// Soundscapes for Canals & Underground

// city voice

// pa requests player id

//  CHAR_STREAM			'*'		// as one of 1st 2 chars in name, indicates streaming wav data
//  CHAR_USERVOX		'?'		// as one of 1st 2 chars in name, indicates user realtime voice data
//  CHAR_SENTENCE		'!'		// as one of 1st 2 chars in name, indicates sentence wav
//  CHAR_DRYMIX			'#'		// as one of 1st 2 chars in name, indicates wav bypasses dsp fx
//  CHAR_DOPPLER		'>'		// as one of 1st 2 chars in name, indicates doppler encoded stereo wav: left wav (incomming) and right wav (outgoing).
//  CHAR_DIRECTIONAL	'<'		// as one of 1st 2 chars in name, indicates stereo wav has direction cone: mix left wav (front facing) with right wav (rear facing) based on soundfacing direction
//  CHAR_DISTVARIANT	'^'		// as one of 1st 2 chars in name, indicates distance variant encoded stereo wav (left is close, right is far)
//  CHAR_OMNI			'@'		// as one of 1st 2 chars in name, indicates non-directional wav (default mono or stereo)
//  CHAR_SPATIALSTEREO	')'		// as one of 1st 2 chars in name, indicates spatialized stereo wav
//  CHAR_FAST_PITCH		'}'		// as one of 1st 2 chars in name, forces low quality, non-interpolated pitch shift


"cityvoice_level0"
{
	"playrandom"
	{
		"time"		"15,30"
		"volume"	"0.4,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav"
		}
	}
}

// pa invokes unrest procedures, requests player id

"cityvoice_level1"
{
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.8,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav"
		}
	}
}

// player is evading, cops are summoned

"cityvoice_level2"
{
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.8,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_evasionbehavior_2_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav"
		}
	}
}

// player convicted of civil disruption, city block on alert

"cityvoice_level3"
{
	"playrandom"
	{
		"time"		"12,30"
		"volume"	"0.8,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_sociolevel1_4_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_localunrest_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav"
		}
	}
}

// player convicted of anticivil activity, city block punished

"cityvoice_level4"
{
	"playrandom"
	{
		"time"		"12,25"
		"volume"	"0.8,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_anticivil1_5_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_protectionresponse_4_spkr.wav"
		}
	}
}

// citizenship revoked, cops fire at will

"cityvoice_level5"
{
	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.7,1.0"
		"pitch"		"100"

		"rndwave"
		{
			"wave"	"*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_capitalmalcompliance_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_anticitizenreport_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav"
			"wave"	"*npc/overwatch/cityvoice/f_protectionresponse_5_spkr.wav"
		}
	}
}

// city looking for player

"city_searching_level1"
{

	"playlooping"
	{
		"volume"	"0.42"
		"wave"		"ambient/atmosphere/station_ambience_loop2.wav"
		"pitch"		"100"
	}


	"playrandom"
	{
		"time"		"5,15"
		"volume"	"0.2,0.8"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/heli_pass1.wav"
			"wave"	"ambient/machines/aircraft_distant_flyby1.wav"
			"wave"	"ambient/machines/aircraft_distant_flyby3.wav"
			"wave"	"ambient/alarms/apc_alarm_pass1.wav"
			"wave"	"ambient/alarms/manhack_alert_pass1.wav"
			"wave"	"ambient/alarms/scanner_alert_pass1.wav"
		}
	}

	"playrandom"
	{
		"time"		"30,60"
		"volume"	"0.1,0.2"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/alarms/train_horn_distant1.wav"
		}
	}
}

"city_searching_level2"
{
	"playsoundscape"
	{
		"name"		"city_searching_level1"
		"volume"	"1.0"
	}

	"playrandom"
	{
		"time"		"3,10"
		"volume"	"0.3,1.0"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/heli_pass1.wav"
			"wave"	"ambient/machines/heli_pass_distant1.wav"
			"wave"	"ambient/machines/heli_pass2.wav"
			"wave"	"ambient/machines/heli_pass_quick1.wav"
			"wave"	"ambient/machines/heli_pass_quick2.wav"
		}
	}

	"playrandom"
	{
		"time"		"20,40"
		"volume"	"0.1,0.4"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/truck_pass_distant1.wav"
			"wave"	"ambient/machines/truck_pass_distant2.wav"
			"wave"	"ambient/machines/truck_pass_distant3.wav"
			"wave"	"ambient/machines/truck_pass_overhead1.wav"
		}
	}

