;dko denotes a comment by dwight@westwood


	;
	; -------- AT Specific Effects ---------------
	;


;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~ATREIDES ORGANIC UNITS~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;dko associate all STANDARD death screams with this hook
[atnormalmandying]
Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 
Control=random
FShift= -5 5
Volume=70

;dko associate all BURNING death screams with this hook
[atburningmandying]
Sounds=burn_dying_1 burn_dying_2 burn_dying_3 burn_dying_4 burn_dying_5 burn_dying_6 burn_dying_7 burn_dying_8 
Control=random
Volume=70

;dko associate all CHOKING death screams with this hook
[atchoking]
Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 
Control=random
Volume=70

;dko associate all CRUSHING death with this hook
[atcrush]
Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4
Control=random
Volume=60

;Rifle1, Rifle2, Rifle3 samples are being called by the Atreides ;Sniper unit. This sample is also being called by the Fremen (non-elite)
[SingleShotRifle]
;Sounds = GUN_SNIPER_50CAL_1
Sounds=sniper_3
Volume=70

;dko added 4/16/01 new idries call
[ATSniperGun]
Sounds=sniper_3
Volume=70

[SniperRifleReload]
;Sounds = SNIPER_RIFLE_RELOAD_1B
;;;Sounds=sniper_reload_3
Sounds = kindjal_infantry_reload_1
Volume=40

;dko at light infantry fires weapon
[atlightmg-shortburst]
Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4
Control=random
Limit = 1
Volume=65

;dko added 4/16/01 new idries call
[ATInfGun]
Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4
Control=random
Limit = 1
Volume=65

; LMGS1, LMGS2, LMGS3 samples are being called by the Atreides ;Light Infantry (a short machine gun burst). These samples are also being used ;by the IM Advanced Sardaukar ;(for his pistol attack)
[LightMG-Shortburst]
Sounds=at_light_infantry_1 at_light_infantry_2 at_light_infantry_3 at_light_infantry_4
Control=random
Limit = 1
Volume=65

; KindjalGun1, KindjalGun2, KindjalGun3 samples are being called by ;the Atreides Kindjal infantryman. Also currently being called by the Atreides ;APC and the Ixian Projector tank. 
; Atreides Kindjal deployable gun fire - sounds like a hybid between a ;cannonshot and a rocket launch
[KindjalGunShot]
Sounds = kindjal_infantry_cannon_2
Volume=70

[KindjalCannonReload]
Sounds = kindjal_infantry_reload_1
Volume=40

;dko 4/24/01 new idries call
[KindjalUnDeploy]
Sounds = kindjal_infantry_deploy_2
Volume=50

;dko 4/24/01 new idries call
[KindjalDeploy]
Sounds = kindjal_infantry_deploy_2
Volume=50

;dko Kindjal fires gun
[atsingleshotpistol]
;dko Sounds = Pistol1 Pistol2 Pistol3
Sounds=hk_engineer_pistol_1
Volume=70

;dko added 4/16/01 new idries call
[ATKindjalGun]
Sounds=hk_engineer_pistol_1
Volume=70

Sounds = 
;dko Kindjal fires cannon
[atmortarlaunch1]
Sounds=kindjal_infantry_canon_1
Volume=70

;dko added 4/16/01 new idries call
[ATKindjalBigGun]
Sounds=kindjal_infantry_canon_1
Volume=70

;dko Kindjal reloads
[frwarriorreload]
Sounds=kindjal_infantry_reload_1
Volume=40

;dko at sniper fire this is the actual call for the at sniper 4/17/01
[atsingleshotrifle]
Sounds=sniper_3
Volume=70

;dko at sniper reload
[atsniperreload]
Sounds = kindjal_infantry_reload_1
Volume=40



;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~VEHICLES~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
								  								  
;dko added 4/24/01 new idries call
;this is the ADP fire gun sound
[atheavymg-shortburst]
Sounds=mongoose_rocket_1
Volume = 50

;dko added 5/1/01
;or adp move
;[atadpmove]
;Sounds=or_adp_motor_1
;Limit = 1
;Volume=65

