/*
 * Default Sound definitions
 * Do not modify this file. It contains the original BIS' values for sound effects.
 */



#define MOVESMC_HALT_SOUND soundEnabled=0;

#define MOVESMC_HALT_SOUND2 soundEnabled=0;

#define MOVESMC_EQCHANGE_SOUND soundEnabled=0;

#define MOVESMC_EQCHANGE_SOUND2 soundEnabled=0;

#define MOVESMC_CROUCHUP_SOUND soundEnabled=0;

#define MOVESMC_CROUCH_SOUND soundEnabled=0;

#define MOVESMC_TAKEFLAG_SOUND soundEnabled=0;

#define MOVESMC_TREAT_SOUND soundEnabled=0;

#define MOVESMC_INJURED_SOUND soundEnabled=0;

#define MOVESMC_GRENADEBOLT_SOUND soundEnabled=0;

#define MOVESMC_METAL_SOUND soundEnabled=0;

#define MOVESMC_LAYDOWN_SOUND soundEnabled=0;

#define MOVESMC_GETINARMOUR_SOUND soundEnabled=0;

#define MOVESMC_GETOUTARMOUR_SOUND soundEnabled=0;



#define BULLETSINGLE_SOUNDFLY soundFly[]={"objects\bulletnoise",0.251189,0.7};

#define BULLETSINGLE_HIT_SOUNDS soundHit1[]={"weapons\bulletricochet1",0.031623,1};\
      soundHit2[]={"weapons\bulletricochet2",0.031623,1};\
      soundHit3[]={"weapons\bulletricochet3",0.031623,1};\
      soundHitMan1[]={"weapons\bullethitman1",0.012589,1};\
      soundHitMan2[]={"weapons\bullethitman2",0.012589,1};\
      soundHitArmor1[]={"weapons\small_impact1",0.031623,1};\
      soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};\
      soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};\
      soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};\
      hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};\
      hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};\
      hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};\
      hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

#define BULLET_EXPLO_HIT_SOUNDS soundHit[]={"Explosions\explosivebullet",1.000000,1};\
      soundFly[]={"objects\bulletnoise",0.017783,4};\
      hitGround[]={"soundHit",1};\
      hitMan[]={"soundHit",1};\
      hitArmor[]={"soundHit",1};\
      hitBuilding[]={"soundHit",1};

#define SHELL_HIT_SOUNDS soundHit[]={"Explosions\explosion_large1",100.000008,1};\
      soundFly[]={"objects\bulletnoise",0.031623,4};


#define SHELL73_HIT_SOUNDS soundHit[]={"Explosions\expl1",100.000008,1};

#define SHELL105_HIT_SOUNDS soundHit[]={"Explosions\expl2",100.000008,1};

#define SHELL120_HIT_SOUNDS soundHit[]={"Explosions\expl4",100.000008,1};

#define AT3_HIT_SOUNDS soundHit[]={"Explosions\explosion_at3",100.000008,1};\
      soundFly[]={"weapons\rocketflying",0.010000,2};

#define LAW_HIT_SOUNDS soundHit[]={"Explosions\explosion_at3",31.622778,1};\
      soundFly[]={"objects\noise",0.000100,4};

#define CARLGUSTAV_HIT_SOUNDS soundHit[]={"Explosions\explosion_at3",31.622778,1};\
      soundFly[]={"weapons\rocketflying",0.010000,2};

#define HELLFIRE_HIT_SOUNDS soundHit[]={"Explosions\explosion_at3",100.000008,1};

#define ZUNI_HIT_SOUNDS soundHit[]={"Explosions\expl1",100.000008,1};

#define ROCKET57_HIT_SOUNDS soundHit[]={"Explosions\expl2",100.000008,1};

#define AT6_HIT_SOUNDS soundHit[]={"Explosions\hellfire",100.000008,1};

#define GRENADE_HIT_SOUNDS soundHit[]={"Explosions\expl3",10.000000,1};

#define MORTAR_HIT_SOUNDS soundHit[]={"Explosions\expl4",10.000000,1};