	// undone: cop announcements
}

// shots fired by/at player, city on alert

"city_searching_level3"
{
	"playlooping"
	{
		"volume"	"0.42"
		"wave"		"ambient/atmosphere/station_ambience_loop2.wav"
		"pitch"		"100"
	}

	"playrandom"
	{
		"time"		"3,10"
		"volume"	"0.6,1.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/heli_pass1.wav"
			"wave"	"ambient/machines/aircraft_distant_flyby1.wav"
			"wave"	"ambient/machines/aircraft_distant_flyby3.wav"
			"wave"	"ambient/alarms/apc_alarm_pass1.wav"
			"wave"	"ambient/alarms/manhack_alert_pass1.wav"
			"wave"	"ambient/alarms/scanner_alert_pass1.wav"
		}
	}

	// undone: cop announcements
	"playrandom"
	{
		"time"		"8,20"
		"volume"	"0.4,0.9"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/truck_pass_distant1.wav"
			"wave"	"ambient/machines/truck_pass_distant2.wav"
			"wave"	"ambient/machines/truck_pass_distant3.wav"
			"wave"	"ambient/machines/truck_pass_overhead1.wav"
		}
	}
}


"d1_canals.util_windgusts"
{
	"playrandom"
	{
		"volume"	"0.2,0.4"
		"pitch"		"100"
		"time"		"10.0, 30.0"
		"pitch"		"90,130"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave" "ambient/wind/wind_hit1.wav"
			"wave" "ambient/wind/wind_hit2.wav"
			"wave" "ambient/wind/wind_snippet3.wav"
			"wave" "ambient/wind/wind_snippet4.wav"
			"wave" "ambient/wind/wind_snippet5.wav"
		}
	}
}


"d1_canals.util_drips"
{
	"playrandom"
	{
		"volume"	"0.2,0.5"
		"pitch"		"100"
		"time"		"0.5, 5.0"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/drip1.wav"
			"wave"	"ambient/levels/canals/drip2.wav"
			"wave"	"ambient/levels/canals/drip3.wav"
			"wave"	"ambient/levels/canals/drip4.wav"
			"wave"	"ambient/water/rain_drip1.wav"
			"wave"	"ambient/water/rain_drip2.wav"
			"wave"	"ambient/water/rain_drip3.wav"
			"wave"	"ambient/water/rain_drip4.wav"
		}
	}
}

"d1_canals.util_fardrips"
{
	"playrandom"
	{
		"volume"	"0.2,0.5"
		"pitch"		"90,120"
		"time"		"0.5, 5.0"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/water/distant_drip1.wav"
			"wave"	"ambient/water/distant_drip2.wav"
			"wave"	"ambient/water/distant_drip3.wav"
			"wave"	"ambient/water/distant_drip4.wav"
		}
	}
}

"d1_canals.util_headcrab_canister"
{
	"playlooping"
	{
		"volume"	"0.6"
		"soundlevel"	"SNDLVL_65dB"
		"pitch"		"100"
		"wave"	"npc/env_headcrabcanister/hiss.wav"
	}

	"playrandom"
	{
		"volume"	"0.4,0.6"
		"pitch"		"90,120"
		"time"		"5.0, 15.0"
		"soundlevel"	"SNDLVL_90db"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/headcrab_canister_ambient1.wav"
			"wave"	"ambient/levels/canals/headcrab_canister_ambient2.wav"
			"wave"	"ambient/levels/canals/headcrab_canister_ambient3.wav"
			"wave"	"ambient/levels/canals/headcrab_canister_ambient4.wav"
			"wave"	"ambient/levels/canals/headcrab_canister_ambient5.wav"
			"wave"	"ambient/levels/canals/headcrab_canister_ambient6.wav"
		}
	}
}

"d1_canals.util_shoreline"
{
	"playrandom"
	{
		"volume"	"0.45,0.65"
		"pitch"		"100"
		"time"		"3.0, 4.0"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/shore1.wav"
			"wave"	"ambient/levels/canals/shore2.wav"
			"wave"	"ambient/levels/canals/shore3.wav"
			"wave"	"ambient/levels/canals/shore4.wav"
		}
	}
}



// d1_canals_01

"d1_canals_tunnel01"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level0"
		"volume"	"0.4"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.3"
	}


