// cs_militia soundscapes
// Author: Michael Booth, Turtle Rock Studios, Inc., Januray 2006


//------------------------------------------------------------------------------------------
//
// Generic outdoors ambience
//
"militia.Outside"
{
	// underlying area "tone"
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"		"ambient/nature/woodland_ambient_1.wav"
	}

	"playrandom"
	{
		"time"			"30,60"
		"pitch"			"90,100"
		"volume"		"0.7"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/nature/wind_leaves_mild_gust_1.wav"
		}
	}
}

"militia.OutsideOnRoof"
{
	// underlying area "tone"
	"playlooping"
	{
		"volume"	"0.9"
		"pitch"		"100"
		"wave"		"ambient/nature/woodland_ambient_1.wav"
	}

	"playrandom"
	{
		"time"			"10,20"
		"pitch"			"90,100"
		"volume"		"0.4"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/wind/wind_gust_2.wav"
			"wave"	"ambient/wind/wind_gust_8.wav"
			"wave"	"ambient/wind/wind_gust_10.wav"
		}
	}

	"playrandom"
	{
		"time"			"10,20"
		"pitch"			"90,100"
		"volume"		"0.2"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/misc/wood1.wav"
			"wave"	"ambient/misc/wood2.wav"
			"wave"	"ambient/misc/wood3.wav"
			"wave"	"ambient/misc/wood5.wav"
			"wave"	"ambient/misc/wood6.wav"
		}
	}
}



//------------------------------------------------------------------------------------------
//
// Inside the underground tunnel
//
"militia.TunnelTone"
{
	// underlying area "tone"
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/tones/tunnel_wind_loop.wav"
	}
}


//------------------------------------------------------------------------------------------
//
// Generic indoors ambience
//
"militia.Inside"
{
	// underlying area "tone"
	"playlooping"
	{
		"volume"	"1"
		"pitch"		"100"
		"wave"		"ambient/wind/dry_air_short_indoors.wav"
	}

	"playrandom"
	{
		"time"			"10,20"
		"pitch"			"90,100"
		"volume"		"0.3"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/misc/wood1.wav"
			"wave"	"ambient/misc/wood2.wav"
			"wave"	"ambient/misc/wood3.wav"
			"wave"	"ambient/misc/wood5.wav"
			"wave"	"ambient/misc/wood6.wav"
		}
	}
}


//------------------------------------------------------------------------------------------
//
// Bare lightbulb hum - used for all lightbulbs in the map
//
"militia.LightbulbHum"
{
	"playlooping"
	{
		"position"		"0"	
		"pitch"			"100"
		"volume"		"0.7"
		"soundlevel"  	"SNDLVL_45dB"

		"wave"	"ambient/machines/power_transformer_loop_1.wav"
	}
}


//------------------------------------------------------------------------------------------
//
// Florescent light hum 
//
"militia.FluorescentLightHum"
{
	"playlooping"
	{
		"position"		"0"	
		"pitch"			"100"
		"volume"		"0.2"
		"soundlevel"  	"SNDLVL_50dB"

		"wave"	"ambient/machines/fluorescent_hum_1.wav"
	}
}


//------------------------------------------------------------------------------------------
//
// Florescent light hum (2nd version because cant play 2 identical at same time)
//
"militia.FluorescentLightHum2"
{
	"playlooping"
	{
		"position"		"0"	
		"pitch"			"100"
		"volume"		"0.2"
		"soundlevel"  	"SNDLVL_50dB"

		"wave"	"ambient/machines/fluorescent_hum_2.wav"
	}
}


//------------------------------------------------------------------------------------------
//
// Refrigerator hum - used for all refrigerators in the map
//
"militia.RefrigeratorHum"
{
	"playrandom"
	{
		"position"		"0"
		"pitch"			"100"
		"volume"		"0.6"
		"time"			"40,40"
		"soundlevel" 	"SNDLVL_65dB"