;dko ADV Carry All Pickup 
[atadvancedcarryallstakeoff]
Sounds=adv_carryall_pickup_1
Limit = 1
Volume = 40

;dko ADV Carry All Descent 4/23/01 this call is the one that works
[atadvancedcarryallsland]
Sounds=adv_carryall_land_1
Limit = 1
Volume = 40

;dko adv carryall ascent 4/23/01
[ATADVCarryallMoveFxStart]
Sounds=adv_carryall_takeoff_1
Limit = 1
Volume=70

;dko adv carryall ascent 4/23/01
[ATCarryallMoveFxStart]
Sounds = adv_carryall_takeoff_1
Control = loop decay
Limit = 1
Decay = 1
Volume=70

;dko AT Drone Fire
[atrocketlaunch3]
Sounds=at_drone_rocket_1 
Volume = 70

;dko AT Drone Fire new hook requested 4/18/01
[ATAirDroneGun]
Sounds=at_drone_rocket_1 
Volume = 70


;Bazooka1, Bazooka2, Bazooka3 samples are called by the Ordos AA Infantryman. ;They are also being called by the Atreides Mongoose, the Atreides Rocket ;Turret, the Harkonnen Trooper and the Hakonnen Missile Tank (this one also ;calls the Rocket wavs).  
;dko check to see what this call actually associated with.
[MongooseRocket]
Sounds = mongoose_rocket_1
Limit = 2
Volume=60

;dko added 4/16/01 new idries call
[ATMongooseMissile]
Sounds=mongoose_rocket_1
Limit = 2
Volume=60


;dko This is the call for the AT APC Gun
[AtApcGun]
Sounds = camouflage_apc_gun_1
Volume=70

; ATHollowstep (footstep noise) is being called by the Atreides Minotaurus {Heavy Mech}. This sample is also being called by the Harkonnen Devastator   
[ATHollowstep]
Sounds = MINOTAURUS_STEP_2
limit = 3
Priority = low
Volume = 50

;dko 4/18/01 This is the rocket sound attached to the AT APC. 
[atcannonsingleloudshot]
Sounds = mongoose_rocket_1
Limit = 2
Volume=40

[atthumpstep]
Sounds = MONGOOSE_STEP_2
Limit = 3
Priority = low
Volume = 35

[SonicWail]
Sounds = sonic_tank_boom_large_1
Limit = 2
Volume = 65

;dko added 4/16/01 new idries call
[ATSonicTankGun]
Sounds = sonic_tank_boom_large_1
Limit = 2
Volume = 65

;dko added 4/20/01
[atsonictankmovefxstart]
Sounds=sonic_tank_motor_1
Limit = 1
Volume=45

;dko sonic tank deploy
[atstdeploy]
Sounds=sonic_tank_deploy_1 
Volume = 50

; MMGS1, MMGS2, MMGS3 samples are being called by the Atreides ;Trike. These samples are also being called by the Atreides Pillbox.
[MedMG-Shortburst]
Sounds = sand_trike_gun_1
Priority = low
Volume=70

;dko added 4/24/01 used for both the ATPillbox and AT Trike
[ATMedMG-Shortburst]
Sounds = sand_trike_gun_1
Priority = low
Volume=70

;dko added 4/16/01 new idries call
[ATTrikeGun]
Sounds = sand_trike_gun_1
Priority = low
Volume=70
  
;dko added 4/20/01
[attrikemovefxstart]
Sounds=sand_bike_move_1
Limit = 1
Volume=45

[OrnithopterRocket]
Sounds = ORNITHOPTER_ROCKET_1
Volume=70

;dko added 4/16/01 new idries call
[ATOrnithopterGun]
Sounds = ORNITHOPTER_ROCKET_1
Volume=70

;Howitzer1, Howitzer2, Howitzer3 samples are being called by the ;Ordos Kobra vehicle. Also being called by the Atreides Minotaurus. 
; WS 12_07_00 Audio to add recoil/round toss to the end of this sample
[MinotaurusCannon]
Sounds = minotaurus_cannon_1
Volume=70

;dko added 4/16/01 new idries call
[ATMinotaurusGun]
Sounds = minotaurus_cannon_1
Volume=70

