       = world shrouded everyone
End

AudioEvent StealthFighterAmbientLoop
  Sounds      = vstelo2a vstelo2b vstelo2c vstelo2d vstelo2e
  Attack      = vstelo1a
  Decay       = vstelo3a 
  Control     = loop all random
  Volume      = 60
  Limit       = 3
  MinRange    = 75
  MaxRange    = 700
  PitchShift  = -3 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent AuroraBomberAmbientLoop
  Sounds      = vaurlo2a vaurlo2b vaurlo2c
  Attack      = vaurlo1a
  Decay       = vaurlo3a 
  Control     = loop all random
  MinRange    = 75
  MaxRange    = 700
  Volume      = 70
  Limit       = 3
  PitchShift  = -3 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent SpectreGunshipAmbientLoop
  Sounds      = vaurlo2a vaurlo2b vaurlo2c
  Attack      = vaurlo1a
  Decay       = vaurlo3a 
  Control     = loop all random
  MinRange    = 75
  MaxRange    = 700
  Volume      = 90
  Limit       = 3
  PitchShift  = -25 -15
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent SpectreGunshipAfterburnerLoop
  Sounds      = cjetf01a
;  Attack      = vaurlo1a
;  Decay       = vaurlo3a 
  Control     = all random
  MinRange    = 300
  MaxRange    = 200
  Volume      = 100
  Limit       = 2
  Priority    = high
  Type        = world everyone
End

AudioEvent RaptorAmbientLoop
  Sounds      = vraplo2a vraplo2b vraplo2c
  Attack      = vraplo1a
  Decay       = vraplo3a 
  Control     = loop all random
  MinRange    = 75
  MaxRange    = 700
  Volume      = 60
  Limit       = 2
  PitchShift  = -3 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent B52AmbientLoop
  Sounds      = vb52lo2a vb52lo2b vb52lo2c
;  Attack      = vb52lo1a
  Decay       = vb52lo3a 
  Control     = loop all random
  Volume      = 70
  Limit       = 3
  MinRange    = 75
  MaxRange    = 700
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent CINE_B52AmbientLoop
  Sounds      = vb52lo2a vb52lo2b vb52lo2c
;  Attack      = vb52lo1a
  Decay       = vb52lo3a 
  Control     = loop all random
  Volume      = 90
  Limit       = 3
  MinRange    = 75
  MaxRange    = 700
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent C130AmbientLoop
  Sounds      = v130lo2a v130lo2b
  Attack      = v130lo1a
  Decay       = v130lo3a 
  Control     = loop all random
  Volume      = 80
  Limit       = 3
  MinRange    = 75
  MaxRange    = 700
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent MigAmbientLoop
  Sounds      = vmiglo2a vmiglo2b vmiglo2c
  Attack      = vmiglo1a
  Decay       = vmiglo3a 
  Control     = loop all random
  Volume      = 55
  Limit       = 3
  MinRange    = 75
  MaxRange    = 700
  PitchShift  = -3 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent MigJetNapalmWeapon
  Sounds      = vmigweaa vmigweab
  Control     = interrupt random
  Priority    = low
  Volume      = 70
  PitchShift  = -10 10
  Limit       = 8
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent BattleshipWeapon
  Sounds =  vbshweaa vbshweab
  Priority = high
  Control = interrupt random
  PitchShift = -10 10
  VolumeShift = -20
  Volume = 110
  MinRange = 700
  MaxRange = 10000
  Limit = 3
  LowPassCutoff = 50
  Type        = world shrouded everyone
End

AudioEvent ExplosionBattleshipTarget
  Sounds = gexpbsha gexpbshb gexpbshb
  Priority = high
  Control = interrupt random
  Limit = 2
  MinRange = 200
  MaxRange = 900
  PitchShift = -10  10
  Volume = 120
  Type       = world shrouded everyone
End

AudioEvent BattleshipAmbientLoop
  Sounds      = vbshlo2a vbshlo2b vbshlo2c
  Attack      = vbshlo1a
  Decay       = vbshlo3a 
  Control     = loop all random
  Volume      = 60
  Limit       = 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent ScorpionTankWeapon
  Sounds      = vscoweaa vscoweab vscoweac vscowead
  Volume      = 95
  Limit       = 8
  PitchShift  = -10  10
 VolumeShift  = -20
  Control     = interrupt random
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent HumveeWeapon
  Sounds      = vhumweaa vhumweab vhumweac vhumwead
  Volume      = 75
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 30
  Control     = interrupt random
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent HumveeWeaponTOW
  Sounds = vhumwe2a vhumwe2b vhumwe2c vhumwe2d
  Control = interrupt random
  Priority = low
  Limit= 12
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 90
  Priority    = normal
  Type   = world shrouded everyone
End

AudioEvent AmphibiousTransportMoveLoop
  Control     = loop all random
  Sounds      = vamplo2a vamplo2b vamplo2c
  Attack      = vamplo1a
  Decay       = vamplo3a
  Volume      = 60
  Limit       = 2
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent FerryMoveLoop
  Control     = loop all random
  Sounds      = vamplo2a vamplo2b vamplo2c
  Attack      = vamplo1a
  Decay       = vamplo3a
  Volume      = 100
  Limit       = 2
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent HumveeMoveStart
  Sounds      = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae 
  Volume      = 60
  PitchShift  = -5 5
  Delay       = 0 500
  VolumeShift = -10
  Control     = random
  Limit       = 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent TomahawkWeapon
  Sounds      = vtomweaa
  Control     = interrupt random
  Delay       = 0 300
  Priority    = normal
  Limit       = 4 
  VolumeShift = -20
  PitchShift  = -4 4
  Volume      = 80
  Type        = world shrouded everyone
End

AudioEvent POWTruckUSAMoveStart
  Sounds      = vpoastaa vpoastab vpoastac vpoastad
  Volume      = 55
  PitchShift  = -2 2
  Delay       = 0 500
  VolumeShift = -10
  Priority    = low
  Type        = world shrouded everyone
End



AudioEvent LockonTick
  Sounds      = glockon
  Limit       = 2
  MinVolume   = 45
  Type        = world player
End

AudioEvent DefectorTimerTick
  Sounds      = ucapture
  Control     = interrupt
  Limit       = 2
  Volume      = 50
  VolumeShift = -10
  MinRange    = 200
  MaxRange    = 1200
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent CaptureTick
  Sounds      = ucapture
  Control     = interrupt
  Limit       = 2
  Volume      = 70
  MinRange    = 200
  MaxRange    = 1200
  Type        = world shrouded everyone
End

;Radar event occurred showing a unit of ours is under attack
AudioEvent RadarNotifyUnitUnderAttack
  Sounds = uwarning
  Volume = 25
  Type       = ui player
End

;Radar event occurred showing a harvester of ours is under attack
AudioEvent RadarNotifyHarvesterUnderAttack
  Sounds = uwarning
  Volume = 35
  Type       = ui player
End

;Radar event occurred showing a structure of ours is under attack
AudioEvent RadarNotifyStructureUnderAttack
  Sounds = uwarning
  Volume = 35
  Type       = ui player
End

;Radar event occurred showing one of our objects (not unit/structure) under attack 
AudioEvent RadarNotifyUnderAttack
  Sounds = uwarning
  Volume = 35
  Type       = ui player
End

;Radar event occurred showing one of our objects (not unit/structure) under attack 
AudioEvent RadarNotifyInfiltration
  Sounds = ;aangr01b 
  MinVolume = 55
  Type       = ui player
End

AudioEvent HeroGLAWeapon
  Sounds      = ihegweaa
  Control     = interrupt random
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 3
  Volume      = 90
  Type        = world shrouded everyone
End

AudioEvent HeroUSAWeapon
  Sounds      = ihegweaa
  Control     = interrupt random
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 3
  Volume      = 90
  Type       = world shrouded everyone
End


AudioEvent AmbientInfantryCharge1 
  Control = loop all random 
  Sounds =  ainfa01a ainfa01b ainfa01c ainfa01d ainfa01e
  Decay = ainfa01f
  Priority = High
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 700
  Volume = 90
  Type       = world shrouded everyone
End

AudioEvent AmbientCrowdAngryArabs1
  Control = loop all random 
  Sounds =  aangr01a aangr01b aangr01c aangr01d 
  Decay = ainfa01e
  Limit = 2
  PitchShift = -5  5
;  MinRange = 200
;  MaxRange = 500
  Volume = 25
  Priority    = lowest
  Type   = world shrouded everyone
End

AudioEvent ScriptJetFlyBy1
  Sounds      = cjetf01a
  Control     = interrupt random
  Priority    = high
  Volume      = 80
  Type   = ui player
End

AudioEvent ScriptShellScream1
  Sounds      = sshel01a sshel01b
  Control     = interrupt
  Priority    = high
  PitchShift = -10 10
  Volume      = 60
  Type   = ui player
End

AudioEvent ScriptShellScream2
  Sounds      = sshel02a sshel02b
  Control     = interrupt 
  Priority    = high
  PitchShift = -10 10
  Volume      = 60
  Type   = ui player
End


AudioEvent TunnelRocketWeapon
  Sounds = btunweaa btunweab btunweac btunwead
  Control = interrupt random
  Priority = normal
  Limit= 10 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 90
  Type   = world shrouded everyone
End

AudioEvent RPGTrooperWeapon
  Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae
  Control = interrupt random
  Priority = normal
  Limit= 10 
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 90
  Type   = world shrouded everyone
End

AudioEvent MissileDefenderWeapon
  Sounds = imisweaa imisweab imisweac
  Control = random
  Priority = normal
  Limit= 10
  VolumeShift = -20
  PitchShift = -5 5
  Volume = 80
  Type   = world shrouded everyone
End

AudioEvent TankHunterWeapon
  Sounds = itanweaa itanweab itanweac itanwead
  Control = interrupt random
  Priority = normal
  Limit= 10 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 80
  Type   = world shrouded everyone
End


AudioEvent GattlingCannonWeapon
  Control = random interrupt
  Sounds =  bgatweaa bgatweab bgatweac bgatwead
  VolumeShift = -10
  Volume = 80
  MinRange = 175
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent GattlingTankWeapon
  Control = random interrupt
  Sounds =  bgatweaa bgatweab bgatweac bgatwead
  VolumeShift = -10
  Volume = 80
  MinRange = 175
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AngryMobWeaponPistol
  Control = random interrupt
  Sounds =  iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e
  PitchShift  =  -10 10
  VolumeShift = -10
  Volume = 90
  Limit = 3
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AngryMobWeaponMolotov
  Control = random interrupt
  Sounds =  iangwe2a iangwe2b
  PitchShift  =  -20 10
  VolumeShift = -10
  Volume = 90
  Limit = 3
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AngryMobAmbientLoop
  Control = loop all random
  Sounds =  ianglo2a ianglo2b ianglo2c ianglo2d
  Attack = ianglo1a
  Decay = ianglo3a
  Priority = normal
  MinRange    = 100
  MaxRange    = 700
  Limit = 2
  PitchShift = -5  5
  Volume = 60
  Type   = world shrouded everyone
End

AudioEvent GattlingWeaponLoopLevel1
  Control = loop all random
  Sounds =  bgatlo2a bgatlo2b
  Attack =  bgatlo1a
  Decay =  bgatlo3a
  Volume = 60
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent GattlingWeaponLoopLevel2
  Control = loop all random
  Sounds =  bgatlo5a bgatlo5b
  Attack =  bgatlo4a
  Decay =  bgatlo6a
  Volume = 60
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent GattlingWeaponLoopLevel3
  Control = loop all random
  Sounds =  bgatlo8a bgatlo8b
  Attack =  bgatlo7a
  Decay =  bgatlo9a
  Volume = 60
  Limit = 6
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent ToxinTractorContaminate
  Control = random interrupt
  Sounds = vtoxcona vtoxconb vtoxconc
  VolumeShift = -20
  PitchShift = -5 5
  Volume = 70
  Limit = 2
  Priority = normal
  Type = world shrouded everyone
End
  

AudioEvent ToxinTractorWeaponLoop
  Control = loop random all
  Sounds =  vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d
  Attack =  vtoxlo1a
  Decay =  vtoxlo3a
  PitchShift = -10 0
  VolumeShift= -15
  Volume = 70
  Limit = 3
  Priority = normal
  Type = world shrouded everyone
End



AudioEvent ConvoyTruckMoveStart
  Sounds      = vconstaa vconstab
  Control     = random interrupt
  Limit       = 2 
  Volume      = 55
  PitchShift  = -2 2
  Delay       = 0 500
  VolumeShift = -10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent ConvoyTruckMoveLoop
  Control     = loop all random
  Sounds      = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
  Attack      = ctrulo1a
  Decay       = ctrulo3a
  VolumeShift = -10
  Volume      = 75
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent ConvoyTruckSelect
  Sounds      = vconsela vconselb
  Control     = random
  Volume      = 60
  VolumeShift = -10
  Type        = world shrouded everyone
End