	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_80dB"
		"position"	"0"
		"wave"		"ambient/machines/train_wheels_overhead_loop1.wav"
	}
}


"d1_canals_citystart"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level0"
		"volume"	"0.7"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.4"
	}


	"playrandom"
	{
		"time"		"5,15"
		"volume"	"0.2,0.4"
		"pitch"		"95,105"

		"rndwave"
		{
			"wave"	"ambient/alarms/train_horn_distant1.wav"
		}
	}
	
}

"d1_canals_citadel"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level0"
		"volume"	"0.9"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.6"
	}
		
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/corridor.wav"
	}
}

"d1_canals_traincanal"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level0"
		"volume"	"0.7"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.4"
	}
}

"d1_canals_traintunnel"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level0"
		"volume"	"0.5"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.3"
	}

	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}
}

"d1_canals_watercanal"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level1"
		"volume"	"0.04"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.3"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.8"
	}

// position 1 is boat with water

	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"soundlevel" "SNDLVL_80dB"
		"position"	"1"
		"wave"		"ambient/water/water_in_boat1.wav"
	}

}

"d1_canals_junkyard"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level1"
		"volume"	"0.9"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level2"
		"volume"	"0.4"
	}

	"playrandom"
	{
		"time"		"10,20"
		"volume"	"0.1,0.55"
		"pitch"		"90,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/materials/creaking.wav"
			"wave"	"ambient/materials/icegrind1.wav"
			"wave"	"ambient/materials/metal_stress1.wav"
		}
	}	
}


"d1_canals_copcanals"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level2"
		"volume"	"0.7"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.65"
	}


	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"soundlevel" "SNDLVL_80dB"
		"position"	"2"
		"wave"		"ambient/water/drip_loop1.wav"
	}

	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"80"
		"soundlevel" "SNDLVL_80dB"
		"position"	"3"
		"wave"		"ambient/water/corridor_water.wav"
	}

	"playrandom"
	{

		"time"		"15,30"
		"volume"	"0.15,0.3"
		"pitch"		"90,105"

		"rndwave"
		{
			"wave"	"ambient/machines/truck_pass_overhead1.wav"
		}
	}
}

"d1_truck_pass"
{
	"playrandom"
	{

		"time"		"15,30"
		"volume"	"0.6,0.9"
		"pitch"		"90,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/machines/truck_pass_overhead1.wav"
			"wave"	"ambient/atmosphere/hole_hit1.wav"
			"wave"	"ambient/atmosphere/hole_hit2.wav"
			"wave"	"ambient/atmosphere/hole_hit2.wav"
		}
	}
}

"d1_canals_barnacle_tunnel"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level3"
		"volume"	"0.7"
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level1"
		"volume"	"0.2"
	}

	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/hole_amb3.wav"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.3"
	}

}

"d1_canals_pipe_chamber"
{
	"dsp"	"1"


	"playsoundscape"	
	{
		"name"		"city_searching_level2"
		"volume"	"0.25"
	}
	
	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"

		"wave"		"ambient/atmosphere/hole_amb3.wav"
	}

	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"soundlevel" "SNDLVL_80dB"
		"wave"		"ambient/water/drip_loop1.wav"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.2"
	}

}

"d1_canals_cop_alerted"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level4"
		"volume"	"0.3"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level3"
		"volume"	"0.2"
		
	}

	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"

		"wave"		"ambient/atmosphere/hole_amb3.wav"
	}

	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"soundlevel" "SNDLVL_80dB"
		"position"	"2"
		"wave"		"ambient/water/drip_loop1.wav"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.2"
	}

}


// d1_canals_02

"d1_canals.heli_slide_tunnels"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level4"
		"volume"	"0.2"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level3"
		"volume"	"0.1"
		
	}
	
	"playlooping"
	{
		"wave"	"ambient/levels/canals/water_rivulet_loop2.wav"
		"volume"	"0.3"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_drips"
		"volume"	"1.0"
	}
		
	
	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.2"
	}
		
}

"d1_canals.heli_attack"
{
	"dsp"	"1"

	"playsoundscape"	
	{
		"name"		"cityvoice_level4"
		"volume"	"0.35"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level3"
		"volume"	"0.5"
		
	}
	
	"playlooping"
	{
		"wave"	"ambient/levels/canals/water_rivulet_loop2.wav"
		"volume"	"0.05"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.2"
	}
		