#define CHARGE_HIT_SOUNDS soundHit[]={"Explosions\timebomb",100.000008,1};

#define FUEL_EXPLOSION soundHit[]={"Explosions\fuel_explosion",100.000008,1};



#define SHELL73_SHOT_SOUND sound[]={"Weapons\gun73",10.000000,1};

#define SHELL105_SHOT_SOUND sound[]={"Weapons\gun105",10.000000,1};

#define HEAT105_SHOT_SOUND sound[]={"Weapons\gun105",10.000000,1};

#define GUN105_SOUNDS sound[]={"Weapons\gun105",10.000000,1};\
      reloadSound[]={"Weapons\missload",0.000316,1};

#define SHELL120_SHOT_SOUND sound[]={"Weapons\gun120",10.000000,1};

#define HEAT120_SHOT_SOUND sound[]={"Weapons\gun120",10.000000,1};

#define GUN120_SOUNDS sound[]={"Weapons\gun120",10.000000,1};\
      reloadSound[]={"Weapons\missload",0.000316,1};

#define SHELL125_SHOT_SOUND sound[]={"Weapons\gun125",10.000000,1};

#define HEAT125_SHOT_SOUND sound[]={"Weapons\gun125",10.000000,1};

#define GUN125_SOUNDS sound[]={"Weapons\gun125",10.000000,1};\
      reloadSound[]={"Weapons\missload",0.000316,1};

#define MGUN_SHOT_SOUND sound[]={"Weapons\M60mgun",1.000000,1};

#define RIFLE_CURSORS cursor="w_weapon_T";\
      cursorAim="w_weapon_S";

#define RIFLE_SOUNDS reloadSound[]={"",1,1};\
      reloadMagazineSound[]={"weapons\m16load",0.000316,1};

#define M16_SINGLE_SOUND sound[]={"Weapons\M16Single",1.000000,1};

#define M16_BURST_SOUND sound[]={"Weapons\M16Burst",1.000000,1};

#define M4_SINGLE_SOUND sound[]={"Weapons\M16Single",1.000000,1};

#define AK47_SINGLE_SOUND sound[]={"Weapons\AK74Single",1.000000,1};

#define AK47_BURST_SOUND sound[]={"Weapons\AK74Burst",1.000000,1};

#define AK74_SINGLE_SOUND sound[]={"Weapons\AK74Single",1.000000,1};

#define AK74_BURST_SOUND sound[]={"Weapons\AK74Burst",1.000000,1};

#define HK_SINGLE_SOUND sound[]={"Weapons\hk_singleshot",0.000316,1};

#define SNIPER_RIFLE_SOUNDS sound[]={"Weapons\AKFire_Single",1.000000,1};

#define M21_SOUNDS sound[]={"Weapons\m21",1.000000,1};

#define MG7_6_SOUNDS reloadSound[]={"",1,1};\
      sound[]={"Weapons\M60mgun",3.162278,1};

#define PK_SHOT_SOUND sound[]={"Weapons\AK74full",3.162278,1};

#define MG12_7_SHOT_SOUND sound[]={"Weapons\m2-50-loop",3.162278,1};

#define M2_SHOT_SOUND sound[]={"Weapons\m2-50-loop",31.622778,1};

#define MG30_SOUNDS sound[]={"Weapons\automatic_cannon",3.162278,1};

#define AVENGER_SHOT_SOUND sound[]={"Weapons\vulcan",3.162278,1};

#define GL_SOUNDS sound[]={"Weapons\grenade_launch",0.000316,1};\
      reloadSound[]={"Weapons\M16load",0.000316,1};

#define M203_SOUNDS sound[]={"weapons\M16GrenadeLaunch",0.000316,1};

#define PLACE_CHARGE_SOUND sound[]={"People\gravel_L",0.000316,1};

#define LAW_SHOT_SOUND sound[]={"Weapons\at_launch",0.010000,1};

#define TOW_SHOT_SOUND sound[]={"Weapons\missile",0.003162,1};

