#include "script_sound_music_and_stories.ltx"
#include "script_sound_zaton.ltx"
#include "script_sound_jupiter.ltx"
#include "script_sound_pripyat.ltx"
#include "script_sound_underpass.ltx"
[list]: list_music_and_stories, list_script_sound_zaton, list_script_sound_jupiter, list_script_sound_pripyat, list_script_sound_underpass
bloodsucker_growl
bloodsucker_hit
bloodsucker_swarm
boar_swarm
boar_swamp_runaway
state
wait

trader_door_open_start
trader_door_close_start
trader_door_close_stop
trader_door_locked
trader_door_unlock
wood_small_open
wood_small_close_start
wood_small_close_stop
wood_large_open
wood_large_close_start
wood_large_close_stop
metal_small_open
metal_small_close_start
metal_small_close_stop
power_switch

pda_alarm
pda_news
pda_tips
pda_task

heli_damaged
heli_down
heli_hit

patrol_sneak
patrol_run
patrol_walk
fight_attack
post_combat_wait
post_combat_wait_long
post_combat_relax
alarm

meet_hello
meet_hide_weapon
meet_use_no_default
meet_use_no_fight
meet_use_no_weapon
meet_use_no_talk_leader

corpse_loot_begin
corpse_loot_good
corpse_loot_bad

help_thanks
help_heavy

surge_earthquake_sound_looped
surge_earthquake_sound
blowout_begin
blowout_rumble
blowout_hit_1
blowout_hit_2
blowout_hit_3
blowout_wave_1
blowout_wave_2
blowout_wave_3

blowout_particle_wave_looped

fallout_acid_rain

shooting_target_up
shooting_target_down
shooting_target_hit

steam_blowout

wounded_medkit

radio_call


[surge_earthquake_sound_looped]
type = looped
path = ambient\earthquake

[surge_earthquake_sound]
type = 3d
path = ambient\earthquake

[blowout_begin]
type = 3d
path = ambient\blowout\blowout_begin

[blowout_rumble]
type = looped
path = ambient\blowout\blowout_rumble

[blowout_hit_1]
type = 3d
path = ambient\blowout\blowout_impact

[blowout_hit_2]
type = 3d
path = ambient\blowout\blowout_impact_02

[blowout_hit_3]
type = 3d
path = ambient\blowout\blowout_outro

[blowout_wave_1]
type = 3d
path = ambient\blowout\blowout_wave_01

[blowout_wave_2]
type = 3d
path = ambient\blowout\blowout_wave_04

[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3

[blowout_particle_wave_looped]
type = looped
path = ambient\blowout\blowout_particle_wave

[fallout_acid_rain]
type = looped
path = anomaly\acid_rain

[state]
type = npc
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true

[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd

;************************************************************
;Универсальная озвучка встречи
;************************************************************
[wait]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100

;************************************************************
;Болотная тварь и кустарниковый кабан
;************************************************************

[bloodsucker_swarm]
type = 3d
path = monsters\bloodsucker\swamp_run_
shuffle = rnd
idle = 1,1,100

[boar_swarm]
type = 3d
path = monsters\boar\boar_swamp_run_
shuffle = rnd
idle = 0,0,100

[boar_swamp_runaway]
type = 3d
path = monsters\boar\boar_swamp_runaway_
shuffle = rnd
idle = 0,0,100

[bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\attack_hit_
shuffle = rnd
idle = 0,0,100

[bloodsucker_hit]
type = 3d
path = monsters\bloodsucker\heavy_hit_
shuffle = rnd
idle = 0,0,100



;************************************************************
; Alife
;************************************************************

[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\sneak_
shuffle = rnd
idle = 1,1,100

[patrol_run]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\run_
shuffle = rnd
idle = 1,1,100

[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\walk_
shuffle = rnd
idle = 1,1,100

[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
shuffle = rnd
idle = 1,1,100
is_combat_sound = true



[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 3,5,100

[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 7,10,100

[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 1,1,100


;***************************************************************
; Звуки дверей
;***************************************************************
[pl_test]
type = npc
npc_prefix = true
path = fight\attack\attack_
shuffle = rnd
idle = 1,1,100

[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100

[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100

[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100

[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100

[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100

[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100

[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100

[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100

[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100

[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100

[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100

[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100

[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100

[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100

[power_switch]
type = 3d
path = device\power_switch
shuffle = rnd
idle = 1,1,100

;***************************************************************
; звуки настольной рации
;***************************************************************
[radio_call]
type = 3d
path = device\radio_call
shuffle = rnd
idle = 0,0,100


;***************************************************************
; Озвучка ПДА
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100

[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100

[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100

[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100

;***************************************************************
; Озвучка Вертиберда
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100

[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100

[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40



;***************************************************************
; ОСНОВНЫЕ ТЕМЫ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100


[meet_hello]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hello_
shuffle = rnd
idle = 2,2,100

[meet_hide_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hide_weapon_
shuffle = rnd
idle = 5,7,100

[meet_use_no_default]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_default_
shuffle = rnd
idle = 1,1,100

[meet_use_no_fight]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_fight_
shuffle = rnd
idle = 2,2,100

[meet_use_no_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_weapon_
shuffle = rnd
idle = 5,7,100

[meet_use_no_talk_leader]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 5,7,100


[corpse_loot_begin]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_begin_
shuffle = rnd
idle = 10,11,100

[corpse_loot_good]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_good_
shuffle = rnd
idle = 10,11,100

[corpse_loot_bad]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_bad_
shuffle = rnd
idle = 10,11,100

[help_heavy]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = help\wounded_heavy\help_
shuffle = rnd
idle = 4,8,100

[help_thanks]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer
npc_prefix = true
path = help\wounded_thanx\thanx_
shuffle = rnd
idle = 1,1,100

[wounded_medkit]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer, monolith
npc_prefix = true
path = help\wounded\medkit_
shuffle = rnd
idle = 1,1,100

;***************************************************************
; ТЕМЫ ДЛЯ ТИРА
;***************************************************************
[shooting_target_up]
type = 3d
path = ambient\special\target_up
shuffle = rnd
idle = 0,0,100

[shooting_target_down]
type = 3d
path = ambient\special\target_down
shuffle = rnd
idle = 0,0,100

[shooting_target_hit]
type = 3d
path = ambient\special\target_hit_
shuffle = rnd
idle = 0,0,100

[steam_blowout]
type = 3d
path = anomaly\steam_blowout
shuffle = rnd
idle = 0,0,100