}

"d1_canals.drainroom"
{
	"dsp"	"1"
	
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level4"
		"volume"	"0.18"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level2"
		"volume"	"0.15"
		
	}

	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"soundlevel" "SNDLVL_90dB"
		"position"	"0"
		"wave"		"ambient/water/water_run1.wav"
	}

	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"105"
		"soundlevel" "SNDLVL_90dB"
		"position"	"1"
		"wave"		"ambient/water/water_run1.wav"
	}

	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"soundlevel" "SNDLVL_90dB"
		"position"	"2"
		"wave"		"ambient/atmosphere/ambience_base.wav"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.3"
	}
}

// d1_canals_03

"d1_canals.03copsattackthroughboards"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level5"
		"volume"	"0.7"
	
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level2"
		"volume"	"1.0"
		
	}

	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"soundlevel" "SNDLVL_90dB"
		"position"	"0"
		"wave"		"ambient/machines/diesel_engine_idle1.wav"
	}

	"playsoundscape"	
	{
		"name"		"d1_truck_pass"
		"volume"	"0.3"
	}
}

"d1_canals.03entrytunnel"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level5"
		"volume"	"0.2"
		
	}

	"playsoundscape"	
	{
		"name"		"city_searching_level2"
		"volume"	"0.15"
		
	}

	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"soundlevel" "SNDLVL_80dB"
		"position"	"0"
		"wave"		"ambient/atmosphere/ambience_base.wav"
	}

	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"soundlevel" "SNDLVL_90dB"
		"position"	"2"
		"wave"		"ambient/water/leak_1.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		// "position"	"0"
		"volume"	"1.0"
	}
}

// steam tunnel

"d1_canals.steamtunnel"
{
	"dsp"	"1"
	
	"playsoundscape"	
	{
		"name"		"cityvoice_level5"
		"volume"	"0.38"
		
	}

	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/cargo_hold2.wav"
	}
}

// manhack and water puzzle room

"d1_canals.waterpuzzleroom"
{
	"dsp"	"1"
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		// "position"	"0"
		"volume"	"0.3"
	}

	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/water/drip_loop1.wav"
		"pitch"		"100"
	}

	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/corridor2.wav"
	}


	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/cargo_hold2.wav"
	}
}


//*******************************************************************
// airboat canals


"d1_canals.util_birds"
{
	"playrandom"
	{
		"time"		"8,30"
		"volume"	"0.2,0.4"
		"pitch"		"90,115"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/swamp_bird1.wav"
			"wave"	"ambient/levels/canals/swamp_bird2.wav"
			"wave"	"ambient/levels/canals/swamp_bird3.wav"
			"wave"	"ambient/levels/canals/swamp_bird4.wav"
			"wave"	"ambient/levels/canals/swamp_bird5.wav"
			"wave"	"ambient/levels/canals/swamp_bird6.wav"
			"wave"	"ambient/levels/canals/critter2.wav"
			"wave"	"ambient/levels/canals/critter3.wav"
			"wave"	"ambient/levels/canals/critter6.wav"
		}
	}
}

"d1_canals.util_critters"
{
	"playrandom"
	{
		"time"		"7, 16"
		"volume"	"0.1,0.2"
		"pitch"		"95,110"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/critter1.wav"
			"wave"	"ambient/levels/canals/critter2.wav"
			"wave"	"ambient/levels/canals/critter3.wav"
			"wave"	"ambient/levels/canals/critter4.wav"
			"wave"	"ambient/levels/canals/critter5.wav"
			"wave"	"ambient/levels/canals/critter6.wav"
			"wave"	"ambient/levels/canals/critter7.wav"
			"wave"	"ambient/levels/canals/critter8.wav"
		}
	}
}

"d1_canals.util_tunnel_windgusts"
{
	"playrandom"
	{
		"volume"	"0.2,0.5"
		"pitch"		"80,120"
		"time"		"5.0, 20.0"
		"pitch"		"80,140"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave" "ambient/wind/wind_snippet1.wav"
			"wave" "ambient/wind/wind_snippet2.wav"
		}
	}
}


"d1_canals.util_critters_under_docks"
{
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/levels/canals/swamp_frogs_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}
}

	
"d1_canals.util_toxic_slime"
{
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/levels/canals/toxic_slime_loop1.wav"
	}