AudioEvent ExplosionCarpetBomb
  Sounds      = gexpcara gexpcarb gexpcarc gexpcard
  Control     = interrupt random
  Limit       = 2
  PitchShift  = -10  10
  VolumeShift = -25
  Volume      = 90
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent RadarVanMoveStart
  Sounds      = vradstaa vradstab vradstac
  Volume      = 55
  PitchShift  = -5 5
  Delay       = 0 500
  VolumeShift = -10
  Control     = random
  Limit       = 3
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent CarMoveStart
  Sounds      = vcarstaa vcarstab vcarstac
  Volume      = 55
  PitchShift  = -5 5
  Delay       = 0 500
  VolumeShift = -10
  Control     = random
  Limit       = 3
  Priority    = low
  Type        = world shrouded everyone
End


;AudioEvent HijackDriver
;  Sounds      = ihijweaa
;  Control     = interrupt random
;  Limit       = 2
;  VolumeShift = -10
;  Volume      = 80
;  Type        = world shrouded everyone
;End

AudioEvent ScudLauncherWeapon
  Sounds = vscuweaa
  Control = interrupt random
  Delay       = 0 300
  Priority    = normal
  Limit= 2 
  VolumeShift = -20
  PitchShift = -4 4
  Volume = 100
  Type        = world shrouded everyone
End


AudioEvent HeroUSAChargePlace
  Sounds      = iheuchar
  Priority    = high
  Volume      = 100
  MinRange    = 250
  MaxRange    = 2000
  Type        = world shrouded everyone
End

AudioEvent HeroUSAChargeBeep
  Sounds      = iheubeep
  Volume      = 100
  MinRange    = 250
  MaxRange    = 2000
  Type        = world shrouded everyone
End

AudioEvent HeroUSATimeBombClick
  Sounds      = iheutima iheutimb
  Volume      = 100
  MinRange    = 250
  MaxRange    = 2000
  Type        = world shrouded everyone
End

AudioEvent StealthOn
  Sounds      = gstealon
  Volume      = 70
  Limit       = 1
  Type        = world shrouded everyone
End  

AudioEvent StealthOff
  Sounds      = gstealof
  Volume      = 70
  Limit       = 1
  Type        = world shrouded everyone
End 

AudioEvent HackerWeaponLoop
  Control = loop all random
  Sounds =  ihaclo2a ihaclo2b ihaclo2c
  Attack =  ihaco1a
  Decay =  ihaclo3a
  PitchShift = -10 10
  VolumeShift= -15
  Volume = 60
  MinRange    = 100
  MaxRange    = 500
  Limit = 10
  Priority    = normal
  Type = world shrouded everyone
End



AudioEvent BattleDroneWeapon
  Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d
;  Sounds = vdroweaa vdroweab vdroweac vdrowead vdroweae
  Control= random interrupt
  Priority    = normal
;  PitchShift = -5 5
  VolumeShift= -15
  Limit = 6
  Volume = 70
;  MinRange = 200
;  MaxRange = 600
  Type = world shrouded everyone
End

AudioEvent ExplosionScudExplosive
  Sounds      = gexpscu1
  Control     = interrupt
  Limit       = 2
  PitchShift  = -10  10
  VolumeShift = -10
  Volume      = 100
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent TerroristCarBomb
  Sounds      = itercara
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  Volume      = 80
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent TerrorCellActivated
  Sounds      = sambusha
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  Volume      = 110
  MinRange    = 300
  MaxRange    = 2000
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent RebelAmbushActivated
  Sounds      = sambusha
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  Volume      = 130
  MinVolume   = 80
  PitchShift  = 0 20
  MinRange    = 500
  MaxRange    = 10000
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent MilitarySubtitlesTyping
  Sounds  =  utext1a
  Control = random
  Priority = HIGH
  VolumeShift = -10
  Volume = 15
  Type = ui player
End

AudioEvent RaptorDie
  Sounds      = vrapdiea
  Control     = interrupt random
  Limit       = 2 
  PitchShift  = -10  10
  Volume      = 95
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent RaptorCrash
  Sounds      = vrapcraa
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  PitchShift  = -10  10
  Volume      = 80
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent CargoJetFlambe
  Sounds =  gexpfira gexpfirb gexpfirc
  Control = interrupt random
  VolumeShift = -20
  PitchShift  = -10 10
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent GattlingTankMoveStart
  Sounds =  vgatstaa vgatstab vgatstac vgatstad
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 55
  Priority    = low
  Type = world shrouded everyone
End


AudioEvent RaptorAfterburner
  Sounds      = vjetafta
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  PitchShift  = -10  10
  Volume      = 200
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent RadarLockOnTone
  Sounds =  cloctone
  Volume = 20
  Type = ui player
End

AudioEvent BinkHandle
  Volume = 40
  Type = ui player
End

AudioEvent ExecuteDemoralize
  Sounds      = uconst1a
  Priority    = high
  Volume      = 15
  Type        = ui player
End

AudioEvent RangerFlashBangWeapon
  Sounds      = iranflaa iranflab
  PitchShift  = -5 5
  VolumeShift = -10
  Volume      = 90
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent ExplosionFlashBang
  Sounds      = gexpflaa gexpflab gexpflac
  PitchShift  = -5 5
  VolumeShift = -10
  Volume      = 90
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent A10ThunderboltAmbientLoop
  Sounds      = va10lo2a va10lo2b va10lo2c
  Attack      = va10lo1a
  Decay       = va10lo3a 
  Control     = loop all random
  Volume      = 70
  MinRange    = 50
  MaxRange    = 700
  Limit       = 3
  PitchShift  = -10 10
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent A10ThunderboltDive
  Sounds      = va10diva va10divb
  Control     = random
  Volume      = 100
  Limit       = 1
  PitchShift  = -5 5
  MinRange    = 250
  MaxRange    = 1000
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent ExplosionA10ThunderboltMissile
  Sounds = gexpifva gexpifvb gexpifvc 
  Priority = normal
  Control = random interrupt
  VolumeShift = -20
  PitchShift = -5  5
  Volume = 85
  Limit = 1
  Type       = world shrouded everyone
End

AudioEvent PreDirtyNukeDetonation
  Sounds      = gairraid 
  Volume      = 70
  Type        = world global everyone
End

AudioEvent ScudStormLaunch
  Sounds = vtomweaa
  Control = interrupt random
  Priority = high
  Limit= 4
  PitchShift = -5 5
  Volume = 105
  Type        = world shrouded everyone
End


AudioEvent ScudStormInitiated
  Sounds      = sscuread
  Priority    = high
  Volume      = 90 
  Type        = world global everyone
End


AudioEvent PilotSoundEject
  Sounds      = gejecta
  Type        = world shrouded everyone
End

;Played when bomb truck successfully disguises self.
AudioEvent BombTruckDisguiseStarted
  Sounds      = vbomdisa
  Priority    = high
  Type        = world shrouded everyone
End

;Played when bomb truck is revealed but attacking
AudioEvent BombTruckDisguiseRevealedSuccess
  Sounds = ;iredchea iredcheb iredchec
  Control = random
  Limit = 2
  PitchShift  = -5  5
  Volume = 55
  Priority    = normal
  Type = ui
End

;Played when bomb truck disguised but revealed and not trying to attack
;Basically caught with his pants down.
AudioEvent BombTruckDisguiseRevealedFailure
  Sounds      = ;gejecta
  Type        = world global everyone
End

AudioEvent PaladinPointDefenseLaserPulse
  Sounds      = vpalwe2a vpalwe2b vpalwe2c vpalwe2d
  Control     = random interrupt
  PitchShift  = -10 10
  VolumeShift = -10
  Volume      = 75
  Limit       = 3
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent BeaconPlaced
  Sounds       = uralset1
  Priority     = high
  Volume       = 70
  Type         = world player
End

AudioEvent BeaconPlacementFailed
  Sounds       = uralsetn
;  MinRange     = 100
;  MaxRange     = 500
  MinVolume    = 80
  Priority     = high
  Type         = world player
End

;When point defense lasers shoot down missiles
AudioEvent GenericMissileDisintegration
  Sounds = gexpifva gexpifvb gexpifvc 
  Control = random interrupt
  VolumeShift = -20
  PitchShift = -5  5
  Volume = 85
  Limit = 2
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent PatriotBatteryWeapon
  Sounds = btunweaa btunweab btunweac btunwead
  Control = interrupt random
  Priority = normal
  Limit= 8
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 100
  Type   = world shrouded everyone
End

AudioEvent PathfinderWeapon
  Sounds      = ijarwe1a
  Control     = interrupt random
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 3
  Volume      = 100
  MinRange    = 250

  Priority    = high
  Type       = world shrouded everyone
End

AudioEvent JarmenKellWeapon
  Sounds      = ijarwe1a
  Control     = interrupt random
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 3
  Volume      = 100
  Priority    = high
  Type       = world shrouded everyone
End

AudioEvent JarmenKellWeaponSnipe
  Sounds      = ijarwe2a
  Control     = interrupt random
  PitchShift  = -5 5
  VolumeShift = -10
  Limit       = 3
  Volume      = 100
  Priority    = high
  Type       = world shrouded everyone
End

AudioEvent BridgeDamaged
  Sounds =  gbridama gbridamb
  Control = random
  Volume = 90
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

;The regular un-upgraded bomb truck bomb when it blows.
AudioEvent BombTruckDefaultBombDetonation
  Sounds      = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
  Control     = interrupt random
  Limit       = 2
  PitchShift  = -10  10
  VolumeShift = -20
  Volume      = 90
 Priority     = normal
  Type        = world shrouded everyone
End

AudioEvent BridgeRepaired
  Sounds      = gbrirepa
  Volume      = 90
 Priority     = normal
  Type        = world shrouded everyone
End

;The bomb truck with BIO-BOMB weapon upgrade. It's possible
;to have both this bomb and the high explosive sound
;play when both upgrades are active simultaneously
AudioEvent BombTruckBioBomb
  Sounds      = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
  Control     = interrupt random
  Limit       = 2
  PitchShift  = -10  10
  VolumeShift = -20
  Volume      = 90
  Priority     = normal 
  Type        = world shrouded everyone
End

;The bomb truck with HIGH-EXPLOSIVE upgrade. It's possible
;to have both this bomb and the high explosive sound
;play when both upgrades are active simultaneously
AudioEvent BombTruckHighExplosiveBomb
  Sounds      = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
  Control     = interrupt random
  Limit       = 2
  PitchShift  = -10  10
  VolumeShift = -20
  Volume      = 90
  Priority     = normal 
  Type        = world shrouded everyone
End

AudioEvent ParticleUplinkCannon_PowerupSoundLoop
  Sounds      = sparlo1b sparlo1c
  Attack      = sparlo1a
  Control     = random
  Control     = loop all random
  MinRange    = 100
  MaxRange    = 500
  Limit       = 2
  Volume      = 110
  Priority    = critical
  Type        = world shrouded everyone
End

AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop
  Sounds      = sparlo2b sparlo2c
  Attack      = sparlo2a
  Control     = loop all random
  MinRange    = 100
  MaxRange    = 500
  Volume      = 110
  Limit       = 2
  Priority    = critical
  Type        = world shrouded everyone
End

AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop
  Sounds      = sparlo3b sparlo3c
  Attack      = sparlo3a
  Decay       = sparlo3d 
  Control     = loop all random
  MinRange    = 100
  MaxRange    = 500
  Volume      = 120
  Limit       = 2
  Priority    = critical 
  Type        = world shrouded everyone
End

AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop
  Control     = loop all random
  Sounds      = sparlo4b sparlo4c sparlo4d
  Attack      = sparlo4a
  Decay       = sparlo4e
  MinRange    = 500
  MaxRange    = 2000
  Volume      = 110
  Limit       = 2
  Priority    = critical
  Type        = world shrouded everyone
End

AudioEvent FireArtilleryCannonSound
  Sounds      = sartweaa
  Volume      = 110
  MinVolume   = 70
  Priority    = high
  Type        = world global everyone
End

AudioEvent TrainRunningLoop
  Control = loop all random
  Sounds =  gtralo2a gtralo2b gtralo2c
  Attack =  gtralo1a
  Decay =  gtralo3a
  MinRange    = 250
  MaxRange    = 1500
  Volume = 90
  Limit = 1
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent TrainClicketyClack
  Sounds =  gtraclaa gtraclab gtraclac gtraclad 
  Control = random
  PitchShift =  0 30
  VolumeShift= -20
  Volume = 70
  Limit = 5
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent ArtilleryBarrageIncomingWhistle
  Sounds      = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk
  Control     = random
  Volume      = 70
  VolumeShift = -20
  Limit       = 4
  MinRange    = 300
  MaxRange    = 2000
  PitchShift  = -20 20
  Priority    = normal
  Type        = world everyone
End