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


//------------------------------------------------------------------------------------------
//
// Squeaky ceiling fan
//
"militia.CeilingFan"
{
	"playrandom"
	{
		"time"			"2,2"
		"pitch"			"100,100"
		"volume"		"0.4"
		"soundlevel"  	"SNDLVL_60dB"

		"rndwave"
		{
			"wave"	"ambient/machines/squeak_2.wav"
			"wave"	"ambient/machines/squeak_3.wav"
			"wave"	"ambient/machines/squeak_4.wav"
			"wave"	"ambient/machines/squeak_5.wav"
			"wave"	"ambient/machines/squeak_6.wav"
			"wave"	"ambient/machines/squeak_8.wav"
		}
	}
	"playlooping"
	{
		"pitch"			"100"
		"volume"		"0.15"
		"soundlevel"  	"SNDLVL_60dB"

		"wave"			"ambient/machines/electrical_hum_2.wav"
	}
}


//------------------------------------------------------------------------------------------
//
// A chirping cricket
//
"militia.Cricket"
{
	"playrandom"
	{
		"time"			"0.8,1.0"
		"pitch"			"98,102"
		"volume"		"0.7"
		"soundlevel"  	"SNDLVL_55dB"

		"rndwave"
		{
			"wave"		"ambient/animal/cricket_chirp_1.wav"
		}
	}
}


//------------------------------------------------------------------------------------------
//
// A burrowing/scratching rodent
//
"militia.Rodent"
{
	"playrandom"
	{
		"time"			"3,15"
		"pitch"			"95,102"
		"volume"		"0.7"
		"soundlevel"  	"SNDLVL_55dB"

		"rndwave"
		{
			"wave"		"ambient/animal/rodent_scratch_1.wav"
			"wave"		"ambient/animal/rodent_scratch_short_1.wav"
			"wave"		"ambient/animal/rodent_scratch_short_2.wav"
			"wave"		"ambient/animal/rodent_scratch_short_3.wav"
		}
	}
}


//------------------------------------------------------------------------------------------
//
// Birdsong
//
"militia.Birds"
{
	"playrandom"
	{
		"time"			"6,20"
		"pitch"			"85,105"
		"volume"		"0.5"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/animal/bird1.wav"
			"wave"	"ambient/animal/bird2.wav"
			"wave"	"ambient/animal/bird3.wav"
			"wave"	"ambient/animal/bird4.wav"
			"wave"	"ambient/animal/bird5.wav"
			"wave"	"ambient/animal/bird6.wav"
			"wave"	"ambient/animal/bird7.wav"
			"wave"	"ambient/animal/bird8.wav"
			"wave"	"ambient/animal/bird9.wav"
			"wave"	"ambient/animal/bird10.wav"
			"wave"	"ambient/animal/bird11.wav"
			"wave"	"ambient/animal/bird12.wav"
			"wave"	"ambient/animal/bird13.wav"
			"wave"	"ambient/animal/bird14.wav"
			"wave"	"ambient/animal/bird15.wav"
			"wave"	"ambient/animal/bird16.wav"
			"wave"	"ambient/animal/bird17.wav"
			"wave"	"ambient/animal/bird18.wav"
			"wave"	"ambient/animal/bird19.wav"
			"wave"	"ambient/animal/bird20.wav"
		}
	}
}


//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------
"militia.CTSpawn"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// 0: Inside front APC
	"playlooping"
	{
		"position"		"0"	
		"pitch"			"100"
		"volume"		"1.0"
		"soundlevel"  	"SNDLVL_75dB"
		"wave"			"ambient/machines/big_truck.wav"
	}
	"playrandom"
	{
		"position"		"0"	
		"time"			"4,7"
		"pitch"			"100,100"
		"volume"		"0.75"
		"soundlevel"  	"SNDLVL_70dB"

		"rndwave"
		{
			"wave"	"ambient/chatter/cb_radio_chatter_1.wav"
			"wave"	"ambient/chatter/cb_radio_chatter_2.wav"
			"wave"	"ambient/chatter/cb_radio_chatter_3.wav"
		}
	}