;dko ornithopter rocket launch
[atrocketlaunch]
Sounds=ornithopter_rocket_2
Volume=60

;dko ornithopter ascend
[atornitoff]
Sounds=ornithopter_motor_1c
Volume=50

;dko ornithopter ascend
[atornioff]
Sounds=ornithopter_motor_1c
Volume=50


;dko ornithopter descend
[atorniland]
Sounds=ornithopter_motor_2c
Volume=50

[ATRepairbuzz]
Sounds = REPAIR_VEHICLE_SPARKS_1 REPAIR_VEHICLE_SPARKS_1B REPAIR_VEHICLE_SPARKS_1C REPAIR_VEHICLE_SPARKS_1D
Control=random
Limit = 1
Volume=45

;dko added 4/20/01
[atrepairunitmovefxstart]
Sounds=camouflage_apc_motor_1
Limit = 1
Volume=55

;dko at trike fire machine gun
[atmedmgshortburst]
Sounds = at_mgun_tower_1
Volume=70

;dko added 4/20/01
[mcvmovefxstart]
Sounds=mcv_a_motor_1
Limit = 1
Volume=50



;~~~~AT HAWK STRIKE SECTION~~~~~

; Atreides Hawk Strike
; Image - initial sound of hawk 'projection' (as it descends from above)
[Image]
Sounds = Image
Volume=70

;wingbeat - happens when AT Hawk flaps wings
[Wingbeat]
Sounds = Wingbeat
Volume=70

;screech - happens when AT hawk opens beak
[Screech]
Sounds = Screech
Volume=70

 
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~CONSTRUCTION & BUILDING SOUNDS~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;dko MCV deploys
[atmcvdeploy]
Sounds=mcv_b_open_1
Control=random
Volume=60

;dko MCV Drills into ground
[atcyconstructingbuilding]
Sounds=mcv_d_drill_dig_1
Control=random
Volume=60


;dko MCV Scaffolding goes up
[atsmallconstruction]
Sounds=mcv_f_scaffold_up_1
Control=random
Volume=60

;dko MCV Scaffolding goes up
[atmediumconstruction]
Sounds=mcv_g_building_out_1
Control=random
Volume=60

;dko MCV Scaffolding goes up
[atlargeconstruction]
Sounds=mcv_g_building_out_1
Control=random
Volume=60

;dko MCV Scaffolding with sparks
[atsconstructionspark]
Sounds=constructionsparks
Control=random
Volume=60

;dko at construction yard stationary amb sound <untested>
;[ambient1]
;Volume=80

;dko at factory stationary amb sound <untested>
;[atfactorynoise1]
;Volume=80

;dko at machine gun tower <untested> 3/27/01
;[atmedmgshortburst]
;Sounds=at_mgun_tower_1
;Volume=80

;dko at outpost amb sound <untested>
;[ambient4]
;Volume=80

;dko at palace amb sound <untested>
;[ambient6]
;Volume=80

;dko at star port amb sound <untested>
;[ambient5]
;Volume=80

;dko at rocket turret 
[atrocketlaunch1]
Sounds=at_rocket_turret_1
Volume=60

;dko added 4/16/01 new idries call
[ATRocketTurretGun]
Sounds = mongoose_rocket_1
Limit = 2
Volume=60

;dko pill turret move test 4/23/01
[ATPillboxGunMoveFxStart]
Sounds=turret_start_11
Volume=40

;dko pill turret move test 4/23/01
[ATPillboxGunMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
;loop
Limit = 1
Decay = 1
Volume=70

;dko rocket base turret move test 4/23/01
[ATRocketTurretBaseMoveFxStart]
Sounds=turret_start_11
Limit = 1
Volume=40

;dko rocket base turret move test 4/23/01
[ATRocketTurretBaseMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
;loop
Decay = 1
Limit = 1
Volume=70

;dko rocket gun turret move test 4/23/01
[ATRocketTurretGunMoveFxStart]
Sounds=turret_start_11
Volume=40

;dko rocket gun turret move test 4/23/01
[ATRocketTurretGunMoveFx]
Sounds=turret_loop_11 turret_end_11
Control = loop decay interrupt
;loop
Limit = 1
Decay = 1
Volume=70



;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~BUILDING EXPLOSION SOUNDS~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;dko Large AT Building Explodes
[atlargebuildingbang]
Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17
Control=random
Priority = high
Volume=80

	;**********************************
	; -------- UNIT VOICES ------------
	;**********************************


[LocalDefaults]
Type	=	Dialog
Control	=	Random

	

[ATKindjalAttack]
Sounds = $00-UA01		 ;"Engaging enemy."
Sounds = $00-UA04		 ;"Victory!"
Sounds = $00-UA07		 ;"We're on them!"


