
// ENGINE SOUNDS (INSIDE)

// inside coasting
VS_INSIDE_COAST_ENGINE_1=Cars\SCC\null.wav
VS_INSIDE_COAST_ENGINE_2=Cars\SCC\null.wav
VS_INSIDE_COAST_ENGINE_3=Cars\SCC\null.wav
VS_INSIDE_COAST_ENGINE_4=Cars\SCC\LMP_NSV8_Idle_I.wav
VS_INSIDE_COAST_ENGINE_5=Cars\SCC\Caddy_internal_med.wav


// inside on-throttle
VS_INSIDE_POWER_ENGINE_1=Cars\SCC\null.wav
VS_INSIDE_POWER_ENGINE_2=Cars\SCC\null.wav
VS_INSIDE_POWER_ENGINE_3=Cars\SCC\null.wav
VS_INSIDE_POWER_ENGINE_4=Cars\SCC\LMP_NSV8_Idle_I.wav
VS_INSIDE_POWER_ENGINE_5=Cars\SCC\Caddy_internal_med.wav

VS_INSIDE_ENGINE_STARTER=Cars\SCC\start_v8_int.wav
VS_INSIDE_ENGINE_STARTING=Cars\SCC\null.wav


// ENGINE SOUNDS (OUTSIDE)

// outside coasting
VS_OUTSIDE_COAST_ENGINE_1=Cars\SCC\null.wav
VS_OUTSIDE_COAST_ENGINE_2=Cars\SCC\null.wav
VS_OUTSIDE_COAST_ENGINE_3=Cars\SCC\null.wav
VS_OUTSIDE_COAST_ENGINE_4=Cars\SCC\LMP_NSV8_Idle_E.wav
VS_OUTSIDE_COAST_ENGINE_5=Cars\SCC\Caddy_internal_med.wav


// outside on-throttle
VS_OUTSIDE_POWER_ENGINE_1=Cars\SCC\null.wav
VS_OUTSIDE_POWER_ENGINE_2=Cars\SCC\null.wav
VS_OUTSIDE_POWER_ENGINE_3=Cars\SCC\null.wav
VS_OUTSIDE_POWER_ENGINE_4=Cars\SCC\LMP_NSV8_Idle_E.wav
VS_OUTSIDE_POWER_ENGINE_5=Cars\SCC\Caddy_internal_med.wav



VS_OUTSIDE_ENGINE_STARTER=Cars\SCC\start_v8_int.wav
VS_OUTSIDE_ENGINE_STARTING=Cars\SCC\null.wav


// BACKFIRE & SHIFT SOUNDS (INSIDE)

VS_INSIDE_SHIFT_UP_1=Cars\SCC\internal_shift_up_1.wav
VS_INSIDE_SHIFT_UP_2=Cars\SCC\internal_shift_up_2.wav
VS_INSIDE_SHIFT_UP_3=Cars\SCC\internal_shift_up_3.wav
VS_INSIDE_SHIFT_DOWN_1=Cars\SCC\internal_shift_down_1.wav
VS_INSIDE_SHIFT_DOWN_2=Cars\SCC\internal_shift_down_2.wav
VS_INSIDE_SHIFT_DOWN_3=Cars\SCC\internal_shift_down_3.wav

VS_INSIDE_BACKFIRE_1=Cars\SCC\bkfrin.wav
VS_INSIDE_BACKFIRE_2=Cars\SCC\bkfrin.wav
VS_INSIDE_BACKFIRE_3=Cars\SCC\bkfrin.wav

BackfireAmount=0.6

VS_INSIDE_SPLUTTER=GTR\Splutter_int_Group_B.wav

SplutterAmount=0.5


// BACKFIRE & SHIFT SOUNDS (OUTSIDE)

VS_OUTSIDE_SHIFT_UP_1=Cars\SCC\external_shift_up_1.wav
VS_OUTSIDE_SHIFT_UP_2=Cars\SCC\external_shift_up_2.wav
VS_OUTSIDE_SHIFT_UP_3=Cars\SCC\external_shift_up_3.wav
VS_OUTSIDE_SHIFT_DOWN_1=Cars\SCC\external_shift_down_1.wav
VS_OUTSIDE_SHIFT_DOWN_2=Cars\SCC\external_shift_down_2.wav
VS_OUTSIDE_SHIFT_DOWN_3=Cars\SCC\external_shift_down_3.wav

