"CTF.RedTaken"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/bluehas.wav"
}

"CTF.RedScore"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/redscore.wav"
}

"CTF.RedDropped"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/bluedrop.wav"
}

"CTF.BlueTaken"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/redhas.wav"
}

"CTF.BlueDropped"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/reddrop.wav"
}

"CTF.BlueScore"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/bluescore.wav"
}

"CTF.RedReturn"
{
	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/redreturn.wav"
}

"CTF.BlueReturn"
{

	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/bluereturn.wav"
}               

"CTF.BlueWins"
{

	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/bluewin.wav"
}                      

"CTF.RedWins"
{

	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/redwin.wav"
}

"CTF.Draw"
{

	"channel"	"CHAN_AUTO"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"

	"wave" "ctf/draw.wav"
}


"SourceForts.Build"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"
	"wave"	"ctf/build.wav"
}

"SourceForts.Fight"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"
	"wave"	"ctf/fight.wav"
}

"SourceForts.Repair"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"
	"wave"	"weapons/gauss/chargeloop.wav"
}

"SourceForts.Freeze"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"VOL_NORM"
	"pitch"		"PITCH_NORM"
	"soundlevel"	"SNDLVL_NORM"
	"wave"	"ambient/energy/electric_loop.wav"
}