AudioEvent NukeCannonIncomingWhistle
  Sounds      = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk
;  Delay       = 0 800
  Control     = random
  Volume      = 60
  PitchShift  = -10 10
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent InfernoCannonIncomingWhistle
  Sounds      = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk
;  Delay       = 0 800
  Control     = random
  Volume      = 60
  PitchShift  = -10 10
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent BattleShipIncomingWhistle
  Sounds      = gshescra gshescrb gshescrc gshescrd gshescre gshescrf gshescrg gshescrh gshescri gshescrj gshescrk
  Delay       = 400 1000
  Control     = random
  Volume      = 80
  MinRange    = 200
  MaxRange    = 2000
  PitchShift  = -10 10
  Priority    = normal
  Type        = world shrouded everyone
End


AudioEvent TrainWhistle
  Sounds =  gtrawhia
  Volume = 60 
  Limit = 1
  Type = world shrouded everyone
End


AudioEvent MineExplosion
  Sounds =  gexpmina gexpminb
  Control = interrupt random
  VolumeShift = -15
  PitchShift = -15  15
  Volume = 80
  Limit = 3
  Priority    = high
;  LowPassCutoff = 50
  Type = world shrouded everyone
End

AudioEvent MineClearedByWorker
  Sounds =  gminecla gmineclb
  Control = interrupt random
  PitchShift = -20 20
  VolumeShift = -15
  Volume = 80
  Limit = 3
  Priority    = high
  Type = world shrouded everyone
End

AudioEvent MineClearedByDozer
  Sounds =  gminecla gmineclb
  Control = interrupt random
  PitchShift = -20 20
  VolumeShift = -15
  Volume = 80
  Limit = 3
  Priority    = high
  Type = world shrouded everyone
End

AudioEvent MineFieldPlaced
  Sounds =  gminepla
  Control = interrupt random
  Volume = 100
  Limit = 1
  Priority    = high
  Type = world shrouded everyone
End

AudioEvent ExplosionClusterMine
  Sounds =  scluster
  Control = interrupt random
  Volume = 100
  Limit = 1
  MinRange = 200
  MaxRange = 1000
  Priority    = high
  Type = world shrouded everyone
End


AudioEvent ColonelBurtonPlantCharge ;this one is triggered in some weird hack way. 
  Sounds = ; icolseta
  Control = interrupt random
  Volume = 80
  Limit = 1
  Delay = 5500 5500
  Priority = high
  Type = world shrouded everyone
End

AudioEvent ColonelBurtonSetDemoCharge
  Sounds = icolseta
  Control = interrupt random
  Volume = 95
  Limit = 2
  Priority = high
  Type = world shrouded everyone
End


AudioEvent ColonelBurtonWeapon
  Sounds = icolweaa icolweab
  Control = random 
  Limit = 6
  Priority = normal
  PitchShift = -5 5
  VolumeShift = -10
  Volume = 100
  MinRange = 225
  Priority    = high
  Type = world shrouded everyone
End

AudioEvent BlackLotusPack
  Sounds =  iblasetb
  Volume = 90
  PitchShift = -10 10
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent BlackLotusUnpack
  Sounds =  iblaseta
  Volume = 90
  PitchShift = -10 10
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent BlackLotusTrigger
  Sounds =  
  Control = interrupt random
  Volume = 70
  Limit = 1
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent BlackLotusPrepLoop
  Control     = loop all random
  Sounds      = ihaclo2a ihaclo2b ihaclo2c 
  Attack      = ihaclo1a
  Decay       = ihaclo3a
  Priority    = LOW
  Volume      = 50
  VolumeShift = -10
  PitchShift  = -10  10
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent HackerPack
  Sounds =  iblasetb
  Volume = 90
  PitchShift = -10 10
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent HackerUnpack
  Sounds =  ihacseta
  Control = interrupt random
  Volume = 70
  PitchShift = -10 10
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent HackerPrepLoop
  Control     = loop all random
  Sounds      = ihaclo2a ihaclo2b ihaclo2c 
  Attack      = ihaclo1a
  Decay       = ihaclo3a
  Priority    = LOW
  Volume      = 50
  VolumeShift = -10
  PitchShift  = -10  10
  Priority    = normal
  Type        = world shrouded everyone
End


AudioEvent HackerCashPing
  Sounds      = ihaccasa ihaccasb
  VolumeShift = -5
  Limit       = 10
  Volume      = 20
  Priority    = lowest
  Type        = world shrouded everyone
End

AudioEvent BombTickTimed
  Sounds      = icoltima icoltimb icoltimc
  Control     = random
  Limit       = 3
  VolumeShift = -10
  Volume      = 65
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent BombTickRemote
  Sounds      = icolbeep
  Control     = interrupt
  Limit       = 3
  Volume      = 65
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent AvalancheCrack
  Sounds =  btopp02a
  Control = interrupt
  PitchShift = -50  -50
  Volume = 120
  Limit = 10
  Type = world shrouded everyone
End

AudioEvent IRPing
  Sounds      =  ; icolbeep -Dustin says "no beep"
  Control     = interrupt
  PitchShift  = 100 100
  Limit       = 3
  Volume   = 25
  Type        = world shrouded everyone
End

AudioEvent IRPingLoud
  Sounds      = ; icolbeep -Dustin says "no beep"
  Control     = interrupt
  PitchShift  = 120 120
  Limit       = 3
  Volume   = 35
  Type        = world shrouded everyone
End


AudioEvent AngryMobWeaponAK47
  Sounds = iangwe3a iangwe3b iangwe3c iangwe3d
  Control= random interrupt
  Priority = normal
  VolumeShift= -15
  PitchShift = -10  10
  Limit= 2
  Volume=75
  Type = world shrouded everyone
End

AudioEvent WallSandDie
  Sounds =  gwalbdia 
  Volume = 70
  Limit = 3
  Priority    = lowest
  Type = world shrouded everyone
End

AudioEvent WallStoneDie
  Sounds =  gwalsdia gwalsdib
  Control = random
  Volume = 70
  Limit = 3
  Priority    = lowest
  Type = world shrouded everyone
End

AudioEvent WallWoodDie
  Sounds =  gwalwdia gwalwdib
  Control = random
  Volume = 70
  Limit = 3
  Priority    = lowest
  Type = world shrouded everyone
End

AudioEvent WallMetalDie
  Sounds =  gwalmdia gwalmdib
  Control = random
  Volume = 70
  Limit = 3
  Priority    = lowest
  Type = world shrouded everyone
End

AudioEvent POWTruckEnter
  Sounds =  vpowenta
  Volume = 90
  Limit = 3
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent POWTruckExit
  Sounds =  vpowexia
  Volume = 100
  Limit = 3
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent HumveeEnter
  Sounds =  vhumenta vhumentb vhumentc
  Volume = 100
  Limit = 3
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent HumveeExit
  Sounds =  vhumexia vhumexib vhumexic
  Volume = 100
  Limit = 3
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent RailroadBridgeMetalFatigue
  Sounds = btopp01a 
  Limit = 2
  PitchShift = -40 -10
  Volume = 110
  Priority    = low
  Type = world shrouded everyone
End


AudioEvent ComancheWeaponMachineGun
  Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d
  Control= random interrupt
  Priority = normal
  VolumeShift= -15
  Limit = 4
  Volume = 70
;  MinRange = 400
;  MaxRange = 800
  Type = world shrouded everyone
End



AudioEvent RiverSplash5000
  Sounds    = gdamspl1b gdamspl1d 
  Limit     = 2
  Volume    = 80
  PitchShift = 10 30
  Delay     = 5000 5000
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent RiverSplash6000
  Sounds    = gdamspl1b gdamspl1d 
  Limit     = 2
  Volume    = 100
  PitchShift = 0 11
  Delay     = 6000 6000
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent RiverSplash7000
  Sounds    = gdamspl1b gdamspl1d 
  Limit     = 2
  Volume    = 80
  PitchShift = 30 70
  Delay     = 7000 7000
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent RadarOn
  Sounds    = gradarup
  Limit     = 1
  Volume    = 45
  Type      = ui player
End

AudioEvent RadarOff
  Sounds    = gradardn
  Limit     = 1
  Volume    = 45
  Type      = ui player
End

AudioEvent ExplosionMiniNuke 
  Sounds =  gexpnuka
  Control = interrupt random
  Volume = 110
  Limit = 3
  Priority    = normal
  LowPassCutoff = 50
  Type = world shrouded everyone
End

AudioEvent ExplosionFire  
  Sounds =  gexpfira gexpfirb gexpfirc
  Control = interrupt random
  VolumeShift = -20
  PitchShift  = -10 10
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent ExplosionArtilleryBarrage  
  Sounds =  gexparta gexpartb gexpartc gexpcara gexpcarb gexpcarc gexpcard
  Control = interrupt random
  VolumeShift = -10
  PitchShift  = -10 0  
  Volume = 110
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent BuildingDisabled
  Sounds =  gpowerdn
  Volume = 100
  MinRange = 225
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent BuildingEnabled
  Sounds =  gpowerup
  Volume = 90
  MinRange = 225
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent PoliceCarSirenLoop
  Control = loop all random
  Sounds =  vcoplo2a vcoplo2b
  Attack = vcoplo1
  Priority = normal
  Limit = 2
  MinRange = 100
;  MaxRange = 400
  Volume = 60
  Type   = world shrouded everyone
End

AudioEvent CivilianChinaMaleDie
  Sounds =  icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij
  Volume = 100
  Limit = 3
  Priority   = normal
  Type = world shrouded everyone
End

AudioEvent CivilianChinaFemaleDie
  Sounds =  icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij 
  Volume = 100
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End
  

AudioEvent CivilianArabMaleDie
  Sounds =  icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij
  Volume = 100
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent CivilianArabFemaleDie
  Sounds =  icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij 
  Volume = 100
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent OverlordTankTurretMoveLoop
  Control     = loop all random
  Sounds      =  vovelo2a vovelo2b 
  Attack      =  vovelo1a 
  Decay       =  vovelo3a 
  MinRange    = 75
  MaxRange    = 600
  VolumeShift = -20
  Volume      = 40
  Limit       = 2
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent BuildingDie
  Sounds      = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg
  Control     = random interrupt
  VolumeShift = -10
  PitchShift  = -10 10
  Limit       = 2
  Volume      = 110
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent BuildingDamagedStateLight
  Sounds      = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg
  Control     = random interrupt
  VolumeShift = -20
  PitchShift  = -10 10
  Limit       = 2
  Volume      = 110
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent VehicleDamagedState
  Sounds      = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg
  Control     = random interrupt
  VolumeShift = -20
  PitchShift  = -10 10
  Limit       = 2
  Volume      = 80
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent NukeCannonWeapon
  Sounds =  vnukweaa
  Control = interrupt
  PitchShift = -5  5
  VolumeShift = -20
  Volume = 110
  Limit = 2
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent ExplosionAnthraxBomb
  Sounds =  santexpl
  Volume = 120
  MinVolume = 80
  Limit = 3
  Priority = critical 
  MinRange = 500
  MaxRange = 5000 
  Priority    = high
  Type = world global shrouded everyone
End

AudioEvent NukeCannonDeploy
  Sounds = vnukde1a
  Volume = 100
  PitchShift = -20 0
  Type = world shrouded everyone
End

AudioEvent NukeCannonUnDeploy
  Sounds = vnukde2a
  Volume = 100
  PitchShift = -20 0
  Type = world shrouded everyone
End


AudioEvent RepairSparks
  Sounds = ;gsparksa gsparksb needs to be revisited.
  Control = random
  Limit = 4
  Volume = 50
  PitchShift = -10 10
  VolumeShift = -20
  Type = world shrouded everyone
End

AudioEvent DieByFireUSA
  Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByFireGLA
  Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByFireChina
  Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByFireFemale
  Sounds = idiffira idiffirb idiffirc idiffird
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End




AudioEvent DieByToxinUSA
  Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByToxinGLA
  Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByToxinChina
  Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End

AudioEvent DieByToxinFemale
  Sounds = idiftoxa idiftoxb idiftoxc idiftoxd
  Control = random
  Volume = 90
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent NukeCannonTurretMoveLoop
  Control     = loop all random
  Sounds      = vnuklo2a vnuklo2b 
  Attack      = vnuklo1a 
  Decay       = vnuklo3a 
;  MinRange    = 100
;  MaxRange    = 400
  VolumeShift = -10
  Volume      = 45
  Priority    = low
  Type        = world shrouded everyone
End

AudioEvent SalvageUpgrade
  Sounds      = gsalvage
  Volume      = 80
  Priority    = high
  Type        = world shrouded player
End

AudioEvent OverlordExpansion
  Sounds      = voveupgr
  Volume      = 90
  Priority    = high
  Type        = world shrouded player
End