#define HELLFIRE_SHOT_SOUND sound[]={"Weapons\TOW",0.031623,1};

#define MAVERICK_SHOT_SOUND sound[]={"Weapons\Missile",0.003162,1};

#define TRUCK_HORN drySound[]={"Vehicles\carhorn",0.100000,0.700000};

#define SPORTCAR_HORN drySound[]={"Vehicles\sportcarhorn",0.100000,1};

#define WEAPON_FIRE_MGUN_CLOUDLET_DUR 0




#define ALL_VEHICLES_SOUNDS soundCrash[]={"Vehicles\crash",0.316228,1};\
      soundLandCrash[]={"Explosions\intoground",0.316228,1};\
      soundWaterCrash[]={"Explosions\intowater",0.316228,1};\
      soundGetIn[]={"Vehicles\get_in",0.000316,1};\
      soundGetOut[]={"Vehicles\get_out",0.000316,1};\
      soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};

#define CAR_SOUNDS soundEngine[]={"Vehicles\mediumcar",0.031623,2.000000};\
      soundEnviron[]={"Objects\noise",0.000562,0.250000};\
      soundCrash[]={"Vehicles\crash",0.100000,1};\
      soundGear[]={"Vehicles\truck_gear",0.000178,1};

#define TANK_SOUNDS soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,0.700000};\
      soundEngine[]={"Vehicles\OldIdle1",0.316228,1};\
      soundCrash[]={"Vehicles\crash_small2",0.316228,1};\
      soundGear[]={"Vehicles\Gear_Trans1",0.003162,1};\
      soundDammage[]={"Objects\alarm_loop1",0.010000,1};

#define TURRET_CERVO soundServo[]={"Vehicles\gun_elevate",0.031623,1.000000};

#define BARREL_CERVO soundServo[]={"Vehicles\gun_elevate",0.000316,1.200000};

#define APC_SOUNDS soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,0.700000};\
      soundEngine[]={"Vehicles\OldIdle1",0.316228,1};\
      soundCrash[]={"Vehicles\crash_small2",0.316228,1};\
      soundGear[]={"Vehicles\Gear_Trans1",0.010000,1};

#define MAN_HIT_SOUNDS hitSound1[]={"voices\Hit11",0.056234,1};\
      hitSound2[]={"voices\Hit12",0.056234,1};\
      hitSound3[]={"voices\Hit13",0.056234,1};\
      hitSound4[]={"voices\Hit14",0.056234,1};\
      hitSound5[]={"voices\Hit15",0.056234,1};\
      hitSound6[]={"voices\Hit16",0.056234,1};\
      hitSound7[]={"voices\Hit17",0.056234,1};\
      hitSound8[]={"voices\Hit18",0.056234,1};\
      hitSound9[]={"voices\Hit19",0.056234,1};\
      hitSound10[]={"voices\Hit20",0.056234,1};\
      hitSound11[]={"voices\Hit21",0.056234,1};\
      hitSound12[]={"voices\Hit22",0.056234,1};\
      hitSound13[]={"voices\Hit23",0.056234,1};\
      hitSound14[]={"voices\Hit24",0.056234,1};\
      hitSound15[]={"voices\Hit25",0.056234,1};\
      hitSound16[]={"voices\Hit26",0.056234,1};\
      hitSound17[]={"voices\Hit27",0.056234,1};\
      hitSound18[]={"voices\Hit28",0.056234,1};\
      hitSound19[]={"voices\Hit29",0.056234,1};\
      hitSound20[]={"voices\Hit30",0.056234,1};\
      hitSounds[]={"hitSound1",0.050000,"hitSound2",0.050000,"hitSound3",0.050000,"hitSound4",0.050000,"hitSound5",0.050000,"hitSound6",0.050000,"hitSound7",0.050000,"hitSound8",0.050000,"hitSound9",0.050000,"hitSound10",0.050000,"hitSound11",0.050000,"hitSound12",0.050000,"hitSound13",0.050000,"hitSound14",0.050000,"hitSound15",0.050000,"hitSound16",0.050000,"hitSound17",0.050000,"hitSound18",0.050000,"hitSound19",0.050000,"hitSound20",0.050000};

