;dko denotes a comment by dwight@westwood


	;
	; -------- Misc Weapons ----------------------
	;	

[SingleShotPistol]
Sounds=hk_engineer_pistol_1
FShift=-1 1
Volume=70


;dko 4/24/01 test new idries call 
[saheavymg-longburst1]
Sounds = sardukar_mgun_1 sardukar_mgun_2
Control=random
Volume=70

;dko 4/24/01 test new idries call 
[saheavymg-longburst2]
Sounds = sardukar_mgun_1 sardukar_mgun_2
Control=random
Volume=70

;dko added 4/10/01
[MedMG-Longburst]
Sounds = sardukar_mgun_1 sardukar_mgun_2
Control=random
Volume=70


[HeavyMG-Shortburst]
Sounds=hk_buzzsaw_gun_1
FShift=-1 1
Volume=70


; HMGL1, HMGL2, HMGL2 samples are not currently being called by any ; units but might be needed in future
[HeavyMG-Longburst]
Sounds = HMGL1 HMGL2 HMGL3


;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).  
[BazookaLaunch]
;Sounds = Bazooka1 Bazooka2 Bazooka3
Sounds = bazooka_mod_1
Volume=70

;Rocket1, Rocket2, Rocket3 samples are being called by the Ordos ;APC. Also called by the Harkonnen Devastator (secondary weapon), the Harkonnen ;Gunship and the Harkonnen Missile Tank.
;RocketLaunch - initial launch sound of a rocket  
[RocketLaunch]
Sounds=hk_missile_tank_1
Volume=70


;Cannon1, Cannon2, Cannon3 samples are all being called by the ;Harkonnen Assault Tank. They are also being called by the Harkonnen GunTurret
;dko 5/2/01  Let's set this aside for the HK Gun Turret
[CannonSingleLoudShot]
Sounds=hk_assault_tank_1a
Volume=80

; Flamethrower-flames crackling (a single burst of flame)
[FlameSpray]
Sounds=hk_flame_infantry_1
Volume=80


;LrgFlamer1, LrgFlamer2, LrgFlamer3 samples are being called by the ;Harkonnen Flamer Turret
[LrgFlameSpray]
;dko Sounds = LrgFlamer1 LrgFlamer2 LrgFlamer3
Sounds=hk_flame_turret_1
Volume=80


;dko 4/10/01 is this being called?  If so, for what?
          ;Unsure that this is being called
          ; Detonation same as 'Shell Detonation'
[Detonation]
Sounds = ShellDet1


;dko 4/12/01  I'm now using single samples tied to the animation frames.
[Thumper]
Sounds = thumper_single_1 thumper_single_2
Control=random
;FShift=-2 2
Volume=80


; Plasma1, Plasma2, Plasma3 samples are being called by the ;Harkonnen Devastator (primary fire weapon)
; Plasma (Devastator Plasma Gun) - energistic firing noise (single shot)
[Plasma]
Sounds=hk_devastator_1d
Volume=80

				  
;dko added 4/10/01
; DeathHandLaunch is being called by the Harkonnen DeathHand special weapon
; DeathHandLaunch - sound of missile in flight (the weapon explosion is uses a ;separate sound to this) 
[DeathHandLaunch]
Sounds = death_hand_launch_3
Limit = 1
Volume=99

;dko added 4/10/01
; Wierd1, Wierd2, Wierd3 samples being called by the Adv Fremen ;unit
; Wierding Voice - Fremen Fedaykin fires his sonic weapon
[WierdingVoice]
;Sounds = Wierd1 Wierd2 Wierd3
Sounds = weirding_weapon_3
Limit = 3
Volume=80

;dko added 4/16/01 new idries call
[FRADVFremenGun]
Sounds = weirding_weapon_3
Limit = 2
Volume=80
		 
;dko added 4/10/01
; Fremen Machine Gun unit
[frsingleshotrifle]
Sounds=sniper_3
Volume=80

;dko added 4/16/01
; Fremen Machine Gun unit
[FRFremenGun]
Sounds=sniper_3
Volume=80