	"playrandom"
	{
		"volume"	"0.15,0.3"
		"time"		"2.0,10.0"
		"pitch"		"100"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/toxic_slime_gurgle3.wav"
			"wave"	"ambient/levels/canals/toxic_slime_gurgle5.wav"
			"wave"	"ambient/levels/canals/toxic_slime_gurgle6.wav"
			"wave"	"ambient/levels/canals/toxic_slime_gurgle7.wav"
			"wave"	"ambient/levels/canals/toxic_slime_gurgle8.wav"
			"wave"	"ambient/levels/canals/toxic_slime_sizzle1.wav"
			"wave"	"ambient/levels/canals/toxic_slime_sizzle2.wav"
			"wave"	"ambient/levels/canals/toxic_slime_sizzle3.wav"
			"wave"	"ambient/levels/canals/toxic_slime_sizzle4.wav"
		}
	}
}

"d1_canals.util_industrial"
{
	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"ambient/atmosphere/metallic1.wav"
	}
}


//*******************************************************************
// general tunnels:



"d1_canals.general_dripping_tunnel"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/water/drip_loop1.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		// "position"	"0"
		"volume"	"1.0"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"0.7"
	}
		
}

"d1_canals.general_windy_tunnel"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.4"
		"wave"		"ambient/levels/canals/tunnel_wind_loop1.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}
}

// canal tunnel with water, but no 'shore' sounds
// position 0 - drips
// position 1 - critters

"d1_canals.general_watery_tunnel"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/levels/canals/waterleak_loop1.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		"position"	"0"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"position"	"1"
		"volume"	"1.0"
	}
}

// canal tunnel with water, with 'shore' sounds
// position 0 - drips
// position 1 - critters

"d1_canals.general_watery_tunnel_shore"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.general_watery_tunnel"
		"volume"	"0.8"
	}
	
}


// red barn - headcrab canister at position 0

"d1_canals.redbarn_ambience"
{
	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.2,0.45"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/materials/wood_creak1.wav"
			"wave"	"ambient/materials/wood_creak2.wav"
			"wave"	"ambient/materials/wood_creak3.wav"
			"wave"	"ambient/materials/wood_creak4.wav"
			"wave"	"ambient/materials/wood_creak5.wav"
			"wave"	"ambient/materials/wood_creak6.wav"
			"wave"	"ambient/wind/wind_snippet1.wav"
			"wave"	"ambient/wind/wind_snippet2.wav"
		}
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_windgusts"
		"volume" "1.0"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_birds"
		"volume" "0.25"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.5"
		"positionoverride"	"0"
	}

	"playsoundscape"
	{
		"name"	"canals_river_calm"
		"volume" "0.38"
	}

}

// position 0 is manhack 'charge station' ambience

"d1_canals.floodgate_base_ambience"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.25"
		"wave"		"ambient/levels/canals/generator_ambience_loop1.wav"
		"pitch"		"100"
	}

	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/atmosphere/cargo_hold2.wav"
		"pitch"		"100"
	}

	// manhack dispenser ambience - position 0

	"playlooping"
	{
		"volume"	"0.6"
		"soundlevel" "SNDLVL_80dB"
		"position"	"0"
		"wave"		"ambient/levels/canals/manhack_machine_loop1.wav"
		"pitch"		"100"
	}

	// position 1 is combine computer terminal
	"playsoundscape"
	{
		"name"	"combine.computer"
		"volume"	"0.8"
		"positionoverride"	"1"
	}

}

"d1_canals.floodgate_machineroom"
{
	"playlooping"
	{
		"volume"	"0.4"
		"wave"		"ambient/wind/wasteland_wind.wav"
		"pitch"		"100"
	}

	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/atmosphere/cargo_hold1.wav"
		"pitch"		"100"
	}
}

"d1_canals.shore_and_reeds"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.8"
	}

}



"d1_canals.spooky_infested_pipe"
{
	"dsp"	"1"

	"playrandom"
	{
		"time"		"7, 16"
		"volume"	"0.2,0.3"
		"pitch"		"80,90"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"
		"rndwave"
		{
			"wave"	"ambient/wind/wind_moan1.wav"
			"wave"	"ambient/wind/wind_moan2.wav"
			"wave"	"ambient/wind/wind_snippet1.wav"
			"wave"	"ambient/wind/wind_snippet2.wav"
			"wave"	"ambient/wind/wind_moan4.wav"
			"wave"	"ambient/levels/canals/critter6.wav"
			"wave"	"ambient/atmosphere/hole_hit1.wav"
			"wave"	"ambient/atmosphere/hole_hit5.wav"
		}
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		// "position"	"0"
		"volume"	"0.7"
	}