#define MAN_MOV_ENV_SOUNDS soundEnviron[]={"People\dirt_L",0.000316,1};\
      class SoundEnvironExt\
      {\
         normalExt[]={{"People\dirt_L",0.000003,1},{"People\dirt_R",0.000003,1},{"People\grass_L",0.000002,1},{"People\grass_R",0.000002,1},{"People\grass_L",0.000002,1},{"People\grass_R",0.000002,1}};\
         normal[]={{"People\dirt_L",0.000003,1},{"People\dirt_R",0.000003,1}};\
         road[]={{"People\concrete_L",0.000018,1},{"People\concrete_R",0.000018,1},{"People\concrete_L",0.000018,1},{"People\concrete_R",0.000018,1},{"People\gravel_L",0.000018,1},{"People\gravel_R",0.000018,1},{"People\concrete_L",0.000018,1},{"People\concrete_R",0.000018,1}};\
         rock[]={{"People\concrete_L",0.000018,1},{"People\concrete_R",0.000018,1},{"People\gravel_L",0.000018,1},{"People\gravel_R",0.000018,1},{"People\sand_L",0.000003,1},{"People\sand_R",0.000003,1},{"People\gravel_L",0.000018,1},{"People\gravel_R",0.000018,1},{"People\concrete_L",0.000018,1},{"People\concrete_R",0.000018,1}};\
         water[]={{"People\water_L",0.000032,1},{"People\water_R",0.000032,1}};\
         gravel[]={{"People\gravel_L",0.000018,1},{"People\gravel_R",0.000018,1}};\
         sand[]={{"People\sand_L",0.000003,1},{"People\sand_R",0.000003,1},{"People\sand_L",0.000003,1},{"People\sand_R",0.000003,1},{"People\gravel_L",0.000018,1},{"People\gravel_R",0.000018,1}};\
         drygrass[]={{"People\drygrass_L",0.000003,1},{"People\drygrass_R",0.000003,1},{"People\grass_L",0.000002,1},{"People\grass_R",0.000002,1},{"People\forest_L",0.000003,1},{"People\forest_R",0.000003,1}};\
         grass[]={{"People\grass_L",0.000002,1},{"People\grass_R",0.000002,1},{"People\drygrass_L",0.000003,1},{"People\drygrass_R",0.000003,1}};\
         forest[]={{"People\forest_L",0.000003,1},{"People\forest_R",0.000003,1},{"People\grass_L",0.000002,1},{"People\grass_R",0.000002,1},{"People\dirt_L",0.000003,1},{"People\dirt_R",0.000003,1},{"People\mud_L",0.000003,1},{"People\mud_R",0.000003,1}};\
         mud[]={{"People\mud_L",0.000003,1},{"People\mud_R",0.000003,1},{"People\mud_L",0.000003,1},{"People\mud_R",0.000003,1},{"People\water_L",0.000032,1},{"People\water_R",0.000032,1}};\
         wood[]={{"People\wood_L",0.000003,1},{"People\wood_R",0.000003,1}};\
         metal[]={{"People\metal_L",0.000003,1},{"People\metal_R",0.000003,1}};\
         snow[]={{"People\snow_L",0.000032,1},{"People\snow_R",0.000032,1}};\
         hallway[]={{"People\hall_L",0.000032,1},{"People\hall_R",0.000032,1}};\
         fallbody[]={{"People\fall_to_ground",0.001000,1}};\
         laydown[]={{"People\down",0.000010,1}};\
         standup[]={{"People\up",0.000003,1}};\
         crawl[]={{"People\crawl",0.000002,1}};\
      };\
      soundEngine[]={"People\breath",0.000018,1};\
      additionalSound[]={"Objects\noise",0.000000,1};

#define CHOPPER_SOUNDS soundEngine[]={"Vehicles\helicopter",3.162278,1};\
      soundEnviron[]={"Objects\noise",0.100000,1.000000};\
      soundDammage[]={"Objects\alarm_loop1",0.010000,1};