[ATKindjalSelection]
Sounds = $00-US02		 ;"Awaiting orders."
Sounds = $00-US04		 ;"Kindjal ready"
Sounds = $00-US06		 ;"Ready for a fight"
Sounds = $00-US08		 ;"Ready for action"


[ATKindjalMove]
Sounds = $00-UM01		 ;"Yes"
Sounds = $00-UM04		 ;"You've got it!"
Sounds = $00-UM05		 ;"On the move!"
Sounds = $00-UM06		 ;"Look sharp!"


[ATAPCAttack]
Sounds = $03-UA01		 ;"Acknowledged."
Sounds = $03-UA05		 ;"Order confirmed."
Sounds = $03-UA06		 ;"Acknowledged."
Sounds = $03-UA07		 ;"Silent and deadly!"


[ATAPCSelection]
Sounds = $03-US02		 ;"Ready to go!"
Sounds = $03-US03		 ;"Climb aboard"
Sounds = $03-US04		 ;"APC"
Sounds = $03-US05		 ;"We're powered up."


[ATAPCMove]
Sounds = $03-UM00		 ;"On our way!"
Sounds = $03-UM02		 ;"Rolling!"
Sounds = $03-UM03		 ;"Transport in motion"
Sounds = $03-UM06		 ;"Moving to new location."


[ATSniperAttack]
Sounds = $06-UA05		 ;"I need a clear shot."
Sounds = $06-UA06		 ;"He's mine"
Sounds = $06-UA07		 ;"I've got him in my sights."


[ATSniperSelection]
Sounds = $06-US04		 ;"Sniper waiting"
Sounds = $06-US06		 ;"Just give me a taget"
Sounds = $06-US07		 ;"Readu and willing."
Sounds = $06-US08		 ;"Eyes like a hawk"


[ATSniperMove]
Sounds = $06-UM01		 ;"Check."
Sounds = $06-UM02		 ;"Moving out."
Sounds = $06-UM05		 ;"I'm on the move."
Sounds = $06-UM06		 ;"Roger"


[ATADVCarryallAttack]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UA02		 ;"Prepare for pickup"
Sounds = $07-UA07		 ;"Grapplers in position."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATADVCarryallSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-US01		 ;"Transport."
Sounds = $07-US04		 ;"Carryall reporting"
Sounds = $07-US06		 ;"On your command"
Sounds = $07-US07		 ;"Transport standing by."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATADVCarryallMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UM01		 ;"Roger."
Sounds = $07-UM03		 ;"We can do that."
Sounds = $07-UM04		 ;"On the move."
Sounds = $07-UM06		 ;"Coming about."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATSonicTankAttack]
Sounds = $10-UA01		 ;"Cover your ears."
Sounds = $10-UA02		 ;"For the Duke!"
Sounds = $10-UA04		 ;"Harmonics set."
Sounds = $10-UA05		 ;"Full power!"


[ATSonicTankSelection]
Sounds = $10-US02		 ;"Sonics Online"
Sounds = $10-US04		 ;"Wave shifters ready"
Sounds = $10-US05		 ;"Sonic tank"
Sounds = $10-US07		 ;"We're ready for action."


[ATSonicTankMove]
Sounds = $10-UM02		 ;"Yes Commander."
Sounds = $10-UM06		 ;"Rolling thunder."
Sounds = $10-UM07		 ;"Good to go"


[ATInfantryAttack]
Sounds = $16-UA01		 ;"Attacking target."
Sounds = $16-UA03		 ;"For the Duke!"
Sounds = $16-UA04		 ;"Charge!"
Sounds = $16-UA05		 ;"Attack!"