}



"d1_canals.water_tunnel_with_frogs"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/levels/canals/swamp_stereo_frogs_loop1.wav"
		"pitch"		"100"
	}


	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/levels/canals/water_rivulet_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}


}



// windchimes at position 0

"d1_canals.windchimes_and_wind"
{
	"playlooping"
	{
		"volume"	"0.15"
		"wave"		"ambient/levels/canals/windmill_wind_loop1.wav"
		"pitch"		"100"
	}

	"playrandom"
	{
		"volume"	"0.2,0.4"
		"pitch"		"100"
		"time"		"3.0, 8.0"
		"soundlevel" "SNDLVL_80dB"
		"position"	"0"
		"rndwave"
		{
			"wave"	"ambient/levels/canals/windchine1.wav"
			"wave"	"ambient/levels/canals/windchime2.wav"
			//"wave"	"ambient/levels/canals/windchime3.wav"
			"wave"	"ambient/levels/canals/windchime4.wav"
			"wave"	"ambient/levels/canals/windchime5.wav"
			//"wave"	"ambient/levels/canals/windchime6.wav"
			//"wave"	"ambient/levels/canals/windchime7.wav"
			//"wave"	"ambient/levels/canals/windchime8.wav"
		}
	}

	"playsoundscape"
	{
		"name" "d1_canals.util_birds"
		"volume" "0.2"
	}
}


//-----------------------------------------------------------------------------
// All slime tunnels throughout the canals
//-----------------------------------------------------------------------------
"canals_slime_outside"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"0"
		"volume"	"1.0"
	}
}

"canals_slime_tunnel"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}

	// This is a burbling slime sound
	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"0"
		"volume"	"1.0"
	}
}


//-----------------------------------------------------------------------------
// Tunnels throughout the canals
//-----------------------------------------------------------------------------

// A dry tunnel, which has no water or slime
"canals_tunnel_dry"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/sewer_air1.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}

}

// A wet tunnel, which has water
"canals_tunnel_wet"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.general_watery_tunnel"
		"volume"	"1.0"
	}
}


//-----------------------------------------------------------------------------
// Generic outdoor area surrounded by concrete
//-----------------------------------------------------------------------------

// This version is where there's no water nearby
"canals_canal_nowater"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name" "d1_canals.util_birds"
		"volume" "0.3"
	}

	"playsoundscape"
	{
		"name" "d1_canals.util_windgusts"
		"volume" "0.4"
	}

}

// This version is where there's water through the canal
"canals_canal_water"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.8"
	}

	"playsoundscape"
	{
		"name" "d1_canals.util_birds"
		"volume" "0.3"
	}

	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.4"
	}
}

// This version is where there's water through the canal in an industrial area
"canals_canal_water_industrial"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.8"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_industrial"
		"volume"	"0.5"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.4"
	}
}


//-----------------------------------------------------------------------------
// Generic outdoor river area
//-----------------------------------------------------------------------------
"canals_river"
{
	// This is the sound of the reservoir, audible after the chopper is destroyed.

	"dsp"	"1"

	// Ambient sound of the river
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"0.3"
	}

	
	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.3"
	}
}

//-----------------------------------------------------------------------------
// Generic outdoor river area with frogs and critters
//-----------------------------------------------------------------------------
"canals_river_calm"
{
	// This is the sound of the calm river sections after the shanty

	"dsp"	"1"

	// Ambient sound of the river
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"0.3"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.5"
	}
	"playlooping"
	{
		"volume"	"0.1"
		"wave"		"ambient/levels/canals/swamp_frogs_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}
}

//-----------------------------------------------------------------------------
// d1_canals_05
//-----------------------------------------------------------------------------

// d1_canals_05 -- This is for the tunnel right before the shanty area.

"d1_canals_05_shanty_approach"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}

	// This is a burbling slime sound
	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"0"
		"volume"	"1.0"
	}
	
	// This is a burbling slime sound
	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"1"
		"volume"	"1.0"
	}
}

// d1_canals_05 -- This is for the shanty area.
// canisters at positions 2,3,4,5,6

"d1_canals_05_shanty"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}


	// This is for the toxic slime at the zombie intro.