	// 1: Rear APC
	"playlooping"
	{
		"position"		"1"	
		"pitch"			"100"
		"volume"		"1.0"
		"soundlevel"  	"SNDLVL_75dB"
		"wave"			"ambient/machines/big_truck.wav"
	}

	// 2: In the trees
	"playsoundscape"
	{
		"positionoverride"	"2"	
		"name"				"militia.Birds"
	}
	"playrandom"
	{
		"position"		"2"	
		"time"			"10,30"
		"pitch"			"95,105"
		"volume"		"0.75"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/animal/crow_1.wav"
			"wave"	"ambient/animal/crow_2.wav"
		}
	}

	// 3: In the trees
	"playsoundscape"
	{
		"positionoverride"	"3"	
		"name"				"militia.Birds"
	}
	
	// 4: Dark corner in fern on other side of fence
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.Cricket"
	}
}


//------------------------------------------------------------------------------------------
"militia.CoveredBridge"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// 0: Under the bridge
	"playlooping"
	{
		"position"		"0"
		"volume"		"1"
		"pitch"			"100"
		"soundlevel"  	"SNDLVL_80dB"
		"wave"			"ambient/nature/Water_StreamLoop3.wav"
	}

	// 1: In the trees
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2: In the trees
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.Birds"
	}

	// 3: In the trees
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}

	// 4: In the water above the waterfall
	"playlooping"
	{
		"position"	"4"
		"volume"	"1"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_80dB"
		"wave"		"ambient/nature/Waterfall_MediumLoop05.wav"
	}

	// 5: In the trees
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Birds"
	}

	// 6: Dark corner against the silos
	"playsoundscape"
	{
		"positionoverride"	"6"
		"name"				"militia.Cricket"
	}
}


//------------------------------------------------------------------------------------------
"militia.CavePassage"
{
	"dsp"	"6"

	// area tone
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"		"ambient/wind/dry_air_short_tunnel.wav"
	}

	// 0: Spot in the ceiling
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Rodent"
	}

	// 1: APC sounds in the spawn
	"playlooping"
	{
		"position"		"1"	
		"pitch"			"100"
		"volume"		"1.0"
		"soundlevel"  	"SNDLVL_75dB"
		"wave"			"ambient/machines/big_truck.wav"
	}
	
	// 2: stream sounds
	"playlooping"
	{
		"position"	"2"
		"volume"	"1"
		"soundlevel"  	"SNDLVL_80dB"
		"pitch"		"100"
		"wave"		"ambient/nature/Water_StreamLoop3.wav"
	}
	
}


//------------------------------------------------------------------------------------------
"militia.Stream"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// area tone
	"playlooping"
	{
		"volume"	"0.6"
		"pitch"		"100"
		"wave"		"ambient/nature/Water_StreamLoop3.wav"
	}

	// 0: Where the waterfall hits the stream
	"playlooping"
	{
		"position"	"0"
		"volume"	"1"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_80dB"
		"wave"		"ambient/nature/Waterfall_MediumLoop05.wav"
	}

	// 1: In the cattails by the waterfall
	// TODO
		
	// 2: In the logs blocking the far end
	"playrandom"
	{
		"position"		"2"
		"time"			"3"
		"pitch"			"100"
		"volume"		"0.6"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/animal/frog_1.wav"
			"wave"	"ambient/animal/frog_2.wav"
			"wave"	"ambient/animal/frog_3.wav"
		}
	}
		
	// 3: Just inside the pipe entrance
	"playlooping"
	{
		"position"		"3"
		"pitch"			"100"
		"volume"		"1"
		"soundlevel" 	"SNDLVL_45dB"
		"wave"			"ambient/tones/tunnel_wind_loop.wav"
	}
	
	// 4: Top of the waterfall
	// TODO
	
	// 5: In the trees by the silos
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Birds"
	}

	// 6: In a dark corner against the silos	
	"playsoundscape"
	{
		"positionoverride"	"6"
		"name"				"militia.Cricket"
	}
}