[ATInfantrySelection]
Sounds = $16-US00		 ;"Infantry here."
Sounds = $16-US04		 ;"Are we going in?"
Sounds = $16-US06		 ;"In position"
Sounds = $16-US07		 ;"On your order."


[ATInfantryMove]
Sounds = $16-UM02		 ;"Yes Sir!"
Sounds = $16-UM04		 ;"To the battle!"
Sounds = $16-UM06		 ;""Right away"


[ATRepairUnitAttack]
Sounds = $24-UA00		 ;"Repairing."
Sounds = $24-UA02		 ;"What seems to be the problem?"
Sounds = $24-UA04		 ;"We're on the job."
Sounds = $24-UA06		 ;"We're here to help."


[ATRepairUnitSelection]
Sounds = $24-US00		 ;"Who needs help?"
Sounds = $24-US01		 ;""If it moves"
Sounds = $24-US02		 ;"Repair here."
Sounds = $24-US03		 ;"Mobile repair"


[ATRepairUnitMove]
Sounds = $24-UM00		 ;"Let's go."
Sounds = $24-UM01		 ;"At once"
Sounds = $24-UM03		 ;"Heading out!"
Sounds = $24-UM05		 ;"We're on the move."


[ATMongooseAttack]
Sounds = $28-UA00		 ;"Locked on target."
Sounds = $28-UA04		 ;"Target locked."
Sounds = $28-UA05		 ;"They'll not escape"
Sounds = $28-UA07		 ;"Time for battle!"


[ATMongooseSelection]
Sounds = $28-US03		 ;"Mongoose "
Sounds = $28-US04		 ;"Mongoose"
Sounds = $28-US07		 ;"Standing by."


[ATMongooseMove]
Sounds = $28-UM01		 ;"Let's go."
Sounds = $28-UM02		 ;"At once"
Sounds = $28-UM07		 ;"On my way!"


[ATEngineerAttack]
Sounds = $35-UA00		 ;"I see it."
Sounds = $35-UA02		 ;"I'm going in."
Sounds = $35-UA03		 ;"It shall be ours."


[ATEngineerSelection]
Sounds = $35-US00		 ;"Engineering."
Sounds = $35-US01		 ;"Engineer reporting"
Sounds = $35-US05		 ;"At your service"
Sounds = $35-US06		 ;"My tools are at your disposal."


[ATEngineerMove]
Sounds = $35-UM01		 ;"Yes Sir!"
Sounds = $35-UM03		 ;"Cover me"
Sounds = $35-UM04		 ;"On my way."
Sounds = $35-UM05		 ;"I'll check into it."


[ATMinotaurusAttack]
Sounds = $39-UA00		 ;"They wont know what hit them."
Sounds = $39-UA03		 ;"No holding back."
Sounds = $39-UA04		 ;"I smell fear!"
Sounds = $39-UA05		 ;"Open fire!"


[ATMinotaurusSelection]
Sounds = $39-US02		 ;"Awaiting orders."
Sounds = $39-US03		 ;"Canons loaded"
Sounds = $39-US06		 ;"Awaiting your signal."
Sounds = $39-US07		 ;"Canons at the ready."


[ATMinotaurusMove]
Sounds = $39-UM00		 ;"Responding."
Sounds = $39-UM01		 ;"Yes Sir!"
Sounds = $39-UM04		 ;"Orders confirmed!"
Sounds = $39-UM06		 ;"Moving to new position."


[ATScoutSelection]
Sounds = $40-US00		 ;"On watch."
Sounds = $40-US01		 ;"Yes Sir?"
Sounds = $40-US02		 ;"In position."
Sounds = $40-US04		 ;"They won't notice me"


[ATScoutMove]
Sounds = $40-UM00		 ;"On the double."
Sounds = $40-UM01		 ;"Yes"
Sounds = $40-UM03		 ;"Scouting ahead."
Sounds = $40-UM07		 ;"On alert"
Sounds = $40-UM08		 ;"Eyes wide"