AudioEvent SpySatellite
  Sounds      = sspysate
  Volume      = 100
  Priority    = high
  Type        = world player
End

AudioEvent CrateCash
  Sounds      = gcracash
  Volume      = 100
  Priority    = high
  Type        = world global player
End


AudioEvent FireStormLoop
  Sounds     = gstolo1a gstolo1b gstolo1c
  Attack     = gstolo1a  
  Decay      = gstolo3a
  Control    = random loop all
  Priority   = normal
  Limit      = 3
  Volume     = 90
  Type       = world shrouded everyone
End


AudioEvent ToxinTractorDie
  Sounds = vtoxdiea vtoxdieb
  Delay = 300 500
  Control = random
  PitchShift = -15  15
  Volume = 100
  Limit = 3
  Priority    = normal
  Type = world shrouded everyone
End


AudioEvent BuildingDebris
  Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp 
  Control = random
  Limit = 3
  VolumeShift = -10
  PitchShift = -5  5
  Volume = 55
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent MoneyDeposited
  Sounds = ucredupa
  Control = random
  Limit = 3
  Volume = 30
  Priority    = low
  Type = ui player
End

AudioEvent MoneyWithdraw
  Sounds = ucreddna
  Control = random
  Limit = 3
  Volume = 30
  Priority    = low
  Type = ui player
End

AudioEvent CratePickupSound
  Sounds = gcramona
  Control = random
  Limit = 3
  VolumeShift = -10
  Volume = 120
  Type = world shrouded player
End

AudioEvent CrateHeal
  Sounds = 
  Control = random
  Limit = 3
  VolumeShift = -10
  Volume = 120
  Type = world shrouded player
End

AudioEvent CrateShroud
  Sounds = 
  Control = random
  Limit = 3
  VolumeShift = -10
  Volume = 120
  Type = world shrouded player
End

AudioEvent CrateMoney
  Sounds = gcramona
  Control = random
  Limit = 3
  VolumeShift = -10
  MinRange = 150
  Volume = 120
  Type = world shrouded player
End

AudioEvent CrateFreeUnit
  Sounds = gcramona
  Control = random
  Limit = 3
  VolumeShift = -10
  Volume = 120
  Type = world shrouded player
End

AudioEvent UnitPromoted
  Sounds = gunitpra
  Limit = 1
  VolumeShift = -10
  Volume = 90
  Type = world shrouded player
End


AudioEvent CivPropPlaneAmbientLoop
  Sounds = vprolo1a vprolo1b vprolo1c vprolo1d vprolo1e vprolo1f
  Decay = vprolo1g
  Control = loop all random
  Priority = lowest
  Limit = 2
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End


AudioEvent CivAirportAmbience
  Sounds = bcivaira bcivairb bcivairc
  Control = loop random
  Delay = 15000  20000
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End


AudioEvent CivIndustrialPlantAmbientLoop
  Sounds = bindlo1a bindlo1b bindlo1c bindlo1d
  Decay = bindlo2a
  Control = loop all random
  Priority = lowest
  Volume = 95
  VolumeShift = -10
  Type = world everyone
End


AudioEvent ChemBunkerDamagedAmbientLoop
  Sounds = btoxlo1a btoxlo1b btoxlo1c btoxlo1d
  Decay = btoxlo2a
  Control = loop all random
  Priority = lowest
  Volume = 85
  VolumeShift = -10
  Type = world everyone
End


AudioEvent ToxicPoolAmbientLoop
  Sounds = gtoxlo2a gtoxlo2b gtoxlo2c gtoxlo2d
  Attack = gtoxlo1a   
  Decay = gtoxlo3a
  Control = loop all random
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  Type = world everyone
End

AudioEvent ToxicPoolDie
  Sounds = gtoxlo3a
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  Type = world everyone
End

AudioEvent AnthraxPoolAmbientLoop
  Sounds = gantlo2a gantlo2b gantlo2c gantlo2d
  Attack = gantlo1a   
  Decay = gantlo3a
  Control = loop all random
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  PitchShift = -10 10
  Type = world everyone
End


AudioEvent AnthraxPoolDie
  Sounds = gantlo3a
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  Type = world everyone
End


AudioEvent RadiationPoolAmbientLoop
  Sounds = gantlo2a gantlo2b gantlo2c gantlo2d
  Attack = gantlo1a   
  Decay = gantlo3a
  Control = loop all random
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent RadiationPoolDie
  Sounds = gantlo3a
  Priority = lowest
  Limit = 2
  Volume = 85
  VolumeShift = -20
  Type = world everyone
End


AudioEvent HotelAmbientDiver
  Sounds = auhodi1a auhodi1b
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent HotelAmbientSwimmerLoop
  Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e
  Control = loop all random
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  Type = world everyone
End

AudioEvent HotelAmbientTennisLoop
  Sounds = auhote1a auhote1b auhote1c auhote1d
  Control = loop all random
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  Type = world everyone
End

AudioEvent CraneAmbience
  Sounds = auiycr1a auiycr1b auiycr1c auiycr1d auiycr1e 
  Control = loop all random
  Delay = 15000  20000
  Priority = lowest
  Volume = 55
  VolumeShift = -10
  Type = world everyone
End


AudioEvent OilDerrickAmbientLoop
  Sounds = boillo2a boillo2b boillo2c
  Attack = boillo1a
  Decay = boillo3a
  Control = loop all random
  Delay = 8000  15000
  Priority = lowest
  Volume = 55
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent FarmAmbientLoop
  Control = loop all random
  Sounds =  addfam1a addfam1b addfam1c addfam1d addfam1e
  Priority = lowest
  Volume = 65
  Limit = 2
  VolumeShift = -10
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent CowAmbience
  Sounds = addfco1a addfco1b addfco1c
  Control = loop random
  Delay = 15000  20000
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  PitchShift = -5 5
;  MinRange = 200
;  MaxRange = 600
  Type = world everyone
End

AudioEvent DocksWallaLoop
  Sounds =  addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f
  Control = loop all random
  Priority = lowest
  Volume = 75
  Limit = 1
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent ParkChimes
  Sounds = aupach1a aupach1b aupach1c
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 55
  VolumeShift = -10
;  MinRange = 200
;  MaxRange = 600
  Type = world everyone
End

AudioEvent DocksUrbanBirdsAmbience
  Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  PitchShift = -10 10
;  MinRange = 200
;  MaxRange = 600
  Type = world everyone
End


AudioEvent IndustrialYardAmbientLoop
  Sounds = auiyam1a auiyam1b auiyam1c auiyam1d
  Control = loop all random 
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent ChinaNightClubLoop
  Sounds = aunccl1a aunccl1b
  Control = loop random
  Priority = lowest
  Volume = 80
  VolumeShift = -5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent DocksVillageWaterLapping
  Sounds =  addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h
  Control = loop all random
  Priority = lowest
  Volume = 75
  Limit = 2
  PitchShift = -5  5
;  MinRange = 200
;  MaxRange = 600
  Type = world everyone
End

AudioEvent PlaygroundAmbience
  Sounds = addvki1a addvki1b addvki1c addvki1d
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
;  MinRange = 200
;  MaxRange = 600
  Type = world everyone
End


;====================AMBIENT OBJECT SECTION =================

AudioEvent Amb_DesertFarmGoat
  Sounds = addfgo1a addfgo1b addfgo1c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertFarmRooster
  Sounds = addfro1a addfro1b addfro1c
  Control = loop random
  Delay = 10000  15000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertFarmSheep
  Sounds = addfsh1a addfsh1b addfsh1c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertMarketBell
  Sounds = addmbe1a addmbe1b addmbe1c
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_DesertMarketCarHorn
  Sounds = addmho1a addmho1b addmho1c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -5 5
  Type = world everyone
End


AudioEvent Amb_DesertMarketDog
  Sounds = addmdo1a addmdo1b
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertMarketDog2
  Sounds = addmdo2a addmdo2b addmdo2c
  Control = loop random
  Delay = 3000  15000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertMarketGoat
  Sounds = addmgo1a addmgo1b addmgo1c addmgo1d
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertMarketMoped
  Sounds = addmmo1a
  Control = loop
  Delay = 9000  15000
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertMarketWallaMusicLoop
  Sounds =  addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g
  Control = loop all random
  Priority = lowest
  Volume = 60
  Limit = 2
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertMarketWallaLoop
  Sounds =  addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ;addmwl1i
  Control = loop all random
  Priority = lowest
  Volume = 60
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertMarketWallaWomenLoop
  Sounds =  addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i
  Control = loop all random
  Priority = lowest
  Volume = 60
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertNatureDayBirds
  Sounds = addnbi1a addnbi1b addnbi1c addnbi1d addnbi1e
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertNatureDayBirds2
  Sounds = addobi1a addobi1b addobi1c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertNatureDayInsects
  Sounds = addnin1a addnin1b
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_DesertNatureDayInsects2
  Sounds = addnin2a addnin2b addnin2c addnin2d
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertNatureDayInsects3
  Sounds = addnin3a addnin3b addnin3c addnin3d
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 100
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertNatureWindThinLoop
  Sounds =  addnwi1a addnwi1b addnwi1c addnwi1d 
  Control = loop all random
  Priority = lowest
  Volume = 110
  Limit = 2
  PitchShift = -5  5
  VolumeShift = -20
  MinRange = 200
  MaxRange = 700
  Type = world everyone
End

AudioEvent Amb_DesertNatureWindTreesLoop
  Sounds =  addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g
  Control = loop all random
  Priority = lowest
  Volume = 85
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertNatureWindThickLoop
  Sounds =  addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e
  Control = loop all random
  Priority = lowest
  Volume = 90
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayBirds
  Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g
  Control = loop random
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayBirds2
  Sounds = addobi2a addobi2b addobi2c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End


AudioEvent Amb_DesertVillageDayDog
  Sounds = addvdo1a
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageKids
  Sounds = addvki1a addvki1b addvki1c addvki1d
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageKids2
  Sounds = addvki2a addvki2b addvki2c
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayMenLoop
  Sounds =  addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f
  Control = loop all random
  Priority = lowest
  Volume = 65
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayMoped
  Sounds = addvmo1a
  Control = loop random
  Delay = 10000  20000
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayRooster
  Sounds = addvro1a addvro1b
  Control = loop random
  Delay = 10000  15000
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayWallaLoop
  Sounds =  addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ;addvwl1g
  Control = loop all random
  Priority = lowest
  Volume = 65
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent Amb_DesertNatureNightInsectLoop
  Sounds =  adnnin1a adnnin1b adnnin1c
  Control = loop all random
  Priority = lowest
  Volume = 70
  Limit = 2
  PitchShift = -2 2
  MinRange = 200
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightCat
  Sounds = adnvca1a adnvca1b adnvca1c 
  Control = loop random
  Delay = 10000  18000
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightDog
  Sounds = adnvdo1a adnvdo1b adnvdo1c 
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightDog2
  Sounds = adnvdo2a adnvdo2b adnvdo2c adnvdo2d adnvdo2e 
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightDrummerLoop
  Sounds =  adnvdr1a adnvdr1b adnvdr1c
  Control = loop all random
  Priority = lowest
  Volume = 75
  Limit = 2
  MinRange = 200
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightInsect
  Sounds = adnvin1a adnvin1b adnvin1c 
  Control = loop random
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -3 3
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightInsect2
  Sounds = adnvin1a adnvin1b adnvin1c 
  Control = loop random
  Priority = lowest
  Volume = 90
  VolumeShift = -10
  PitchShift = -3 3
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightMenLoop
  Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h
  Control = loop all random
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  PitchShift = -5 5
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_DesertVillageNightTrash
  Sounds = adnvtr1a adnvtr1b
  Control = loop random
  Delay = 15000  30000
  Priority = lowest
  Volume = 70
  VolumeShift = -20
  PitchShift = -20 20
  Type = world everyone
End

AudioEvent Amb_UrbanTrainStationAmbientLoop
  Sounds = autsamba autsambb autsambc autsambd
  Control = loop all random
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  MinRange = 175
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_UrbanTrainStationAmbientLoop2
  Sounds = autsam2a autsam2b
  Control = loop all random
  Priority = lowest
  Volume = 85
  VolumeShift = -10
  PitchShift = -10 10
  MinRange = 175
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_UrbanBusStationAmbientLoop
  Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f 
  Control = loop all random
  Priority = lowest
  Volume = 90
  VolumeShift = -10
  PitchShift = -10 10
  MinRange = 175
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_UrbanBusStationPAVoice
  Sounds = aubspa1a aubspa1b aubspa1c
  Control = loop random
  Delay = 8000  10000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  PitchShift = -5 5
  Type = world everyone
End