//------------------------------------------------------------------------------------------
"militia.Tunnel1"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.TunnelTone"
	}

	// 0: Just outside the pipe (waterfall/stream sounds)
	"playlooping"
	{
		"position"	"0"
		"volume"	"1"
		"pitch"		"100"
		"wave"		"ambient/nature/Water_StreamLoop3.wav"
	}
	"playsoundscape"
	{
		"volume"					"0.5"
		"positionoverride"			"0"
		"ambientpositionoverride"	"0"
		"name"						"militia.Outside"
	}

	// 1: Behind locked gate, by the far corner
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Cricket"
	}

	// 2: Light fixture hum
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.LightbulbHum"
	}

	// 3: Light fixture hum
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.LightbulbHum"
	}
	
	// 4: Just above the ladder exit hole
	"playsoundscape"
	{
		"volume"					"0.5"
		"positionoverride"			"4"
		"ambientpositionoverride"	"4"
		"name"						"militia.Outside"
	}
}


//------------------------------------------------------------------------------------------
// from light fixture just past ladder up to silos to light fixture just BEFORE the ladder up to sideyard)
"militia.Tunnel2"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.TunnelTone"
	}

	// 0: Light fixture hum
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.LightbulbHum"
	}

	// 1: In the stream beyond the grate (water sounds)
	"playlooping"
	{
		"position"	"1"
		"volume"	"1"
		"pitch"		"100"
		"soundlevel" 	"SNDLVL_70dB"
		"wave"		"ambient/weather/water_run1.wav"
	}

	// 2: Light fixture #4 hum
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.FluorescentLightHum"
	}
}

//------------------------------------------------------------------------------------------
// from light fixture just BEFORE ladder up to sideyard to last tunnel corner
"militia.Tunnel3"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.TunnelTone"
	}

	// 0 = Light fixture #5 hum
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.LightbulbHum"
	}

	// 1: Just above the ladder exit hole
	"playsoundscape"
	{
		"volume"					"0.5"
		"positionoverride"			"1"
		"ambientpositionoverride"	"1"
		"name"						"militia.Outside"
	}

	// 2 = In the stream beyond the grate (water sounds)
	"playlooping"
	{
		"position"	"2"
		"volume"	"1"
		"pitch"		"100"
		"soundlevel" 	"SNDLVL_70dB"
		"wave"		"ambient/waterrun.wav"
	}

	// 3 = Light fixture #6 hum
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.LightbulbHum"
	}
}

//------------------------------------------------------------------------------------------
// the last section of tunnel leading to the hole in the wall
"militia.TunnelBreach"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.TunnelTone"
	}

	// 0 = Light fixture #7 hum
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.FluorescentLightHum2"
	}

	// 1 = Light fixture #8 (beyond the gate) hum 
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.FluorescentLightHum"
	}

	// 2 = A spot near the far wall beyond the locked gate (crickets, burrowing sounds, etc)
	"playlooping"
	{
		"position"	"2"
		"volume"	"1"
		"pitch"		"100"
		"wave"		"ambient/weather/drip_loop1.wav"
	}

	// 3 = A spot in one of the dark corners of the area under the shed (cricket)
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Cricket"
	}
}

//------------------------------------------------------------------------------------------
// the dirt basement of the shed
"militia.UnderTheShed"
{
	"dsp"	"6"
	
	// no room tone (silence)

	// 0 = A spot in the tunnel in the center of the hole (ambient tunnel sound)
	"playsoundscape"
	{
		"volume"					"0.3"
		"ambientpositionoverride"	"0"
		"positionoverride"			"0"
		"name" "militia.TunnelTone"
	}

	// 1 = The same cricket spot as TunnelBreach #3
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Cricket"
	}
}

//------------------------------------------------------------------------------------------
// in the shed
"militia.Shed"
{
	"dsp"	"20"

	"playsoundscape"
	{
		"volume"			"0.4"	
		"name" "militia.Outside"
	}


	// 0 = The same cricket spot as TunnelBreach #3
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Cricket"
	}