#define PLANE_SOUNDS soundEngine[]={"Vehicles\01F5",1.000000,0.500000};\
      soundEnviron[]={"Objects\noise",0.316228,1.000000};\
      soundServo[]={"Vehicles\gun_elevate",0.100000,0.400000};\
      soundDammage[]={"Objects\alarm_loop1",0.010000,1};

#define JEEP_SOUNDS soundEngine[]={"Vehicles\jeepmove",0.177828,1};

#define SKODA_SOUNDS soundEngine[]={"Vehicles\car",0.017783,1.800000};

#define RAPID_SOUNDS soundEngine[]={"Vehicles\car",0.031623,1.500000};

#define TRACTOR_SOUNDS soundEngine[]={"Vehicles\TractorRun",0.031623,0.500000};

#define TRUCK_5T_ENGINE soundEngine[]={"Vehicles\dieseltruckloop2",0.100000,1};

#define M1_SOUNDS soundEngine[]={"Vehicles\ModernIdle1",0.031623,1};\
      soundEnviron[]={"Vehicles\ModernRolling_Treads1",0.010000,1};

#define M1_WEAPONS weapons[]={"Gun120","MachineGun12_7"};\
      magazines[]={"Heat120","Shell120","MachineGun12_7"};

#define M60_WEAPONS weapons[]={"Gun105","MachineGun7_6"};\
      magazines[]={"Heat105","Shell105","MachineGun7_6"};

#define M113_SOUNDS soundEnviron[]={"Vehicles\OldRolling_Treads1",0.100000,0.700000};\
      soundEngine[]={"Vehicles\m113b",0.100000,1};\
      soundCrash[]={"Vehicles\crash_small2",0.100000,1};\
      soundGear[]={"Vehicles\Gear_Trans1",0.010000,1};

#define AH1_WEAPONS weapons[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"};\
      magazines[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"};

#define AH1_M197_CLASS class MachineGun30W\
         {\
            weapon="MachineGun30W";\
            angle0=0;\
            angle1="-2 * 3.141592654";\
            multiplier=500;\
            type="rotation";\
            animPeriod=1;\
            selection="gatling";\
            begin="usti hlavne";\
            end="konec hlavne";\
         };

#define UH60_ENGINE soundEngine[]={"Vehicles\uh1",3.162278,1.500000};

#define UAZ_SOUNDS soundEngine[]={"Vehicles\uazloop",0.031623,1.250000};

#define URAL_SOUNDS soundEngine[]={"Vehicles\Largecar",0.100000,1};

#define SCUD_SOUNDS scudSoundElevate[]={"vehicles\gun_elevate",0.010000,1};\
      scudSound[]={"weapons\rocketflying",316.227783,0.200000};

#define BMP_WEAPON_SOUNDS weapons[]={"Gun73","MachineGun7_6","AT3Launcher"};\
      magazines[]={"Heat73","Shell73","MachineGun7_6","AT3Launcher"};

#define BMP_SOUNDS soundEnviron[]={"Vehicles\OldRolling_Treads1",0.177828,1};\
      soundEngine[]={"Vehicles\T55Sound",0.177828,1};

#define T72_SOUNDS weapons[]={"Gun120","MachineGun7_6"};\
      magazines[]={"Heat120","Shell120","MachineGun7_6"};

#define T80_SOUNDS soundEngine[]={"Vehicles\ModernIdle1",0.031623,1};\
      soundEnviron[]={"Vehicles\ModernRolling_Treads1",0.031623,1};\
      weapons[]={"Gun120","MachineGun12_7"};\
      magazines[]={"Heat120","Shell120","MachineGun12_7"};

#define HIND_SOUNDS soundEngine[]={"vehicles\mi_helicopter",3.162278,1};\
      weapons[]={"MachineGun30E","HellfireLauncherHind","Rocket57x64"};\
      magazines[]={"MachineGun30E","HellfireLauncherHind","Rocket57x64"};

