// 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


"Donner.MainAmbient"
{
	// old dsp 24
	"dsp"	"1"

	"playlooping"
	{
		"volume"		".4"
		"pitch"		"100"
		"wave"		"ambient/windlowandrustle.wav"
	}
		
	
	"playlooping"
	{
		"volume"		".5"
		"pitch"		"100"
		"wave"		"ambient/windcracksandsnaps.wav"
	}

	"playrandom"
	{
		"time"		"40, 50"
		"volume"	".75"
		"pitch"		"100"

		"rndwave"
		{
			"wave"		"ambient/thunder2.wav"
			"wave"		"ambient/thunder3.wav"
			"wave"		"ambient/thunder4.wav"
		}
	}
	
	"playrandom"
	{
		"time"		"15, 40"
		"volume"		".2"
		"pitch"		"100"
		"rndwave"
		{
			"wave"	"ambient/shutter4.wav"
			"wave"	"ambient/shutter5.wav"
			"wave"	"ambient/shutter6.wav"
		}
	}
}

"Donner.AlliedSpawnAmbient"
{
	// old dsp 24
	"dsp"	"1"

	"playlooping"
	{
		"volume"		".4"
		"pitch"		"100"
		"wave"		"ambient/windlowandrustle.wav"
	}
		
	
	"playlooping"
	{
		"volume"		".5"
		"pitch"		"100"
		"wave"		"ambient/windcracksandsnaps.wav"
	}

	"playrandom"
	{
		"time"		"40, 50"
		"volume"	".75"
		"pitch"		"100"

		"rndwave"
		{
			"wave"		"ambient/thunder2.wav"
			"wave"		"ambient/thunder3.wav"
			"wave"		"ambient/thunder4.wav"

		}
	}
	
	"playrandom"
	{
		"time"		"15, 40"
		"volume"		".2"
		"pitch"		"100"
		"rndwave"
		{
			"wave"	"ambient/shutter4.wav"
			"wave"	"ambient/shutter5.wav"
			"wave"	"ambient/shutter6.wav"
		}
	}
}

"Donner.AxisSpawnAmbient"
{
	// old dsp 24
	"dsp"	"1"

	"playlooping"
	{
		"volume"		".4"
		"pitch"		"100"
		"wave"		"ambient/windlowandrustle.wav"
	}
		
	
	"playlooping"
	{
		"volume"		".5"
		"pitch"		"100"
		"wave"		"ambient/windcracksandsnaps.wav"
	}

	"playrandom"
	{
		"time"		"40, 50"
		"volume"	".75"
		"pitch"		"100"

		"rndwave"
		{
			"wave"		"ambient/thunder2.wav"
			"wave"		"ambient/thunder3.wav"
			"wave"		"ambient/thunder4.wav"
		}
	}
	
	"playrandom"
	{
		"time"		"15, 40"
		"volume"		".2"
		"pitch"		"100"
		"rndwave"
		{
			"wave"	"ambient/shutter4.wav"
			"wave"	"ambient/shutter5.wav"
			"wave"	"ambient/shutter6.wav"
		}
	}
}