	// 1 = In the trees beyond the window above the ladder (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = In the trees outside the shed door (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.Birds"
	}

	// 3 = In the trees beside the shed on the other side of the fence (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}
}

//------------------------------------------------------------------------------------------
// behind the main house and along the dark side under the deck
"militia.Backyard"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// 0 = In the trees near the shed (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Birds"
	}

	// 1 = In the trees around the boulder (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = The air conditioner by the back stairs
	"playrandom"
	{
		"position"		"2"
		"pitch"			"100"
		"volume"		"1.0"
		"time"			"60,90"
		"soundlevel" 	"SNDLVL_75dB"

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

	// 3 = In the tree cards behind the fence and broken down orange car (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}
	"playrandom"
	{
		"position"		"3"	
		"time"			"10,30"
		"pitch"			"95,105"
		"volume"		"1"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/animal/crow_1.wav"
			"wave"	"ambient/animal/crow_2.wav"
		}
	}

	// 4 = In the dark corner by the small wooden table (cricket)
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.Cricket"
	}

	// 5 = In the dark corner by the back door to the kitchen (rodents)
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.Rodent"
	}
	
	// 6 = In the dark corner under the deck stairs on the far side of the house (cricket)
	"playsoundscape"
	{
		"positionoverride"	"6"
		"name"				"militia.Cricket"
	}

	// 7 = In the tree on the side of the house against the cliff (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"7"
		"name"				"militia.Birds"
	}
}

//------------------------------------------------------------------------------------------
// from the area between the garage/silo in front around the side yard
"militia.SideYard"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// 0 = In the tree at the front of the house (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Birds"
	}

	// 1 = In the trees where you jump up on the hill above the side fence gate (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = In the stream (water flowing)
	"playlooping"
	{
		"position"	"2"
		"volume"	"1"
		"pitch"		"100"
		"wave"		"ambient/nature/Water_StreamLoop3.wav"
	}

	// 3 = In the cab of the blue truck (rodents)
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Rodent"
	}
	
	// 4 = In the trees around the boulder in the back yard (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.Birds"
	}

	// 5 = In the trees beyond the fence to the side (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Birds"
	}

	// 6 = In the tunnel entrance (ambient tunnel sounds)
	"playlooping"
	{
		"position"	"6"
		"volume"	"0.4"
		"soundlevel"  	"SNDLVL_60dB"
		"pitch"		"100"
		"wave"		"ambient/tones/tunnel_wind_loop.wav"
	}
}

//------------------------------------------------------------------------------------------
// from the front of the house to the stream rocks
"militia.FrontYard"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.Outside"
	}

	// 0 = In the tree at the front of the house (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Birds"
	}

	// 1 = In the trees on top of the cliff to the left (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = In the trees on top of the cliff above the stream (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.Birds"
	}

	// 3 = In the trees near the silo tunnel entrance (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}

	// 4 = Down in the tunnel entrance a bit (tunnel ambience)
	"playlooping"
	{
		"position"	"4"
		"volume"	"0.4"
		"soundlevel"  	"SNDLVL_60dB"
		"pitch"		"100"
		"wave"		"ambient/tones/tunnel_wind_loop.wav"
	}
	
	// 5 = Beyond the rocks in the stream area (waterfall/stream sounds)
	// fighting with CoveredBridge loops
//	"playlooping"
//	{
//		"position"		"5"
//		"volume"		"1"
//		"soundlevel"  	"SNDLVL_80dB"
//		"pitch"			"100"
//		"wave"			"ambient/nature/Waterfall_MediumLoop05.wav"
//	}

	// 6 = In the dark corner where the vines climb the wall near the rope ladder (cricket)
	// TODO

	// 7 = In the wood pile (cricket, mice)
	"playsoundscape"
	{
		"positionoverride"	"7"
		"name"				"militia.Rodent"
	}
}


