// DSP Effects

// 0 : "Normal (off)"

// 1 : "Generic"		no echo

// 2 : "Metal Small"  	no echo

// 3 : "Metal Medium" 	slight metallic echo

// 4 : "Metal Large" 	noticable metallic echo like garage, use for tunnels and sewers

// 5 : "Tunnel Small"	no echo

// 6 : "Tunnel Medium"	no echo, not noticable

// 7 : "Tunnel Large"	noticable, but smaller than metal large 

// 8 : "Chamber Small"	no echo

// 9 : "Chamber Medium"	no echo

// 10: "Chamber Large"	no echo

// 11: "Bright Small"	barely noticable

// 12: "Bright Medium"	barely noticable

// 13: "Bright Large"	still barely noticable

// 14: "Water 1"		no echo	

// 15: "Water 2"		no echo	

// 16: "Water 3"		faint echo, long

// 17: "Concrete Small"	no echo

// 18: "Concrete Medium"	no echo

// 19: "Concrete Large"	no echo

// 20: "Big 1"		strong close succession, city 

// 21: "Big 2"		strong farther succession, bigger distance, open fields

// 22: "Big 3"		strong even farther succession, canyon sounding, mountains

// 23: "Cavern Small"	no echo

// 24: "Cavern Medium"	slight echo

// 25: "Cavern Large"	medium echo, does not trail off quickly

// 26: "Weirdo 1"		like Big 2, use big 2

// 27: "Weirdo 2"		like Big 2, use big 2

// 28: "Weirdo 3"		like Big 2, use big 2



//	ATTN_NONE		0.0f	

//	ATTN_NORM		0.8f	75dB

//	ATTN_IDLE		2.0f	60dB

//	ATTN_STATIC		1.25f	66dB

//	ATTN_RICOCHET	1.5f	65dB

//	ATTN_GUNFIRE	0.27f	140dB



//	SNDLVL_50dB		= 50,	// 3.9

//	SNDLVL_55dB		= 55,	// 3.0

//	SNDLVL_IDLE		= 60,	// 2.0

//	SNDLVL_TALKING	= 60,	// 2.0

//	SNDLVL_60dB		= 60,	// 2.0

//	SNDLVL_65dB		= 65,	// 1.5

//	SNDLVL_STATIC	= 66,	// 1.25

//	SNDLVL_70dB		= 70,	// 1.0

//	SNDLVL_NORM		= 75,

//	SNDLVL_75dB		= 75,	// 0.8

//	SNDLVL_80dB		= 80,	// 0.7

//	SNDLVL_85dB		= 85,	// 0.6

//	SNDLVL_90dB		= 90,	// 0.5

//	SNDLVL_95dB		= 95,

//	SNDLVL_100dB	= 100,	// 0.4

//	SNDLVL_105dB	= 105,

//	SNDLVL_120dB	= 120,

//	SNDLVL_130dB	= 130,

//	SNDLVL_GUNFIRE	= 140,	// 0.27

//	SNDLVL_140dB	= 140,	// 0.2

//	SNDLVL_150dB	= 150,	// 0.2





"wn71.ocean"

{

	"dsp"	"22"

		

	"playlooping"

	{

		"volume"		"1"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/ocean_1.wav"

	}



	"playlooping"

	{

		"volume"		".6"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/beach_battle_1.mp3"

	}



	"playrandom"

	{

		"time"		"5,20"

		"volume"		".6"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

		}

	

	}

}





"wn71.beach"

{

	"dsp"	"22"



	"playlooping"

	{

		"volume"		".8"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/beach_battle_1.mp3"

	}

	

	"playrandom"

	{

		"time"		"3,15"

		"volume"		".6"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

			"wave"		"player/american/us_medic.wav"

			"wave"		"player/american/us_needammo.wav"

			"wave"		"player/american/us_sniper.wav"

			"wave"		"player/american/us_sticktogether.wav"

			"wave"		"player/american/us_takecover.wav"

			"wave"		"player/american/us_coveringfire.wav"

			"wave"		"player/american/us_enemyahead.wav"

			"wave"		"player/american/us_mgahead.wav"

		

		}



	}



}





"wn71.beachhead"

{

	"dsp"	"22"



	"playlooping"

	{

		"volume"		".6"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/beach_battle_1.mp3"

	}

	

	"playrandom"

	{

		"time"		"3,15"

		"volume"		".5"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

			"wave"		"player/german/ger_medic.wav"

			"wave"		"player/german/ger_needammo.wav"

			"wave"		"player/german/ger_sniper.wav"

			"wave"		"player/german/ger_sticktogether.wav"

			"wave"		"player/german/ger_takecover.wav"

			"wave"		"player/german/ger_coveringfire.wav"

			"wave"		"player/german/ger_enemyahead.wav"

		}

		

	}



}



"wn71.beyondbluffs"

{

	"dsp"	"21"



	"playlooping"

	{

		"volume"		".8"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/battle_3.wav"

	}

	

	"playrandom"

	{

		"time"		"3,15"

		"volume"		".5"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

			"wave"		"player/american/us_medic.wav"

			"wave"		"player/american/us_needammo.wav"

			"wave"		"player/american/us_sniper.wav"

			"wave"		"player/american/us_sticktogether.wav"

			"wave"		"player/american/us_takecover.wav"

			"wave"		"player/american/us_coveringfire.wav"

			"wave"		"player/american/us_enemyahead.wav"

			"wave"		"player/american/us_mgahead.wav"

			"wave"		"player/german/ger_medic.wav"

			"wave"		"player/german/ger_needammo.wav"

			"wave"		"player/german/ger_sniper.wav"

			"wave"		"player/german/ger_sticktogether.wav"

			"wave"		"player/german/ger_takecover.wav"

			"wave"		"player/german/ger_coveringfire.wav"

			"wave"		"player/german/ger_enemyahead.wav"

		}

		

	}



}





"wn71.bunkershallow"

{

	"dsp"	"18"



	"playlooping"

	{

		"volume"		".8"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/bunker_interior_1.mp3"

		"wave"		"wicked_custom/Ambient/beach_battle_1_interior.mp3"

	}

	

	"playrandom"

	{

		"time"		"3,15"

		"volume"		".3"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

		}

		



	}



}





"wn71.bunkerdeep"

{

	"dsp"	"6"



	"playlooping"

	{

		"volume"		".8"

		"pitch"		"100"

		"wave"		"wicked_custom/Ambient/bunker_interior_1.mp3"

		"wave"		"wicked_custom/Ambient/beach_battle_interior_2.mp3"

	}

	

	"playrandom"

	{

		"time"		"3,15"

		"volume"		".1"

		"pitch"		"100"



		"rndwave"

		{

			"wave"		"ambient\explosions\exp1.wav"

			"wave"		"ambient\explosions\exp2.wav"

			"wave"		"ambient\explosions\exp3.wav"

			"wave"		"wicked_custom/Ambient/incomming_1.wav"

			"wave"		"wicked_custom/Ambient/plane_2.wav"

			"wave"		"wicked_custom/Ambient/plane_3.wav"

		}

		



	}



}