AudioEvent Amb_UrbanBusStationBuses
  Sounds = aubsbr1a aubsbr1b aubsbu1a aubsbu1b aubsbu1c aubsbu1d aubsbu1e aubsbu1f
  Control = loop random
  Delay = 6000  10000
  Priority = lowest
  Volume = 85
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanCemetaryBell
  Sounds = aucebe1a
  Control = loop random
  Delay = 15000  25000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_UrbanCemetaryDigging
  Sounds = aucesh1a aucesh1b aucesh1c aucesh1d aucesh1e aucesh1f aucesh1g
  Control = loop random
  Delay = 1000  20000
  Priority = lowest
  Volume = 75
  VolumeShift = -15
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanNightChinaBikeBell
  Sounds = auncbe1a auncbe1b
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 95
  VolumeShift = -10
  PitchShift = -3 3
  Type = world everyone
End

AudioEvent Amb_UrbanNightChinaClub2
  Sounds = aunccl2a
  Control = loop random
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  MinRange = 100
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_UrbanParkAmbientLoop
  Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e  
  Control = loop all random
  Priority = lowest
  Volume = 85
  VolumeShift = -10
  PitchShift = -3 3
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_UrbanParkBirds
  Sounds = aupabi1a aupabi1b
  Control = loop random
  Delay = 8000  15000
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  PitchShift = -10 10
  MinRange = 200
  Type = world everyone
End


AudioEvent Amb_UrbanParkChimes
  Sounds = aupach1a aupach1b aupach1c
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_UrbanParkDucks
  Sounds = aupadu1a aupadu1b aupadu1c aupadu1d
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 85
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanPoliceSiren
  Sounds = auposi2a
  Priority = lowest
  Volume = 90
  VolumeShift = -10
  PitchShift = -3 3
  Type = world everyone
End

AudioEvent Amb_UrbanPoliceSirenLoop
  Sounds = auposi1a
  Control = loop all random
  Priority = lowest
  Volume = 90
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent Amb_UrbanCityAmbientLoop
  Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f
  Control = loop all random
  Priority = lowest
  Volume = 75
  MinRange = 150
  MaxRange = 800
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanCityAmbientLoop2
  Sounds = aurbci2a aurbci2a aurbci2b aurbci2b
  Control = loop all random
  Priority = lowest
  Volume = 75
  MinRange = 150
  MaxRange = 800
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_UrbanDocksBirds
  Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e
  Control = loop random 
  Delay = 3000  8000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanDocksAmbientLoop
  Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e
  Control = loop all random
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent Amb_UrbanDocksBouy
  Sounds = audobo1a audobo1b audobo1c audobo1d
  Control = loop random 
  Delay = 15000  22000
  Priority = lowest
  Volume = 65
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_UrbanDocksFoghorn
  Sounds = audoho1a
  Control = loop random 
  Delay = 20000  25000
  Priority = lowest
  Volume = 80
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_UrbanDocksMachineryLoop
  Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d
  Control = loop all random
  Priority = lowest
  Volume = 150
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End


AudioEvent Amb_WinterNatureWoodpecker
  Sounds = awdnbi1a awdnbi1b
  Control = loop random 
  Delay = 12000  24000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_WinterNatureCrows
  Sounds = awdncr1a awdncr1b
  Control = loop random 
  Delay = 10000  20000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_WinterNatureCrows2
  Sounds = awdncr2a awdncr2b
  Control = loop random 
  Delay = 10000  20000
  Priority = lowest
  Volume = 70
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_WinterNatureWindLoop
  Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d
  Control = loop all random 
  Priority = lowest
  Volume = 60
  VolumeShift = -10
  PitchShift = -10 10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_WinterNatureNightWolves
  Sounds = awnnwo1a awnnwo1b awnnwo1c awnnwo1d awnnwo1e
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 95
  VolumeShift = -10
  PitchShift = -10 10
  Type = world everyone
End

AudioEvent Amb_UrbanIndustrialYardPileDriver
  Sounds = auiypi1a auiypi1b auiypi1c 
  Control = loop random 
  Delay = 8000  15000
  Priority = lowest
  Volume = 45
  VolumeShift = -10
  PitchShift = -10 10
  MinRange = 100
  MaxRange = 600
  Type = world everyone
End

AudioEvent Amb_UrbanIndustrialYardGeneratorLoop
  Sounds = auiyge1a auiyge1b auiyge1c
  Control = loop all random 
  Priority = lowest
  Volume = 55
  VolumeShift = -10
  MinRange = 150
  MaxRange = 800
  Type = world everyone
End

AudioEvent Amb_WaterOceanWaves
  Control = loop all random
  Sounds =  awocwava awocwavb awocwavc awocwavd 
  Delay = 1000 3000
  Priority = LOWEST
  Volume = 65
  Limit = 3
  PitchShift = -10 10
  Type        = world everyone
End

AudioEvent Amb_WaterLakeWaves
  Control = loop all 
  Sounds =  awavlaka awavlakb awavlakc awavlakd awavlake 
  Priority = LOWEST
  VolumeShift = -10 
  PitchShift = -15  0
  Delay = 3000  5000
  Volume = 45

  Type = world everyone
End

AudioEvent Amb_WaterRiverLoop
  Control = loop all random
  Sounds =  ariver1a ariver1b ariver1c
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 50
  MinRange = 150
  MaxRange = 1000
  VolumeShift = -10
  Type = world everyone
End

AudioEvent Amb_WaterStreamLoop
  Control = loop all random
  Sounds =  awatstra awatstrb awatstrc
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 45
  VolumeShift = -10
  MinRange = 150
  MaxRange = 1000
  Type = world everyone
End

AudioEvent Amb_WinterNatureWindCold
  Sounds = awind3a awind3b
  Control = loop random
  Priority = LOWEST
  Volume = 75
  VolumeShift = -10
  PitchShift = -10  10
  Delay = 8000  16000
  Type = world everyone
End

AudioEvent Amb_WinterNatureWind
  Sounds = awind2a awind2b awind2c
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -10  10
  Delay = 8000  16000
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayDog2
  Sounds = adog01a adog01b adog01c
  Control = loop random
  Priority = LOWEST
  Volume = 65
  VolumeShift = -10
  PitchShift = -5  5
  Delay = 10000  15000
  Type = world everyone
End

AudioEvent Amb_TemperateNightOwl
  Sounds  = aowl01a aowl01b aowl01c aowl01d aowl01e  aowl01f
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -5  5
  Delay = 6000  10000
  Type = world everyone
End

AudioEvent Amb_DesertNatureWindNight
  Sounds = awind1a awind1b awind1c
  Control = loop random
  Priority = LOWEST
  Volume = 65
  VolumeShift = -20
  PitchShift = -10  10
  Delay = 12000  20000
  Type = world everyone
End

AudioEvent Amb_TemperateMeadowAmbientLoop
  Sounds =  ameado1a ameado1b ameado1c
  Control = loop all random
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 175
  MaxRange = 800
  Volume = 45
  Type = world everyone
End

AudioEvent Amb_TemperateMarshAmbientLoop
  Sounds =  amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 175
  MaxRange = 800
  Volume = 45
  Type = world everyone
End

AudioEvent Amb_DesertMarketWallaLoop2
  Control = loop all random
  Sounds =  amarke1b amarke1c amarke1d amarke1e amarke1b amarke1c amarke1d amarke1e amarke1a 
;  Attack = amarke1f
;  Decay = amarke1g
  Priority = LOWEST
  Volume = 45
  Limit = 2
  MinRange = 175
  MaxRange = 800
  PitchShift = -5  5
  Type = world everyone
End

AudioEvent Amb_DesertMarketWallaLoop3
  Control = loop all random
  Sounds =  amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e
  Priority = LOWEST
;  Attack = amarke2f
;  Decay = amarke2g
  Volume = 45
  Limit = 2
  MinRange = 175
  MaxRange = 800
  PitchShift = -5  5
  Type = world everyone
End

AudioEvent Amb_DesertVillageDayWallaLoop2
  Control = loop all random 
  Sounds =  avill01a avill01b avill01c avill01d avill01e 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 175
  MaxRange = 800
  Volume = 45
  Type       = world everyone
End

AudioEvent Amb_JungleDayDenseAmbientLoop
  Sounds =  ajddamba ajddambb ajddambc ajddambd ajddambe
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 1000
  Volume = 95
  Type = world everyone
End

AudioEvent Amb_JungleDayDenseAmbientLoop2
  Sounds =  ajddam2a ajddam2b ajddam2c ajddam2d ajddam2e
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 1000
  Volume = 95
  Type = world everyone
End

AudioEvent Amb_JungleDayDenseAmbientBirds
  Sounds =  ajddbira ajddbirb ajddbirc ajddbird
  Delay 10000 20000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 80
  Type = world everyone
End

AudioEvent Amb_JungleDaySparseAmbientLoop
  Sounds =  ajsdamba ajsdambb ajsdambc ajsdambd
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 800
  Volume = 100
  Type = world everyone
End

AudioEvent Amb_JungleDaySparseAmbientAnimal
  Sounds =  ajsdania ajsdanib ajsdanic ajsdbira
  Delay 10000 20000
  Control = loop all random
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 90
  Type = world everyone
End


AudioEvent Amb_JungleNightAmbientLoop
  Sounds =  ajsnamba ajsnambb ajsnambc ajsnambd ajsnambe ajsnambf
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 800
  Volume = 100
  Type = world everyone
End

AudioEvent Amb_JungleNightAmbientLoop2
  Sounds =  ajsnam2a ajsnam2b ajsnam2c ajsnam2d
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 800
  Volume = 100
  Type = world everyone
End


AudioEvent Amb_MountainNatureAmbientLoop
  Sounds =  amndamba amndambb amndambc amndambd amndambe
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  MinRange = 200
  MaxRange = 1000
  Volume = 70
  Type = world everyone
End

AudioEvent Amb_MountainBell
  Sounds =  amndbe1a
  Control = loop 
  Delay = 15000  20000
  Priority = LOWEST
  Limit = 2
  Volume = 70
  Type = world everyone
End

AudioEvent Amb_MountainBirds
  Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h
  Control = loop random
  Priority = LOWEST
  Volume = 70
  VolumeShift = -10
  Delay = 6000  12000
  Type = world everyone
End

AudioEvent Amb_MountainBirds2
  Sounds = amndbi2a
  Control = loop random
  Priority = LOWEST
  Volume = 70
  VolumeShift = -10
  Delay = 6000  12000
  Type = world everyone
End

AudioEvent Amb_TemperateForestBirdsLoop
  Sounds =  atfnbi1a atfnbi1b atfnbi1c atfnbi1d atfnbi1e atfnbi1f atfnbi1g atfnbi1h
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Volume = 100
  Type = world everyone
End

AudioEvent Amb_TemperateForestBirds
  Sounds =  atfnbi2a atfnbi2b atfnbi2c
  Delay = 6000  12000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 95
  Type = world everyone
End

AudioEvent Amb_TemperateForestTreesLoop
  Sounds =  atfwtre1a atfwtre1b atfwtre1c atfwtre1d
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 1000
  Volume = 80
  Type = world everyone
End

AudioEvent Amb_TemperateForestTrees
  Sounds =  atfwtre2a atfwtre2b atfwtre2c atfwtre2d atfwtre2e
  Delay = 6000  12000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 95
  Type = world everyone
End

AudioEvent Amb_TemperateMeadowBirdsLoop
  Sounds =  atmnbi1a atmnbi1b atmnbi1c atmnbi1d atmnbi1e atmnbi1f atmnbi1g  atmnbi1h atmnbi1i atmnbi1j
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Volume = 75
  Type = world everyone
End


AudioEvent Amb_TemperateMeadowBirdsLoop2
  Sounds =  atmnbi2a atmnbi2b atmnbi2c atmnbi2d atmnbi2e atmnbi2f atmnbi2g
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Volume = 85
  Type = world everyone
End


AudioEvent Amb_TemperateMeadowBirds
  Sounds = atmnbi3a atmnbi3b atmnbi3c atmnbi3d atmnbi3e atmnbi3f atmnbi3g  atmnbi3h atmnbi3i
  Delay = 6000  12000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 85
  Type = world everyone
End

AudioEvent Amb_UrbanChinaCourtyardLoop
  Sounds = auccamba auccambb auccambc auccambd
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 1000
  Volume = 95
  Type = world everyone
End


AudioEvent Amb_UrbanChinaCourtyardBirds
  Sounds = auccbi1a auccbi1c auccbi1d auccbi1e auccbi1f auccbi1g auccbi1g auccbi1h auccbi1i ;auccbi1b missing
  Delay = 6000  12000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5 5
  Volume = 75
  Type = world everyone
End


AudioEvent Amb_UrbanChinaCourtyardChimes
  Sounds = auccch1a auccch1b auccch1c auccch1d
  Delay = 6000  12000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  Volume = 75
  Type = world everyone
End

AudioEvent Amb_UrbanChinaCourtyardWallaLoop
  Sounds = auccwala auccwalb auccwalc
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 1000
  Volume = 85
  Type = world everyone
End