//------------------------------------------------------------------------------------------
// dark entranceway and TV room
"militia.FirstFloor"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = In the dark corner behind the cardboard boxes at the front door (crickets, mice, etc)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Cricket"
	}

	// 1 = Lightbulb hum
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.LightbulbHum"
	}

	// 2 = In the ceiling fan (squeaky fan motor)
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.CeilingFan"
	}

	// 3 = The radio on the TV
	"playlooping"
	{
		"position"		"3"	
		"pitch"			"100"
		"volume"		"0.8"
		"soundlevel"  	"SNDLVL_60dB"

		"wave"	"ambient/music/country_rock_am_radio_loop.wav"
	}

	// 4 = In the dark corner under the stairs (mice, cricket, etc)
	// TODO
}

//------------------------------------------------------------------------------------------
"militia.Kitchen"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = The fluorescent light over the bar
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.FluorescentLightHum"
	}

	// 1 = The fluorescent light over the sink
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.FluorescentLightHum2"
	}

	// 2 = The refrigerator by the microwave (hum)
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.RefrigeratorHum"
	}

	// 3 = The clock
	"playlooping"
	{
		"position"		"3"	
		"pitch"			"100"
		"volume"		"0.4"
		"soundlevel"  	"SNDLVL_65dB"

		"wave"	"ambient/machines/TickTock.wav"
	}

	// 4 = The open fusebox
	"playlooping"
	{
		"position"		"4"	
		"pitch"			"100"
		"volume"		"0.8"
		"soundlevel"  	"SNDLVL_45dB"
		
		"wave"	"ambient/machines/60HzHum.wav"
	}

	// 5 = The furnace
	"playlooping"
	{
		"position"		"5"
		"pitch"			"100"
		"volume"		"1.0"
		"soundlevel"  	"SNDLVL_40dB"

		"wave"	"ambient/machines/gas_loop_1.wav"
	}

	// 6 = The lightbulb over the tables

	// 7 = The lightbulb by the door to the garage
	"playsoundscape"
	{
		"positionoverride"	"7"
		"name"				"militia.LightbulbHum"
	}
}

//------------------------------------------------------------------------------------------
"militia.Garage"
{
	"dsp"	"19"

	"playlooping"
	{
		"pitch"			"100"
		"volume"		"0.05"
		"wave"	"ambient/tones/garage.wav"
	}

	// 0 = The hanging light by the door
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.LightbulbHum"
	}

	// 1 = The hanging light at the far end of the hall
	//"playsoundscape"
	//{
	//	"positionoverride"	"1"
	//	"name"				"militia.LightbulbHum"
	//}

	// 2 = The fluorescent light by the van
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.FluorescentLightHum"
	}

	// 3 = The fluorescent light between the van and car

	// 4 = The fluorescent light by the car
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.FluorescentLightHum2"
	}

	// 5 = The dark corner under the stairs (crickets)
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Cricket"
	}
}

//------------------------------------------------------------------------------------------
// the 2nd floor of the garage
"militia.GarageAttic"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = The dark corner by the big stack of boxes (975, 636, 40) (cricket)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Rodent"
	}

	// 1 = The dark corner of the room (1295, 322, 26) (mice)
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Cricket"
	}

	// 2 = Just outside the vent (outside ambience)
	"playsoundscape"
	{
		"volume"					"0.5"
		"positionoverride"			"2"
		"ambientpositionoverride"	"2"
		"name"						"militia.Outside"
	}
}

//------------------------------------------------------------------------------------------
"militia.Bedroom"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = In the trees around the shed (birdsong)
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Birds"
	}

	// 1 = In the big tree by the side of the deck
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = The fluorescent light closest to the hall exit
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.FluorescentLightHum"
	}

	// 3 = The fluorescent light closest to the bathroom
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.FluorescentLightHum2"
	}

	// 4 = The radiator
	// TODO
}

//------------------------------------------------------------------------------------------
"militia.Bathroom"
{
	"dsp"	"3"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = The floor drain (drips, etc)
	"playlooping"
	{
		"position"		"0"
		"volume"		"1"
		"pitch"			"100"
		"soundlevel"  	"SNDLVL_50dB"
		"wave"			"ambient/weather/drip_loop1.wav"
	}