	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"0"
		"volume"	"0.3"
	}

	// This is for the toxic slime at the end of the shanty.

	"playsoundscape"
	{
		"name"		"d1_canals.util_toxic_slime"
		"position"	"1"
		"volume"	"0.3"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.7"
		"positionoverride"	"2"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.7"
		"positionoverride"	"3"
	}

	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.7"
		"positionoverride"	"4"
	}
	
	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.7"
		"positionoverride"	"5"
	}
	"playsoundscape"
	{
		"name"	"d1_canals.util_headcrab_canister"
		"volume" "0.7"
		"positionoverride"	"6"
	}
}


//-----------------------------------------------------------------------------
// d1_canals_07, 2nd helicopter bombing level
//-----------------------------------------------------------------------------
// This is the tunnel you're in right before the reservoir
"d1_canals_07_entry_tunnel"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}

	// This is a dripping noise somewhere inside the tunnel
	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		"position"	"0"
		"volume"	"0.4"
	}

	// This is a dripping noise somewhere inside the tunnel
	"playsoundscape"
	{
		"name"		"d1_canals.util_drips"
		"positionoverride"	"1"
		"volume"	"0.2"
	}

	
	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}
}

//-----------------------------------------------------------------------------
// d1_canals_07a, final helicopter bombing run
//-----------------------------------------------------------------------------
"d1_canals_07a_warehouse"
{
	// The ambient sounds of the warehouse
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"soundlevel" "SNDLVL_90dB"
		"wave"		"ambient/atmosphere/ambience_base.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.1,0.3"
		"pitch"		"95,105"
		"position"	"random"
		"soundlevel"	"SNDLVL_140db"

		"rndwave"
		{
			"wave"	"ambient/materials/wood_creak1.wav"
			"wave"	"ambient/materials/wood_creak2.wav"
			"wave"	"ambient/materials/wood_creak3.wav"
			"wave"	"ambient/materials/wood_creak4.wav"
			"wave"	"ambient/materials/wood_creak5.wav"
			"wave"	"ambient/materials/wood_creak6.wav"
		}
	}

}


//-----------------------------------------------------------------------------
// d1_canals_08a
//-----------------------------------------------------------------------------

// d1_canals_08a, This is right inside the gun scene tunnel entrance.
"d1_canals_08a_gun_tunnel_entrance"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}

	"playlooping"
	{
		"volume"	"0.05"
		"wave"		"ambient/levels/canals/water_rivulet_loop2.wav"
		"pitch"		"100"
	}	
	
}

// d1_canals_08a, The outdoor area where the ramp puzzle is.
"d1_canals_08a_puzzle_arena"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"1.0"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.3"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"0.1"
	}
}

// d1_canals_08a, The gun scene tunnel area.  
"d1_canals_08a_gun_scene"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.2"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}

	"playlooping"
	{
		"volume"	"0.05"
		"pitch"		"100"
		"wave"		"ambient/levels/canals/waterleak_loop1.wav"
	}

	// This is a dripping noise somewhere inside the tunnel
	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		"position"	"0"
		"volume"	"0.4"
	}

	// This is a dripping noise somewhere inside the tunnel
	"playsoundscape"
	{
		"name"		"d1_canals.util_drips"
		"position"	"1"
		"volume"	"0.2"
	}
}

// d1_canals_08a, The gun scene exit tunnel, triggered right before the helicopter shows up.  Copied from canals_tunnel_wet -JL
"d1_canals_08a_tunnel_exit"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}

}



//-----------------------------------------------------------------------------
// d1_canals_06a, second gun map
//-----------------------------------------------------------------------------
// This version is where there's water through the canal w/ creaking wood nearby
// position 0 - creaking wood
// position 1 - creaking wood
"canals_canal_water_creaking_wood"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.8"
	}

	"playsoundscape"
	{
		"name" "d1_canals.util_birds"
		"volume" "0.3"
	}

	
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.4"
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.1,0.35"
		"pitch"		"95,105"
		"position"		"0"

		"rndwave"
		{
			"wave"	"ambient/materials/wood_creak1.wav"
			"wave"	"ambient/materials/wood_creak2.wav"
			"wave"	"ambient/materials/wood_creak3.wav"
			"wave"	"ambient/materials/wood_creak4.wav"
			"wave"	"ambient/materials/wood_creak5.wav"
			"wave"	"ambient/materials/wood_creak6.wav"
		}
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.1,0.35"
		"pitch"		"95,105"
		"position"		"1"