AudioEvent Amb_WaterFountainLoop
  Sounds = awatfo1a awatfo1b awatfo1c awatfo1d
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 40
  MinRange = 100
  MaxRange = 700
  Type = world everyone
End

AudioEvent Amb_WaterLakeAmbientLoop
  Sounds = awatla1a awatla1b awatla1c awatla1d awatla1e 
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 200
  MaxRange = 800
  Volume = 90
  Type = world everyone
End

AudioEvent Amb_WaterLakeLappingLoop
  Sounds = awatla2a awatla2b awatla2c awatla2d awatla2e awatla2f awatla2g
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  MinRange = 150
  MaxRange = 800
  Volume = 65
  Type = world everyone
End

AudioEvent Amb_WaterLakeLapping
  Sounds = awatla3a awatla3b awatla3c awatla3d
  Delay = 6000 15000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 70
  Type = world everyone
End

AudioEvent Amb_TemperateTownDayAmbientLoop
  Sounds = attdamba attdambb attdambc attdambd attdambe attdambf
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 100
  MinRange = 200
  MaxRange = 1000
  Type = world everyone
End

AudioEvent Amb_TemperateTownDayPigDog
  Sounds = attddoga attddogb attddogc
  Delay = 8000 20000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 115
  Type = world everyone
End

AudioEvent Amb_TemperateTownDayPig
  Sounds = attdpiga attdpigb attdpigc
  Delay = 8000 20000
  Control = loop all random 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 85
  Type = world everyone
End

AudioEvent Amb_DesertVillageMilitary
  Control = loop all random 
  Sounds =  aglab01a aglab01b aglab01c aglab01d aglab01e
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
  Volume = 65
  Type       = world shrouded everyone
End


;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWavesLake
  Control = loop all 
  Sounds =  awavlaka awavlakb awavlakc awavlakd awavlake 
  Priority = LOWEST
  VolumeShift = -10
;  MinRange = 100
;  MaxRange = 300  
  PitchShift = -15  0
  Delay = 3000  5000
  Volume = 45
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====

AudioEvent AmbientWavesOcean1
  Control = loop all random
  Sounds =  awocwava awocwavb awocwavc awocwavd 
  Delay = 4000 8000
  Priority = LOWEST
  Volume = 70
  Limit = 2
  PitchShift = -10 10
  Type        = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====

AudioEvent AmbientRiver
  Control = loop all random
  Sounds =  ariver1a ariver1b ariver1c
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
;  MinRange = 100
;  MaxRange = 400
  Volume = 45
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindCold
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -10  10
;  MinRange = 100
;  MaxRange = 300
  Delay = 4000  8000
  Sounds = awind3a awind3b
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindMountain
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -10  10
;  MinRange = 100
;  MaxRange = 300
  Delay = 4000  8000
  Sounds = awind2a awind2b awind2c
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientDogBarking
  Sounds = adog01a adog01b adog01c
  Control = loop random
  Priority = LOWEST
  Volume = 65
  VolumeShift = -10
  PitchShift = -5  5
  Delay = 6000  10000
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientNightOwl
  Sounds  = aowl01a aowl01b aowl01c aowl01d aowl01e  aowl01f
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -5  5
  Delay = 6000  10000
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindDesert
  Sounds = awind1a awind1b awind1c
  Control = loop random
  Priority = LOWEST
  Volume = 60
  VolumeShift = -10
  PitchShift = -10  10
  Delay = 3000  7000
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientMeadow
  Control = loop all random
  Sounds =  ameado1a ameado1b ameado1c
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
;  MinRange = 100
;  MaxRange = 500
  Volume = 50
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientMarsh
  Control = loop all random 
  Sounds =  amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
;  MinRange = 100
;  MaxRange = 500
  Volume = 50
  Type = world everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket1
  Control = loop all random
  Sounds =  amarke1a amarke1b amarke1c amarke1d amarke1e
  Attack = amarke1f
  Decay = amarke1g
  Priority = LOWEST
;  MinRange = 100
;  MaxRange = 200
  Volume = 45
  Limit = 2
  PitchShift = -5  5
  Type = world shrouded everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket2
  Control = loop all random
  Sounds =  amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e
  Priority = LOWEST
  Attack = amarke2f
  Decay = amarke2g
;  MinRange = 100
;  MaxRange = 200
  Volume = 45
  Limit = 2
  PitchShift = -5  5
  Type = world shrouded everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket3
  Control = loop all random
  Sounds =  amarke3a amarke3b amarke3c amarke3d amarke3e
  Priority = LOWEST
  Attack = amarke3f
  Decay = amarke3g
;  MinRange = 100
;  MaxRange = 200
  Volume = 45
  Limit = 2
  PitchShift = -5  5
  Type = world shrouded everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientVillage1
  Control = loop all random 
  Sounds =  avill01a avill01b avill01c avill01d avill01e 
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
;  MinRange = 100
;  MaxRange = 200
  Volume = 50
  Type       = world shrouded everyone
End

;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientGLABase
  Control = loop all random 
  Sounds =  aglab01a aglab01b aglab01c aglab01d aglab01e
  Priority = LOWEST
  Limit = 2
  PitchShift = -5  5
;  MinRange = 100
;  MaxRange = 500
  Volume = 50
  Type       = world shrouded everyone
End




;============================================
;------------ CINEMATIC SOUNDS---------------
;============================================

AudioEvent Cin_ParadeAmbientLoop
  Control = loop all random 
  Sounds =  cparamba cparambb cparambc
  Priority = lowest
  Limit = 2
;  MinRange = 100
;  MaxRange = 500
  Volume = 90
  Type       = world everyone
End

AudioEvent Cin_ParadeMarchingLoop
  Control = loop all random 
  Sounds =  cparmara cparmarb cparmarc cparmard
  Priority = lowest
  Limit = 2
  MinRange = 100
  Volume = 80
  Type       = world everyone
End


AudioEvent Cin_ParadeTank1
  Sounds =  cparta1a cparta1b cparta1c
  Control = random
  Priority = low
  Limit = 2
;  MinRange = 100
;  MaxRange = 500
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 85
  Type       = world everyone
End

AudioEvent Cin_ParadeTank2
  Sounds =  cparta2a cparta2b cparta2c cparta2d
  Control = random
  Priority = low
  Limit = 2
;  MinRange = 100
;  MaxRange = 500
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 70
  Type       = world everyone
End

AudioEvent Cin_ParadeTank3
  Sounds =  cparta3a cparta3b cparta3c 
  Control = random
  Priority = low
  Limit = 2
;  MinRange = 100
;  MaxRange = 500
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 85
  Type       = world everyone
End

AudioEvent Cin_ParadePanicFemaleLoop
  Sounds =  cparpa1a cparpa1b cparpa1c cparpa1d cparpa1e
  Control = random loop all
  Priority = low
  Limit = 2
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 90
  Type       = world everyone
End

AudioEvent Cin_ParadeCrowdLoop
  Sounds =  cparcr2a cparcr2b cparcr2c
  Attack = cparcr1a
  Decay = cparcr3a
  Control = random loop all
  Priority = low
  Limit = 2
  MinRange = 200
  MaxRange = 800
  VolumeShift= -10
  Volume = 85
  Type       = world everyone
End


AudioEvent Cin_NukeAftermathAmbientFX
  Sounds =  caftefxa caftefxb caftefxc caftefxd caftefxe
  Control = random loop all
  Priority = low
  Delay =2000 4000
  Limit = 2
  MinRange = 200
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 75
  Type       = world everyone
End

AudioEvent Cin_NukeAftermathAmbientLoop
  Sounds =  caftlo2a caftlo2b caftlo2c
  Control = random loop all
  Priority = low
  Attack = caftlo1a
  Decay = caftlo3a
  Limit = 2
;  MinRange = 200
;  MaxRange = 600
  PitchShift = -5 5
  VolumeShift= -10
  Volume = 70
  Type       = world everyone
End


AudioEvent CivilianPanicFemale
  Sounds =  gpanfema gpanfemb gpanfemc
  Volume = 65
  VolumeShift = -20
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent CivilianPanicMale
  Sounds =  gpanmala gpanmalb gpanmalc
  Volume = 65
  VolumeShift = -20
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent LoadScreenAmbient
  Sounds =  ;uloalo2a uloalo2b uloalo2d ;uloalo2c 
  Attack = ;uloalo1a
  Decay = ;uloalo3a
  Control = loop
  Volume = 80
  Limit = 1
  Type = ui everyone
End

AudioEvent Cin_BridgeDemoChargeBeep
  Sounds =  cbribeea
  Control = loop
  Priority = high
  Delay = 500 500
;  MinRange = 100
;  MaxRange = 500
  Volume = 60
  Type   = world shrouded everyone
End

AudioEvent Cin_ScudStormLaunchAlertLoop
  Sounds =  cscudala
  Control = loop
  Priority = high
  Delay = 400 400
;  MinRange = 100
;  MaxRange = 500
  Volume = 60
  Type   = world shrouded everyone
End

AudioEvent Cin_BaseAlarm
  Sounds =  cbaseala
  Priority = high
;  MinRange = 200
;  MaxRange = 1200
  Volume = 90
  Type   = world shrouded everyone
End

AudioEvent Cin_MissileLaunchAlarm
  Sounds =  cscudalb
  Priority = high
  Volume = 100
  Type   = world shrouded everyone
End


AudioEvent ParachuteOpen
  Sounds      = gparacha gparachb gparachc
  Priority    = low
  PitchShift  = -10  10
  VolumeShift = -15
  Volume      = 90
  Type        = world shrouded everyone
End

AudioEvent VehicleSnipeVictim
  Sounds      = gvehsnia
  Priority    = high
  VolumeShift = -15
  Volume      = 70
  Type        = world shrouded everyone
End

AudioEvent CIAIntelligenceActivate
  Sounds =  sciainte
  Priority = high
  MinRange = 200
  MaxRange = 1000
  Volume = 100
  Type   = world player
End


AudioEvent RemoteDemoChargeExplosion
  Sounds =  icolexpa
  Control = interrupt random
  VolumeShift = -15
  PitchShift = -15  15
  Volume = 90
  Limit = 3
  Priority    = high
  LowPassCutoff = 50
  Type = world shrouded everyone
End

AudioEvent RadarVanScan
  Sounds =  vradscan
  Priority = high
  MinRange = 200
  MaxRange = 800
  Volume = 90
  Type   = world player
End

;***************************************
;****** Cinematic-only sound ***********
;***************************************
AudioEvent CINE_DaisyCutterWeapon
  Control = loop  
  Sounds = vdaiweaa
  LoopCount = 6
  Limit = 2
  Priority = high
  PitchShift = -5 5
  VolumeShift = -15
  Volume = 60 ;do not modify -mp
  Type = world shrouded everyone
End


AudioEvent Cin_NukeTruckMoveStart
  Sounds =  ctrustaa
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 85
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent NukeTruckMoveLoop
  Control     = loop all random
;  Sounds      = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
;  Attack      = ctrulo1a
;  Decay       = ctrulo3a
  Sounds      = ctr2lo2a ctr2lo2b
  Attack      = ctr2lo1a
  Decay       = ctr2lo3a
  VolumeShift = -10
  Volume      = 70
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_MigFalling
  Sounds =  cmigfala
  Priority = high
  Volume = 100
  Type   = world player
End

AudioEvent Cin_SonicBoom
  Sounds =  csonicbo
  Priority = high
  Volume = 90
  Type   = ui
End

AudioEvent Cin_BattleSweetener
  Sounds =  cbattlea cbattleb cbattlec cbattled cbattlee cbattlef
  Control = random
  Priority = high
  Volume = 400
  VolumeShift = -2
  PitchShift = -10 10
  LowPassCutoff = 200
  Type   = world everyone
End

AudioEvent Cin_U02_BattleSweetener
  Sounds =  cbattlea cbattleb cbattlec cbattled cbattlee cbattlef
  Control = loop all random
  Priority = high
  Volume = 400
  VolumeShift = -10
  PitchShift = -10 10
  LowPassCutoff = 200
  Type   = world everyone
End


AudioEvent Cin_TrainFalling
  Sounds =  ctrafall
  Priority = high
  Volume = 100
  Type   = ui
End

AudioEvent Cin_TrainBraking
  Sounds =  ctrabrak
  Priority = high
  Volume = 90
  Type   = world shrouded everyone
End

AudioEvent Cin_TrainSteamRelease
  Sounds =  ctrastea
  Priority = high
  Volume = 90
  Type   = world shrouded everyone
End


AudioEvent Cin_BaikonurRocketAmbientLoop
  Control     = loop all random
  Sounds      = croclo2a croclo2b croclo2c croclo2d 
  Attack      = croclo1a 
  Decay       = croclo3a 
  VolumeShift = -10
  Volume      = 105
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_BaikonurRocketPadHissLoop
  Control = loop all random
  Sounds =  bneutlo2a bneutlo2b bneutlo2c
  Attack =  bneutlo1a
  PitchShift = -2 2
  Volume = 55
  Priority = low
  Type = world shrouded everyone
End