#define HIND_RELOAD_ANIMS class ReloadAnimations\
      {\
         class MachineGun30E\
         {\
            weapon="MachineGun30E";\
            angle0=0;\
            angle1="-2 * 3.141592654";\
            multiplier=500;\
            type="rotation";\
            animPeriod=0.500000;\
            selection="gatling";\
            begin="usti hlavne";\
            end="konec hlavne";\
         };\
      };

#define V3SG_SOUNDS soundEngine[]={"vehicles\dieseltruckloop1",0.056234,1};

#define GJEEP_SOUNDS soundEngine[]={"Vehicles\jeeploop",0.100000,1};

#define UAZG_SOUNDS soundEngine[]={"Vehicles\uazloop",0.031623,1.250000};

#define T55_SOUNDS weapons[]={"Gun105","MachineGun7_6"};\
      magazines[]={"Heat105","Shell105","MachineGun7_6"};\
      soundEnviron[]={"Vehicles\OldRolling_Treads1",0.031623,0.700000};\
      soundEngine[]={"Vehicles\T55Sound",0.031623,1};




#define SFX_PREVIEW effect[]={"sound\weapons\m16burst.wss",1.000000,1.000000};\
      speech[]={"voice\adam\isayagain.wss",1.000000,1.000000};\
      music[]={"music\13.ogg",1.000000,1.000000};

#define SFX_CA_AK_SOUNDS sound1[]={"weapons\AK74single",0.100000,1,0.500000,0,2,5};\
      sound2[]={"weapons\AK74burst",0.100000,1,0.400000,0,1,10};

#define SFX_CA_M16_SOUNDS sound1[]={"weapons\M16single",0.100000,1,0.500000,0,2,5};\
      sound2[]={"weapons\M16burst",0.100000,1,0.400000,0,1,10};

#define SFX_CA_EXPL1_SOUND sound1[]={"weapons\explosion_large1",0.100000,1,0.500000,0,2,5};



#define ENV_SOUNDS_RAIN sound[]={"Environmental\Rain_hard",0.001778,1};\
      soundNight[]={"Environmental\Rain_hard",0.001778,1};

#define ENV_SOUNDS_HILLS sound[]={"environmental\wind_heavy",0.000178,1};

#define ENV_SOUNDS_COMBAT sound[]={"environmental\battle1",0.010000,1};



#define DESTROY_ENGINE_SOUND sound[]={"Explosions\fuel_explosion",10.000000,1};

#define DESTROY_BUILDING_SOUND sound[]={"Explosions\BuildingHit",10.000000,1};



#define ISLANDS_ABEL_RAIN_SOUNDS sound[]={"Environmental\Rain_hard",0.001000,1};\
            soundNight[]={"Environmental\Rain_hard",0.001000,1};



#define EFFECTS_THUNDERBOLT_SOUNDS soundNear[]={"Environmental\thundershort",316.227783,1};\
      soundFar[]={"Environmental\thunderlong",316.227783,1};

#define EFFECTS_THUNDERBOLT_HEAVY_SOUNDS soundNear[]={"Environmental\thunderhard",316.227783,1};\
      soundFar[]={"Environmental\thunder",316.227783,1};

#define FOUNTAIN_STREAM_SOUND sound[]={"Objects\stream",0.000100,1.000000};





#define WHIZ_SOUND_LEVEL1 db-10

#define WHIZ_SOUND_LEVEL2 db-30

#define FIRE_SOUND_LEVEL db-35

#define FLY_SOUND_LEVEL db-60

#define GENERAL_SPEECH_SOUND_LEVEL db-50

#define GENERAL_SPEECH_SOUND_LEVEL2 db-20

#define GENERAL_SPEECH_SOUND_LEVEL3 db-40

#define GENERAL_SPEECH_SOUND_LEVEL4 db-45

#define GENERAL_SPEECH_SOUND_LEVEL5 db-30

#define GENERAL_SPEECH_SOUND_LEVEL6 db-15

#define CHANT_SOUND_LEVEL db-40