VS_OUTSIDE_BACKFIRE_1=Cars\SCC\bkfren.wav
VS_OUTSIDE_BACKFIRE_2=Cars\SCC\bkfren.wav
VS_OUTSIDE_BACKFIRE_3=Cars\SCC\bkfren.wav

BackfireAmount=0.5

VS_OUTSIDE_SPLUTTER=GTR\backfire_ext_5.wav

SplutterAmount=0.5


// ROAD SURFACE SOUNDS  (INSIDE)

VS_INSIDE_ROADNOISE_DRY=road_roll_int.wav
VS_INSIDE_ROADNOISE_WET=road_roll_int.wav
VS_INSIDE_ROADNOISE_RUMBLESTRIP=rumble.wav
VS_INSIDE_ROADNOISE_GRASS=grass_roll_int.wav
VS_INSIDE_ROADNOISE_DIRT=gravel_roll_int.wav
VS_INSIDE_ROADNOISE_GRAVEL=gravel_roll_int.wav


// SKID SOUNDS (INSIDE)

VS_INSIDE_TIRE_SCRUB=road_scrub_int.wav
VS_INSIDE_SKID_DRY=road_skid_int.wav
VS_INSIDE_SKID_WET=road_skid_int.wav
VS_INSIDE_SKID_GRASS=grass_skid_int.wav
VS_INSIDE_SKID_DIRT=gravel_skid_int.wav
VS_INSIDE_SKID_GRAVEL=gravel_skid_int.wav


// ROAD SURFACE SOUNDS  (OUTSIDE)

VS_OUTSIDE_ROADNOISE_DRY=road_roll_ext.wav
VS_OUTSIDE_ROADNOISE_WET=road_roll_ext.wav
VS_OUTSIDE_ROADNOISE_RUMBLESTRIP=rumble_ext.wav
VS_OUTSIDE_ROADNOISE_GRASS=grass_roll_ext.wav
VS_OUTSIDE_ROADNOISE_DIRT=gravel_roll_ext.wav
VS_OUTSIDE_ROADNOISE_GRAVEL=gravel_roll_ext.wav

// SKID SOUNDS (OUTSIDE)

VS_OUTSIDE_TIRE_SCRUB=road_scrub_ext.wav
VS_OUTSIDE_SKID_DRY=road_skid_ext.wav
VS_OUTSIDE_SKID_WET=road_skid_ext.wav
VS_OUTSIDE_SKID_GRASS=grass_skid_ext.wav
VS_OUTSIDE_SKID_DIRT=gravel_skid_ext.wav
VS_OUTSIDE_SKID_GRAVEL=gravel_skid_ext.wav

// CONTACT SOUNDS  (INSIDE)

VS_INSIDE_SCRAPING=scrape_int.wav

VS_INSIDE_HIT_WALL_1=impact_wall_tap.wav
VS_INSIDE_HIT_WALL_2=impact_wall_verylight.wav
VS_INSIDE_HIT_WALL_3=impact_wall_light.wav
VS_INSIDE_HIT_WALL_4=impact_wall_medium.wav
VS_INSIDE_HIT_WALL_5=impact_wall_heavy.wav

VS_INSIDE_HIT_OTHERCAR_1=impact_car_tap.wav
VS_INSIDE_HIT_OTHERCAR_2=impact_car_verylight.wav
VS_INSIDE_HIT_OTHERCAR_3=impact_car_light.wav
VS_INSIDE_HIT_OTHERCAR_4=impact_car_medium.wav
VS_INSIDE_HIT_OTHERCAR_5=impact_car_heavy.wav

VS_INSIDE_HIT_CONE=impact_cone.wav

// CONTACT SOUNDS  (OUTSIDE)

VS_OUTSIDE_SCRAPING=scrape_ext.wav

VS_OUTSIDE_HIT_WALL_1=impactex_wall_tap.wav
VS_OUTSIDE_HIT_WALL_2=impactex_wall_verylight.wav
VS_OUTSIDE_HIT_WALL_3=impactex_wall_light.wav
VS_OUTSIDE_HIT_WALL_4=impactex_wall_medium.wav
VS_OUTSIDE_HIT_WALL_5=impactex_wall_heavy.wav