AudioEvent Cin_InfantryFallingA
  Sounds =  cinffala
  Volume = 100
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_InfantryFallingB
  Sounds =  cinffalb
  Volume = 100
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_InfantryFallingC
  Sounds =  cinffalc
  Volume = 100
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_InfantryFallingD
  Sounds =  cinffald
  Volume = 100
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_BaikonurMissileFlyBy
  Sounds =  crocflya
  Priority = high
  Volume = 150
  Type   = ui
End

AudioEvent Cin_BaikonurMissileBreakApart
  Sounds =  crocbrea
  Priority = high
  Volume = 150
  Type   = ui
End

AudioEvent Cin_BaikonurGLACheerSquad
  Control = loop all random
  Sounds =  ianglo2a ianglo2b ianglo2c ianglo2d
  Attack = ianglo1a
  Decay = ianglo3a
  Priority = normal
  Limit = 2
  PitchShift = -5  5
  Volume = 80
  Type   = world shrouded everyone
End

AudioEvent Cin_AngryMobAmbientLoop
  Control = loop all random
  Sounds =  ianglo2a ianglo2b ianglo2c ianglo2d
  Attack = ianglo1a
  Decay = ianglo3a
  Priority = normal
  Limit = 2
  PitchShift = -5  5
  Volume = 80
  Type   = world shrouded everyone
End


AudioEvent RadarPing
  Sounds =  uradarpi
  Priority = high
  Volume = 50
  Type   = ui player
End


AudioEvent BaikonurTruckMoveLoop
  Control     = loop all random
  Sounds      = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
  Attack      = ctrulo1a
  Decay       = ctrulo3a
  VolumeShift = -10
  Volume      = 55
  Limit       = 2
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_TankAmbientLoop
  Control = loop all random 
  Sounds      = ctanlo2a ctanlo2b
  Attack      = ctanlo1a
  Decay       = ctanlo3a
  Priority = lowest
  Limit = 2
  MinRange = 200
  MaxRange = 3000
  PitchShift = -15 15
  VolumeShift = -10
  Volume = 80
  Type       = world everyone
End

AudioEvent Cin_ScudMissileIncoming
  Sounds =  cscuinco
  Priority = high
  Volume = 90
  Type   = world shrouded everyone
End


AudioEvent JetSkid
  Sounds      = gjetskia gjetskib
  Control     = random
  Priority    = low
  Volume      = 40
  VolumeShift = -10
  PitchShift  = -2 2
  Limit       = 2
  Type       = world shrouded everyone
End

AudioEvent GLADemoChargeAlarm
  Sounds      = gdembeep
  Priority    = high
  Volume      = 100
  Limit       = 2
  Type       = world shrouded everyone
End

AudioEvent Cin_BaseAlarmChina06
  Sounds =  cbaseala
  Priority = high
;  MaxRange = 1200
  Volume = 125
  Type   = world shrouded everyone
End

AudioEvent Cin_JarmenLaugh
  Sounds =  cjarmlau
  Priority = high
  Type   = world shrouded everyone
End

AudioEvent Cin_JarmenHeart
  Sounds =  cjarmhea cjarmheb
  Priority = high
  Type   = world shrouded everyone
End

AudioEvent Cin_JarmenPant
  Sounds =  cjarmpant
  Priority = high
  Type   = world shrouded everyone
End


AudioEvent Cin_NukeWhoosh
  Sounds =  cnukewho
  Priority = high
  Limit = 1
  Volume = 90
  MinRange = 500
  MaxRange = 5000
  Type   = world shrouded everyone
End




AudioEvent Cin_DirtRollingLoop
  Control = loop all random 
  Sounds      = cdirlo2a cdirlo2b cdirlo2c
  Attack      = cdirlo1a 
  Decay       = cdirlo3a 
  Priority = lowest
  Limit = 2
  MinRange = 200
  MaxRange = 3000
  PitchShift = -15 15
  VolumeShift = -10
  Volume = 60
  Type       = world everyone
End


AudioEvent EmergencyRepairActivate
  Sounds =  srepaira
  Priority = high
  Volume = 100
  MinRange = 200
  MaxRange = 1000
  Type   = world shrouded everyone
End

AudioEvent CheerGLA
  Sounds =  ucheergl
  Priority = high
  Volume = 100
  Type   = ui everyone
End


AudioEvent UnderConstructionLoop
  Control = loop all random 
  Sounds      = gconlo2a gconlo2b gconlo2c gconlo2d gconlo2e gconlo2f
  Attack      = gconlo1a 
  Decay       = gconlo3a
  Priority = lowest
  Limit = 2
  MinRange = 100
  MaxRange = 1000
  VolumeShift = -10
  Volume = 80
  Type       = world shrouded everyone
End


AudioEvent CashHackActivate
  Sounds =  scashhac
  Priority = high
  Volume = 100
  MinRange = 200
  MaxRange = 1000
  Type   = world shrouded everyone
End

AudioEvent Cin_TrainRunningLoop
  Control = loop all random
  Sounds =  gtralo2a gtralo2b gtralo2c
  Attack =  gtralo1a
  Decay =  gtralo3a
  MinRange    = 500
  MaxRange    = 4000
  Volume = 175
  Limit = 1
  Priority    = normal
  Type = world shrouded everyone
End

;====================Mission Disk Sounds ==================

AudioEvent CombatBikeMoveStart
  Sounds =  vsnostaa vsnostab vsnostac vsnostad
  Control = random
  VolumeShift = -20
  PitchShift = -10 10
  Volume = 90
  Limit = 3
  Priority = lowest
  Type = world shrouded everyone
End


AudioEvent HelixAmbientLoop
  Sounds =  vhello2a vhello2b vhello2c vhello2d
  Attack = vhello1a
  Decay = vhello3a
  Control = loop all random
  VolumeShift = -10
  Volume = 85
  Limit = 3
  MinRange = 150
  MaxRange = 1000
  Priority = normal
  Type = world shrouded everyone
End

;AudioEvent AircraftCarrierSelect
;  Sounds= bairsela bairselb bairselc
;  Limit= 1
;  Volume= 40
;  Type = ui player
;End

;AudioEvent AircraftCarrierVoiceAttack
;  Sounds = bairatta bairattb bairattc bairattd bairatte
;  Control = random
;  Limit= 1
;  Volume= 60
;  Type = ui voice player
;End

AudioEvent SentryDroneVoiceSelect
  Sounds = vsensela vsenselb vsenselc vsenseld
  Control = random
  Volume  = 60
  Type = ui voice player
End

AudioEvent SentryDroneVoiceMove
  Sounds = vsenmova vsenmovb vsenmovc
  Control = random
  Volume  = 60
  Type = ui voice player
End


AudioEvent AvalancheRumbleLoop
  Control = loop all random
  Sounds =  cavrlo2a cavrlo2b cavrlo2c
  Attack = cavrlo1a
  Decay = cavrlo3a
  Limit = 1
  Volume = 130
  MinRange = 600
  MaxRange = 5000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheTextureLoop
  Control = loop all random
  Sounds =  cavtlo2a cavtlo2b cavtlo2c cavtlo2d cavtlo2e cavtlo2a cavtlo2b cavtlo2d cavtlo2e
  Attack = cavtlo2a
  Decay = cavtlo3a
  Limit = 1
  Volume = 130
  MinRange = 600
  MaxRange = 5000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheHit01
  Sounds    = cavhita 
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheHit02
  Sounds    = cavhitb
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheHit03
  Sounds    = cavhitc
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent AvalancheSlide01
  Sounds    = cavslia
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheSlide02
  Sounds    = cavslib
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent AvalancheSlide03
  Sounds    = cavslic
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_CombatCycleMainLoop
  Sounds =  ccyclo2a ccyclo2b ccyclo2c ccyclo2d ccyclo2e
  Attack = ccyclo1a
  Decay = ccyclo3a
  Control = loop all random
  Limit = 3
  Volume = 130
  MinRange = 140
  MaxRange = 600
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_CombatCycleRumbleLoop
  Sounds =  ccyrlo2a ccyrlo2b ccyrlo2c ccyrlo2d
  Attack = ccyrlo1a
  Decay = ccyrlo3a
  Control = loop all random
  Limit = 2
  Volume = 110
  MinRange = 200
  MaxRange = 3000
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent Cin_CombatCycleByLoop
  Sounds = ccyblo2a ccyblo2b ccyblo2c ccyblo2d
  Attack = ccyblo1a
  Decay = ccyblo3a
  Control = loop all random
  Limit = 3
  Volume = 120
  MinRange = 200
  MaxRange = 3000
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_CombatCycleByElements
  Sounds    = ccyclbya  ccyclbyb ccyclbyc ccyclbyd ccyclbye ccyclbyf ccyclbyg ccyclbyh 
  Limit     = 4
  Control = loop all random 
  Delay = 500  2000
  VolumeShift = -20
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_CombatCycleSingleFlyBy
  Sounds    = ccyclbye 
  Limit     = 1
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent SneakAttackActivated
  Sounds      = ssneakat
  Control     = interrupt random
  Limit       = 2
  VolumeShift = -10
  Volume      = 130
  PitchShift  = 0 20
  MinVolume   = 90
  Priority    = high
  Type        = world global everyone
End



AudioEvent Cin_CombatCycleLeadLoop
  Sounds = ccyclo5a ccyclo5b ccyclo5c ccyclo5d
  Attack = ccyclo4a
  Decay = ccyclo6a
  Control = loop all random
  Limit = 3
  Volume = 120
  MinRange = 200
  MaxRange = 3000
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent SpectreGunshipGattlingWeapon
  Control = random interrupt
  Sounds =  vspewe1a vspewe1b vspewe1c
;  VolumeShift = -10
  Volume = 80
  MinRange = 175
  Limit = 3
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent SentryDroneWeapon
  Control = random interrupt
  Sounds =  vsenweaa vsenweab vsenweac vsenwead
;  VolumeShift = -10
  Volume = 80
  MinRange = 175
  Limit = 3
  Priority = normal
  Type = world shrouded everyone
End


AudioEvent Cin_BombDropFlyBy
  Sounds    = cbomdroa cbomdrob cbomdroc 
  Limit     = 6
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent B3BomberAmbientLoop
  Control = loop all random
  Sounds =  vb3blo2a vb3blo2b vb3blo2c
  Attack =  vb3blo1a
  Decay =  vb3blo3a
  VolumeShift = -10
  MinRange = 150
  MaxRange = 1500
  Volume = 80
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent Cin_CarHonk
  Sounds    = chonk
  Limit     = 1
  Volume = 80
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_JetCenterStereoLoop
  Control = loop all random
  Sounds =  cjetlo2a cjetlo2b cjetlo2c cjetlo2d
  Attack =  cjetlo1a
  Decay =  cjetlo3a
  Volume = 80
  Limit = 1
  Priority= low
  Type = ui everyone
End

AudioEvent Cin_JetBank_A
  Sounds    = cjetbana 
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_JetBank_B
  Sounds    = cjetbanb
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_JetBank_C
  Sounds    = cjetbanc
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_JetBank_D
  Sounds    = cjetband
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent Cin_JetDiveBombsStereo
  Sounds    = ;cjetdiva
  Limit     = 2
  Volume = 100
  Priority = normal
  Type = ui
End

AudioEvent Cin_JetTakeOffStereo
  Sounds    = ;cjettaka
  Limit     = 1
  Volume = 100
  Priority = normal
  Type = ui
End


AudioEvent FakeBuildingSelect
  Sounds= bfaksela
  Limit= 1
  Volume= 60
  Type = ui player
End

AudioEvent FireBaseSelect
  Sounds= bfirsela
  Limit= 1
  Volume= 50
  Type = ui player
End

AudioEvent InternetCenterSelect
  Sounds= bintsela
  Limit= 1
  Volume= 60
  Type = ui player
End

AudioEvent BattleBusMoveStart
  Sounds =  vbusstaa vbusstab vbusstac vbusstad vbusstae
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 45
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent MicrowaveTankMoveStart
  Sounds =  vmicstaa vmicstab vmicstac vmicstad
  Control = random
  PitchShift = -2 2
  Delay = 0 600
  VolumeShift= -10
  Volume = 45
  Priority    = low
  Type = world shrouded everyone
End

AudioEvent LeafletDrop
  Sounds      = sleafdro 
  Volume      = 90
  MinVolume   = 50
  Priority = critical 
  MinRange = 200
  MaxRange = 5000 
  Type        = world everyone
End