[ATOrniAttack]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $41-UA00		 ;"Target spotted - twelve o'clock low."
Sounds = $41-UA01		 ;"I've got the boogey."
Sounds = $41-UA02		 ;"Attacking."
Sounds = $41-UA03		 ;"Target locked!"
Sounds = $41-UA06		 ;"Hostiles engaged."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATOrniSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $41-US02		 ;"Eagle force ready!"
Sounds = $41-US05		 ;"Holding position"
Sounds = $41-US08		 ;"Airborne ready!"
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATOrniMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $41-UM00		 ;"Roger.  Watch our six."
Sounds = $41-UM01		 ;"Roger that."
Sounds = $41-UM03		 ;"On attack vector"
Sounds = $41-UM05		 ;"Course plotted."
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2


[ATTrikeAttack]
Sounds = $45-UA02		 ;"Engaging enemy commander!"
Sounds = $45-UA04		 ;"For House Atreides!"
Sounds = $45-UA06		 ;"Take 'em out!"


[ATTrikeSelection]
Sounds = $45-US01		 ;"Ready and willing."
;Sounds = $45-US02		 ;"Trike here"
Sounds = $45-US03		 ;"Need somethin?"
Sounds = $45-US04		 ;"How 'bout a little recon?"


[ATTrikeMove]
Sounds = $45-UM00		 ;"Right away Sir."
Sounds = $45-UM04		 ;"Sounds good!"
Sounds = $45-UM06		 ;"On the way."

[ATADPAttack]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UA03		 ;
Sounds = $07-UA05		 ;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2
 
[ATADPMove]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-UM00		 ;
Sounds = $07-UM07		 ;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2

[ATADPSelection]
Control = random attack decay 
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Sounds = $07-US00	 	;
Sounds	=	Static01i_vol1
Sounds	=	Static02i_vol1
Attack	=	2
Decay	=	2



;
; AT Group
;

; Uncomment these once the foreign groups are built

[ATGroupAttack]
;Sounds = $00-UA01		 ;"Engaging enemy."
Sounds = $ATRAttack1
Sounds = $ATRAttack2

[ATGroupMove]
;Sounds = $00-UM01		 ;"Yes"
Sounds = $ATRMove1
Sounds = $ATRMove2

[ATGroupSelection]
;Sounds = $00-US02		 ;"Awaiting orders."
Sounds = $ATRSelect1
Sounds = $ATRSelect2




; ----- Unit Special Response -----
;[ATHawkStrike]		 ; Played when the Hawk Strike is targeted (deployed)
;


; ----- Depolyable Infantry -----
[ORMortarSpecial0]	 ; Played when the mortar infantry deploy
Sounds = $42-UX00		 ;"Readying mortar for targets"

[ORMortarSpecial1]	 ; Played when the mortar infantry undeploy
Sounds = $42-UX01		 ;"Evacuating position."

; Note that the same numbers will work for the ATKindjal i.e.
[ATKindjalSpecial0]		 ; is played when the Kindjal infantry deployed
Sounds = $00-UX00	 ; "Deploying gun.  Ready to fire."

[ATKindjalSpecial1]
Sounds = $00-UX02	 ; "Time to move."



; ----- Shared units -----
; The sound hooks that follow are for units which are shared between the houses, but need
; per-house sound hooks


; ----- Harvester -----
[ATHarvesterAttack]	; used when the harvester gets ordered to harvest
Sounds = $29-UA02
Sounds = $29-UA03
Sounds = $29-UA04
					  
[ATHarvesterSelection]
Sounds = $29-US01
Sounds = $29-US02
Sounds = $29-US03
Sounds = $29-US06

[ATHarvesterMove]
Sounds = $29-UM01
Sounds = $29-UM04
Sounds = $29-UM05
Sounds = $29-UM06



; ----- MCV -----
[ATMCVSpecial0]		; used when the MCV is deployed
Sounds = $54-UX00		 ;
Sounds = $54-UX02		 ;

[ATMCVMove]
Sounds = $54-UM01		 ;
Sounds = $54-UM03		 ;
Sounds = $54-UM04		 ;


[ATMCVSelection]
Sounds = $54-US00		 ;
Sounds = $54-US01		 ;
Sounds = $54-US02		 ;
Sounds = $54-US05		 ;