VS_OUTSIDE_HIT_OTHERCAR_1=impactex_car_tap.wav
VS_OUTSIDE_HIT_OTHERCAR_2=impactex_car_verylight.wav
VS_OUTSIDE_HIT_OTHERCAR_3=impactex_car_light.wav
VS_OUTSIDE_HIT_OTHERCAR_4=impactex_car_medium.wav
VS_OUTSIDE_HIT_OTHERCAR_5=impactex_car_heavy.wav

VS_OUTSIDE_HIT_CONE=impactex_cone.wav


// AMBIENT SOUNDS (INSIDE)

VS_INSIDE_SPEED_LIMITER_TOGGLE=limitertoggle_int.wav
// VS_INSIDE_LAUNCH_CONTROL_TOGGLE=launch.wav

VS_INSIDE_WIND_NOISE=roadstones.wav
// VS_INSIDE_ON_FIRE=INT_fire.wav
// VS_INSIDE_HORN=INT_horn.wav
VS_INSIDE_TRACTION_CONTROL=revlimiter_int.wav


// AMBIENT SOUNDS (OUTSIDE)

VS_OUTSIDE_SPEED_LIMITER_TOGGLE=limitertoggle_ext.wav
// VS_OUTSIDE_LAUNCH_CONTROL_TOGGLE=launch.wav

VS_OUTSIDE_WIND_NOISE=roadstones_ext.wav
// VS_OUTSIDE_ON_FIRE=EXT_fire.wav
// VS_OUTSIDE_HORN=EXT_horn.wav
VS_OUTSIDE_TRACTION_CONTROL=revlimiter_ext.wav


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  ATTENUATION PARAMETERS
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EngineRange=145.0
EngineShape=0.960
EngineAmbient=1.00

ShiftRange=145.0
ShiftShape=0.910
ShiftAmbient=1.00

OtherRange=25.0
OtherShape=1.0
OtherAmbient=1.00

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  ENGINE VOLUME PARAMETERS
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

playerEngineVolumeMinimum=0.9
playerEngineVolumeThrottleFraction=0.5
playerEngineVolumeRevFraction=0.2

non-playerEngineVolumeMinimum=0.7
non-playerEngineVolumeThrottleFraction=0.5
non-playerEngineVolumeRevFraction=0.2

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  ENGINE LAYER RPM TUNING
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

// This is the new style of data to describe engine revving.
// It is based on the above data mapped to the RPMs 4250-17000, but
// the minimum and maximums are absolute (instead of relative to natural).
// The natural RPM = 4250 * (2 ^ (2 * original_natural))
// It is possible to do inside and outside sounds separately by using
// the keywords "EngineRPMSoundInside" and "EngineRPMSoundOutside".

EngineRPMSoundInside=3
{
  MinimumRPM=250.00         // above zero, but low enough to hear engine stall
  MaximumRPM=2500     // must overlap properly
  NaturalRPM=1800   // engine RPM at which sample was recorded
}

EngineRPMSoundInside=4
{
  MinimumRPM=1500     // must overlap properly
  MaximumRPM=15000     // must overlap properly
  NaturalRPM=6250   // engine RPM at which sample was recorded
}

EngineRPMSoundInside=0
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}

EngineRPMSoundInside=1
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}

EngineRPMSoundInside=2
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}

EngineRPMSoundOutside=3
{
  MinimumRPM=250.00         // above zero, but low enough to hear engine stall
  MaximumRPM=2500     // must overlap properly
  NaturalRPM=1500   // engine RPM at which sample was recorded
}

EngineRPMSoundOutside=4
{
  MinimumRPM=1500     // must overlap properly
  MaximumRPM=15000     // must overlap properly
  NaturalRPM=6250   // engine RPM at which sample was recorded
}

EngineRPMSoundOutside=0
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}

EngineRPMSoundOutside=1
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}

EngineRPMSoundOutside=2
{
  MinimumRPM=100      // must overlap properly
  MaximumRPM=100     // must overlap properly
  NaturalRPM=100      // engine RPM at which sample was recorded
}