;dko added 4/10/01
; Infect1, Infect2, Infect3 samples being called by the Tleilaxu ;Contaminator unit
; InfectingTouch(con) is weapon noise made by the Contaminator (coincide with ;contaminator swinging his infecting arm)
[InfectingTouch(con)]
;Sounds = Infect1 Infect2 Infect3
Sounds = contaminator_attack_2
Volume=80

;dko added 4/16/01 new idries call
[TLContaminatorGun]
Sounds = contaminator_attack_2
Volume=80

;dko added 4/10/01
; Knife1, Knife1, Knife1 samples being called by the Adv Sardaukar
; EliteSardukar noise made as Sardukar swishes knife (one motion)
[EliteSardukar]
;Sounds = Knife1 Knife1 Knife1
Sounds = sardukar_knife_swing_1
Volume=70

;dko added 4/16/01 new idries call
[IMADVSardaukarKnife]
Sounds = sardukar_knife_swing_1
Volume=70

;dko added 4/16/01
[IXSlaveKnife]
Sounds = sardukar_knife_swing_1
Volume=55

; Spore1, Spore2, Spore3 are being called by the Tleilaxu Leech
; SpittingSpore is the projectile fired by TL Leech - sort of organic firing noise
[SpittingSpore]
;Sounds=spore_shot_1 spore_shot_2 spore_shot_3
Sounds = tx_leech_attack_6 tx_leech_attack_7
Control=random
Volume=80

;dko 4/10/01 added guild maker electric spew
;GuPower1, GuPower2, GuPower3 samples are being called by the ;GuildMaker unit  
; single Energy discharge of GuildMaker firing
[GuildMPower]
;Sounds = GuPower1 GuPower2 GuPower3
Sounds = guild_maker_attack_1
Volume=70

;dko added 4/16/01 new idries call
[GUMakerGun]
Sounds = guild_maker_attack_1
Volume=70

;dko these are unique hooks for the or dust scout.  This is his "verbal" SELECT.
[gumakerselection]
Sounds=guild_maker_select_1
Control = random
Volume = 60

;dko these are unique hooks for the or dust scout.  This is his "verbal" COMMAND.
[gumakermove]
Sounds=guild_maker_move_1
Control = random
Volume = 60

;dko these are unique hooks for the or dust scout.  This is his "verbal" ATTACK.
;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action.  3/28/01
[gumakerattack]
Sounds=guild_maker_attack_confirm_1
Control = random
Volume = 60
		 
;dko added 4/10/01
; Zap1, Zap2, Zap3 samples are called by the Guild Niab Tank.
; Single Energy discharge of GU Niab Tank firing
[ElectricDischarge]
;Sounds = Zap1 Zap2 Zap3
Sounds = niab_tank_fire_1
Volume=90

;dko added 4/16/01 new idries call
[GUNIABTankGun]								  
Sounds = niab_tank_fire_1
Volume=90

;dko added 4/30/01
;hk adp move
[guniabtankmovefxstart]
Sounds=niab_tank_motor_1
Limit = 1
Volume=65

;Howitzer1, Howitzer2, Howitzer3 samples are being called by the ;Ordos Kobra vehicle. Also being called by the Atreides Minotaurus. 
[Howitzer]
;dko Sounds = Howitzer1 Howitzer2 Howitzer3
Sounds = minotaurus_cannon_1
Volume=70

;dko 4/11/01 this looks like the gun attack sound for the IX Projector
[atsmallcannonsingleshot]
Sounds = KindjalGun1 KindjalGun2 KindjalGun3
Control=random
Volume=80

;dko added 4/20/01
[ixprojectormovefxstart]
Sounds=ix_projector_move_1
Limit = 1
Volume=50

;dko added 4/16/01 new idries call
[IXProjectorTurretGun]
Sounds = KindjalGun1 KindjalGun2 KindjalGun3
Control=random
Volume=80

;dko added 4/23/01 new idries call
[ReplicaSpawn]
Sounds = replica_spawn_1
Limit = 1
Volume = 80

;dko added 4/23/01 new lee call
[wormsignlarge]
Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3
Control = random
Limit = 2
Type = global
MinVolume = 25
Volume =50