	// 1 = The toilet (constantly running)
	"playlooping"
	{
		"position"		"1"
		"volume"		"1"
		"pitch"			"100"
		"soundlevel"  	"SNDLVL_50dB"
		"wave"			"ambient/misc/toilet_refill_loop.wav"
	}
}


//------------------------------------------------------------------------------------------
// the hall and fireplace room
"militia.Upstairs"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = Lightbulb nearest the bedroom
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.LightbulbHum"
	}

	// 1 = Lightbulb nearest the stairs
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.LightbulbHum"
	}

	// 2 = Hanging light in fireplace room
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.FluorescentLightHum"
	}

	// 3 = Light over the workbench
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.LightbulbHum"
	}

	// 4 = Just outside painted over window (outside ambience)
	"playsoundscape"
	{
		"volume"					"0.5"
		"positionoverride"			"4"
		"ambientpositionoverride"	"4"
		"name"						"militia.Outside"
	}

	// 5 = In the dark corner by the exit to the deck (cricket)
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Rodent"
	}

	// 6 = In the corner of the ceiling where the roof and chimney meet (bird nest)
}

//------------------------------------------------------------------------------------------
// room with the windows and hole in the roof upstairs
"militia.FrontRoom"
{
	"dsp"	"9"

	"playsoundscape"
	{
		"name" "militia.Inside"
	}

	// 0 = In the big tree in the front of the house
	"playsoundscape"
	{
		"positionoverride"	"0"
		"name"				"militia.Birds"
	}

	// 1 = Just outside the hole in the roof (wind noise)
	"playsoundscape"
	{
		"volume"					"0.75"
		"positionoverride"			"1"
		"ambientpositionoverride"	"1"
		"name"						"militia.Outside"
	}

	// 2 = In the trees on the cliff to the right
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.Birds"
	}

	// 3 = In the trees in the front yard near the stream
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}
}

//------------------------------------------------------------------------------------------
// the roof of the house and garage
"militia.Roof"
{
	"dsp"	"6"

	"playsoundscape"
	{
		"name" "militia.OutsideOnRoof"
	}

	// 0 = Inside the little roofed houselet (bird nest)  putting in chimney since thats where you hear it from inside.  
	"playrandom"
	{
		"position"		"0"
		"time"			"5,20"
		"pitch"			"90,100"
		"volume"		"0.4"
		"soundlevel"  	"SNDLVL_NORM"

		"rndwave"
		{
			"wave"	"ambient/animal/bird_flapping_1.wav"
			"wave"	"ambient/animal/bird_flapping_2.wav"
			"wave"	"ambient/animal/bird_flapping_3.wav"
		}
	}

	// 1 = In the big tree in front of the house
	"playsoundscape"
	{
		"positionoverride"	"1"
		"name"				"militia.Birds"
	}

	// 2 = In the big tree on the side of the house against the deck
	"playsoundscape"
	{
		"positionoverride"	"2"
		"name"				"militia.Birds"
	}

	// 3 = In the trees on the cliff near the house
	"playsoundscape"
	{
		"positionoverride"	"3"
		"name"				"militia.Birds"
	}

	// 4 = In the trees
	"playsoundscape"
	{
		"positionoverride"	"4"
		"name"				"militia.Birds"
	}

	// 5 = In the trees in the side yard
	"playsoundscape"
	{
		"positionoverride"	"5"
		"name"				"militia.Birds"
	}

	// 6 = In the trees in the front yard
	"playsoundscape"
	{
		"positionoverride"	"6"
		"name"				"militia.Birds"
	}

	// 7 = In the stream (water sounds)
	"playlooping"
	{
		"position"	"7"
		"volume"	"1"
		"pitch"		"100"
		"soundlevel"  	"SNDLVL_80dB"
		"wave"		"ambient/nature/Water_StreamLoop3.wav"
	}
}