;  *** CAR CHASE SOUNDS ***

AudioEvent Cin_HumveeBrakes
  Sounds      = cbrakesa 
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_HumveeCorner01
  Sounds      = ccornera 
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_HumveeCorner02
  Sounds      = ccornerb 
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_HumveeDriveBy01
  Sounds      = chumdria 
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_HumveeDriveBy02
  Sounds      = chumdrib 
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_HumveeDriveBy03
  Sounds      = chumdric
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalDriveBy01
  Sounds      = ctecdria
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalDriveBy02
  Sounds      = ctecdrib
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalDriveBy03
  Sounds      = ctecdric
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalJump
  Sounds      = ctecjump
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_BigRigHorn
  Sounds      = crighorn
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_BigRigDriveBy
  Sounds      = crigdria
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_BigRigAmbientLoop
  Control = loop all random 
  Sounds =  criglo2a criglo2b
  Attack = criglo1a
  Decay = criglo3a
  Priority = lowest
  Limit = 2
  Volume = 90
  Type       = world everyone
End

AudioEvent Cin_HumveeAmbientLoop
  Control = loop all random 
  Sounds =  chumlo2a chumlo2b chumlo2c
  Attack = chumlo1a
  Decay = chumlo3a
  Priority = lowest
  Limit = 2
  Volume = 90
  Type       = world everyone
End

AudioEvent Cin_TechnicalAmbientLoop
  Control = loop all random 
  Sounds =  cteclo2a cteclo2b cteclo2c
  Attack = cteclo1a
  Decay = cteclo3a
  Priority = lowest
  Limit = 2
  Volume = 90
  Type       = world everyone
End

AudioEvent Cin_TechnicalLeftRight01
  Sounds      = cleftria
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalLeftRight02
  Sounds      = cleftrib
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalLeftRight03
  Sounds      = cleftric
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_TechnicalLeftRight04
  Sounds      = cleftrid
  Volume      = 90
  MinVolume   = 50 
  Type        = world everyone
End

AudioEvent Cin_PlaneTakeOffStereo
  Sounds      = ;cplane01
  Volume      = 90
  MinVolume   = 50 
  Type        = ui
End

AudioEvent Cin_PlaneTakeOff2Stereo
  Sounds      = ;cplane02
  Volume      = 90
  MinVolume   = 50 
  Type        = ui
End

AudioEvent Cin_PlaneLandStereo
  Sounds      = ;cplane03
  Volume      = 90
  MinVolume   = 50 
  Type        = ui
End

AudioEvent JetSkid2
  Sounds      = gjetskic 
  Volume      = 45
  VolumeShift = -10
  PitchShift  = -5 5
  Limit       = 2
  Type       = world shrouded everyone
End

AudioEvent JetSkid3
  Sounds      = gjetskid
  Volume      = 45
  VolumeShift = -10
  PitchShift  = -5 5
  Limit       = 2
  Type       = world shrouded everyone
End

AudioEvent RainStereoLoop
  Control = loop all random
  Sounds =  grailo2a grailo2b grailo2c grailo2d
  Attack = grailo1a
  Decay = grailo3a
  Priority = critical
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent ThunderAmbienceStereo
  Control = loop all random
  Sounds =  gthuamba gthuambb gthuambc gthuambd gthuambe gthuambf gthuambg
  Delay = 60000  100000
  Priority = lowest
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent ThunderStrikesStereo
  Control = random
  Sounds =  gthustra gthustrb gthustrc gthustrd gthustre
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent Cin_CruiseMissileAmbientLoop
  Control = loop all random
  Sounds =  ccrulo2a ccrulo2b ccrulo2c 
  Attack =  ccrulo1a
  Decay =  ccrulo3a
  MinRange = 100
  MaxRange = 600
  Volume = 75
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent Cin_BusRollStereo
  Sounds =  cbusroll
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End



AudioEvent Cin_CruiseRightLeftStereo
  Control = random
  Sounds =  ;ccruise01
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent Cin_CruiseTopDownStereo
  Control = random
  Sounds =  ;ccruise02
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent Cin_CruiseOverheadStereo
  Control = random
  Sounds =  ;ccruise03
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent Cin_CruiseFinalKillStereo
  Control = random
  Sounds =  ;ccruise04
  Priority = high
  Limit = 1
  Volume = 90
  Type = ui
End

AudioEvent Cin_C130AmbientLoop
  Sounds      = v130lo2a v130lo2b
  Attack      = v130lo1a
  Decay       = v130lo3a 
  Control     = loop all random
  Volume      = 100
  Limit       = 3
  PitchShift  = -5 5
  MinRange    = 250
  MaxRange    = 1000
  Priority    = high
  Type        = world shrouded everyone
End

AudioEvent Cin_SquadronStereoLoop
  Control = loop all random
  Sounds =  csqulo2a csqulo2b csqulo2c csqulo2d
  Attack =  csqulo1a
  Decay =  csqulo3a
  Volume = 80
  Limit = 2
  Priority= critical
  Type = ui
End

AudioEvent Cin_SquadronFlakStereoLoop
  Control = loop all random
  Sounds =  cflalo2a cflalo2b cflalo2c cflalo2d cflalo2e
  Attack =  cflalo1a
  Decay =  cflalo3a
  Volume = 80
  Limit = 2
  Priority= critical
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo01
  Sounds =  csquflaa
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo02
  Sounds =  csquflab
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo03
  Sounds =  csquflac
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo04
  Sounds =  csquflad
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo05
  Sounds =  csquflae
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronFlakStereo06
  Sounds =  csquflaf
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent Cin_SquadronStereoFlak07
  Sounds =  csquflag
  Priority = high
  Limit = 1
  Volume = 80
  Type = ui
End

AudioEvent CargoJetDie
  Sounds      = v130dama v130damb v130damc
  Control     = interrupt random
  Limit       = 4
  PitchShift  = -10  10
  Volume      = 95
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent SentryDroneMoveStart
  Sounds =  vsenstaa vsenstab vsenstac vsenstad
  Control = random
  Delay = 0 600
  VolumeShift= -10
  Volume = 65
  Priority = low
  Type = world shrouded everyone
End

AudioEvent RedGuardMinigunnerWeapon
  Control = random interrupt
  Sounds =  iremweaa iremweab iremweac iremwead
  VolumeShift = -10
  Volume = 80
  MinRange = 175
  Limit = 8
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent CombatCycleRebelWeapon
  Control = random interrupt
  Sounds =  vcycweaa vcycweab vcycweac vcycwead vcycweae
  PitchShift  = -5  5
  VolumeShift = -10
  Volume = 90
  MinRange = 200
  Limit = 12
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent HelixWeaponMachineGun
  Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d
  Control= random interrupt
  Priority = normal
  VolumeShift= -15
  Limit = 4
  Volume = 80
;  MinRange = 400
;  MaxRange = 800
  Type = world shrouded everyone
End

AudioEvent FrenzyActivate
  Sounds =  sfrenzya
  Priority = high
  Volume = 120
  MinVolume = 70
  MinRange = 300
  MaxRange = 1000
  Type   = world shrouded everyone
End

AudioEvent GPSScrambleActivate
  Sounds =  sscrambl
  Priority = high
  Volume = 100
  MinVolume = 80
  Type   = world global everyone
End

AudioEvent MicrowaveWeaponLoop
  Control = loop random
  Sounds =  vmiclo2a vmiclo2b vmiclo2c vmiclo2d 
  Attack =  vmiclo1a
  VolumeShift= -10
  Volume = 90
  MinRange = 100
  MaxRange = 600
  Limit = 2
  Priority= high
  Type = world shrouded everyone
End

AudioEvent FrequencyJammerWeaponLoop
  Control = loop random
  Sounds =  vfrelo2a vfrelo2b vfrelo2c vfrelo2d
  Attack =  vfrelo1a
  VolumeShift= -15
  Volume = 90
  MinRange = 100
  MaxRange = 600
  Limit = 2
  Priority= high
  Type = world shrouded everyone
End

AudioEvent AvengerPaintWeaponLoop
  Control = loop random
  Sounds =  vavelo2a vavelo2b 
  Attack =  vavelo1a
  VolumeShift= -10
  Volume = 65
  MinRange = 100
  MaxRange = 600
  Limit = 2
  Priority= high
  Type = world shrouded everyone
End

AudioEvent LeafletDropEffect
  Sounds = sleaeffa sleaeffb sleaeffc sleaeffd sleaeffe sleaefff sleaeffg sleaeffh
  Control= random 
  Priority = normal
  VolumeShift= -15
  Limit = 3
  Volume = 80
;  MinRange = 400
;  MaxRange = 800
  Type = world shrouded everyone
End

AudioEvent ExplosionNeutronShell
  Sounds = gexpneua gexpneub gexpneuc gexpneud
  Control = interrupt random
  VolumeShift = -15
  PitchShift = -10 10
  Volume = 110
  Limit = 3
  Priority    = high
  Type = world shrouded everyone
End

AudioEvent SabotageBuilding
  Sounds =  isabotab
  Attack = isabotag 
  Control = all
  Volume = 110
  Limit = 2
  MinRange = 400
  MaxRange = 1000
  Priority    = critical
  Type = world everyone
End

AudioEvent SabotageBuildingPower
  Sounds = isabotab
  Attack = isabotaa
  Control = all
  Volume = 110
  Limit = 2
  MinRange = 400
  MaxRange = 1000
  Priority    = critical
  Type = world everyone
End

AudioEvent BoobyTrapInstall
  Sounds = gbooinst 
  Volume = 110
  Limit = 2
  Type = world shrouded everyone
End

AudioEvent HelixDamagedLoop
  Control = loop all random
  Sounds =  vhello5a vhello5b vhello5c
  Attack =  vhello4a
  Volume = 105
  MinRange = 200
  Limit = 2
  Priority= low
  Type = world shrouded everyone
End

AudioEvent AvengerAirLaserWeapon
  Sounds      = vavewe2a vavewe2b
  Control     = random interrupt
  VolumeShift = -10
  Volume      = 100
  Limit       = 8
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent BuildingPropagandaGLA
  Sounds = bproglaa bproglab bproglac bproglad bproglae bproglaf
  Control = loop all random
  Delay = 6000  10000
  Priority = lowest
  Volume = 75
  VolumeShift = -10
  Type = world everyone
End

AudioEvent CombatCycleSwitchRider
  Sounds       = vcycswia
  Control      = random
  PitchShift   = -5 5
  Volume       = 85
  VolumeShift  = -10
  Priority     = normal
  Type   = world shrouded everyone
End



AudioEvent ExplosionMOAB 
  Sounds =  gexpnuka
  Control = interrupt random
  Volume = 120
  PitchShift   = -10 10
  Limit = 2
  Priority    = normal
  LowPassCutoff = 50
  Type = world shrouded everyone
End


AudioEvent LaserCrusaderWeapon
  Sounds      = vcrlweaa vcrlweab
  Control     = random interrupt
  PitchShift  = -5 5
  VolumeShift = -10
  Volume      = 100
  Limit       = 12
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent ExplosionPatriotEMP
  Sounds      = gexpempa gexpempb
  Control     = random interrupt
  PitchShift  = -5 5
  VolumeShift = -10
  Volume      = 80
  Limit       = 3
  Priority    = normal
  Type        = world shrouded everyone
End

AudioEvent SpectreHowitzerWeapon
  Sounds =  bstrweaa bstrweab
  Control = interrupt random
  PitchShift = -5  5
  VolumeShift = -10
  Limit = 2
  Volume = 70
  Priority = normal
  Type = world shrouded everyone
End

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

AudioEvent ShotgunWeapon
  Sounds = bstrweaa bstrweab
  Control = interrupt random
  PitchShift = -5  5
  VolumeShift = -10
  Limit = 2
  Volume = 20
  Priority = normal
  Type = world shrouded everyone
End

AudioEvent IdleTankLoop
  Priority    = normal
  Control     = loop all
  Sounds      = vgenlo2a vgenlo2b vgenlo2c 
  Attack      = vgenlo1a 
  Decay       = vgenlo3a
  Volume      = 34
  Limit       = 2
  Type        = world shrouded everyone
End

AudioEvent MovingTankLoop
  Priority    = normal
  Control     = random
  Sounds      = ConvoyTruckMoveLoop ;Cin_DirtRollingLoop
  Attack      = vgenlo1a 
  Decay       = vgenlo3a
  Volume      = 40
  Limit       = 2
  Type        = world shrouded everyone
End

AudioEvent IdleVehicleLoop
  Priority    = normal
  Control     = loop all
  Sounds      = vgenlo2a vgenlo2b vgenlo2c 
  Attack      = vgenlo1a 
  Decay       = vgenlo3a
  Volume      = 18
  Limit       = 2
  Type        = world shrouded everyone
End

AudioEvent MovingVehicleLoop
  Priority    = normal
  Control     = random
  Sounds      = ConvoyTruckMoveLoop
  Attack      = vgenlo1a 
  Decay       = vgenlo3a
  Volume      = 38
  Limit       = 2
  Type        = world shrouded everyone
End