		"rndwave"
		{
			"wave"	"ambient/materials/wood_creak1.wav"
			"wave"	"ambient/materials/wood_creak2.wav"
			"wave"	"ambient/materials/wood_creak3.wav"
			"wave"	"ambient/materials/wood_creak4.wav"
			"wave"	"ambient/materials/wood_creak5.wav"
			"wave"	"ambient/materials/wood_creak6.wav"
		}
	}
}

"canals_canal_water_creaking_metal"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.8"
	}

	"playsoundscape"
	{
		"name" "d1_canals.util_birds"
		"volume" "0.3"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"0.4"
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.1,0.35"
		"pitch"		"95,105"
		"position"		"0"

		"rndwave"
		{
			"wave"	"ambient/materials/metal_stress2.wav"
			"wave"	"ambient/materials/metal_stress4.wav"
			"wave"	"ambient/materials/metal_stress5.wav"
		}
	}

	"playrandom"
	{
		"time"		"9,16"
		"volume"	"0.1,0.35"
		"pitch"		"95,105"
		"position"		"1"

		"rndwave"
		{
			"wave"	"ambient/materials/metal_stress2.wav"
			"wave"	"ambient/materials/metal_stress4.wav"
			"wave"	"ambient/materials/metal_stress5.wav"
		}
	}
}


//-----------------------------------------------------------------------------
// d1_canals_08, final helicopter battle
//-----------------------------------------------------------------------------

// This is the tunnel you're in right before the reservoir
"d1_canals_08_entry_tunnel"
{
	"dsp"	"1"

	// This is the sound of the tunnel
	"playlooping"
	{
		"volume"	"0.3"
		"pitch"		"100"
		"wave"		"ambient/atmosphere/ambience5.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_tunnel_windgusts"
		"volume"	"1.0"
	}

	// This is a dripping noise somewhere inside the tunnel
	"playsoundscape"
	{
		"name"		"d1_canals.util_fardrips"
		"positionoverride"	"0"
		"volume"	"1.0"
	}

	// This is the sound of a helicopter outside the tunnel to foreshadow the chopper battle
	"playrandom"
	{
		"time"		"15,25"
		"volume"	"0.2,0.8"
		"pitch"		"100"
		"position"	"2"

		"rndwave"
		{
			"wave"	"ambient/machines/heli_pass1.wav"
		}
	}
}

// This is the reservoir where the battle with the helicopter happens
"d1_canals_08_reservoir"
{
	"dsp"	"1"

	// Ambient sound of the reservoir
	
	// This is the sound of the dam itself
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"soundlevel" "SNDLVL_100dB"
		"position"	"1"
		"wave"		")ambient/levels/canals/dam_water_loop2.wav"
	}
	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_birds"
		"volume"	"0.3"
	}
	
	"playsoundscape"
	{
		"name"		"d1_canals.util_shoreline"
		"volume"	"0.5"
	}
	"playlooping"
	{
		"volume"	"0.05"
		"wave"		"ambient/levels/canals/swamp_frogs_loop2.wav"
		"pitch"		"100"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_critters"
		"volume"	"1.0"
	}
}

// This is over the island that the base is on (also necessary to cause us to
// switch away from the base_interior soundscape when we leave the base)
// You could make new sounds here (target0 still represents the dam), or leave it
"d1_canals_08_island"
{
	"playsoundscape"	
	{
		"name"		"d1_canals_08_reservoir"
		"volume"	"1.0"
	}

	// This is the sound of the dam itself
	"playlooping"
	{
		"volume"	"0.7"
		"pitch"		"100"
		"soundlevel" "SNDLVL_100dB"
		"position"	"0"
		"wave"		")ambient/levels/canals/dam_water_loop2.wav"
	}

	"playsoundscape"
	{
		"name"		"d1_canals.util_windgusts"
		"volume"	"1.0"
	}
}

// This is the interior of the base on the island
"d1_canals_08_base_interior"
{
	// The ambient sounds of the base
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/atmosphere/ambience_base.wav"
	}

	// position 0 is combine computer

	// position 1 is combine computer terminal
	"playsoundscape"
	{
		"name"	"combine.computer"
		"volume"	"0.9"
		"position"	"1"
	}

}