;dko added 4/23/01 new lee call
[wormsignmedium]
Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3
Control = random
Limit = 2
Type = global
MinVolume = 25
Volume =40

;dko added 4/23/01 new lee call
[wormsignsmall]
Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3
Control = random
Limit = 2
MinVolume = 15
Volume =30


;dko added 4/23/01 new lee call
[wormsignextralarge]
Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3
Control = random
Limit = 2
Type = global
MinVolume = 25
Volume =60

;dko added 4/23/01 Yak Death Sound
[YakDying]
Sounds = yak_death_1 yak_death_2
Limit = 1
Control = random
Fshift = -2 2
Volume = 70

	;
	; -------- Explosions/Deaths -----------------
	;

          ;smallbang1, smallbang2, smallbang3 samples being called by small ;scale explosions (when small vehicles bite it - Atreides Mongoose, Atreides ;Trike)
[Small]
;dko Sounds = smallbang1 smallbang2 smallbang3
Sounds=explosion_small_1 explosion_small_2 explosion_small_3 explosion_small_4 explosion_small_5
Control=random
Priority = high
Volume=80


          ;medbang1, medbang2, medbang3 samples being called when medium ;scale vehicles are destroyed (Harkonnen Missile Tank, HK Flame Tank, Atreides ;Repair vehicle, Atreides Sonic Tank) 
[Medium]
;dko Sounds = medbang1 medbang2
Sounds=explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4 explosion_medium_5 bigxplosion04 explosion_vehicle_1
Control=random
Priority = high
Volume=80



          ;bigbang1, bigbang2, bigbang3 samples being called by Large vehicle ;explosions
          ;Large - e.g. when a Devastator blows up (bits of debris scattering as well)
[Large]
;dko Sounds = bigbang1 bigbang2 
Sounds=explosion_large_1 explosion_large_2 explosion_large_3 explosion_large_4 explosion_large_5
Control=random
Priority = high
Volume=80


          ; BuildBang1, BuildBang2, BuildBang3 called by small/medium ;building explosions
[Building(EvenLarger)]
;dko Sounds = BuildBang1 BuildBang2 BuildBang3
Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17
Control=random
Priority = high
Volume=80


          ; LBuildBang1, LBuildBang2, LBuildBang3 called by large building ;explosions (Harkonnen palace)
          ;LargeBuilding bang called when a palace gets destroyed
[LargeBuildingBang]
;dko Sounds = LBuildBang1 LBuildBang2 LBuildBang3
Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17
Control=random
Priority = high
Volume=80



          ; BurningS1, BurningS2, BurningS3 samples being called by any ;infantry unit which is torched to death by a flamer. (Harkonnen, Atreides, ;Ordos Infantry)
          ;BurningSmall/Large - sound of flames when infantryman is on fire
[BurningSmall]
;dko Sounds = BurningS1 BurningS2 BurningS3
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



          ; BurningL1, BurningL2, BurningL3 not currently being called or ;used
[BurningLarge]
Sounds = BurningL1 BurningL2 BurningL3

;KillGuy1, KillGuy2, KillGuy3 samples being called when an infantry ;unit (any house) is killed by a bullet.
;NormalManDying - groan/scream as human gets hit
[NormalManDying]
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
Volume=70

;dko added 4/10/01 check to see if they need specialized yell
;Killsar1, Killsar2, Killsar3 samples being called whenever a ;Sarduakar/Elite Sarduakar is killed.
[SardaukarDying]
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
Volume=70

;dko added 4/10/01 check to see if they need specialized yell
;KillFrem1, KillFrem2, KillFrem3 samples being called whenever a ;Fremen/Elite Fremen is killed.
[FremenDying]
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
Volume=70

;dko added 4/10/01
; KillGirl1, KillGirl2, KillGirl3 samples being called whenever a ;female civilian (e.g. in a Fremen camp) is killed.
[FemaleCivDying]
Sounds = female_death_1 female_death_2 female_death_3 female_death_4
Control=random
Volume=70

;dko added 4/10/01
; KillCon sample is called whenever a TL Contminator unit is killed 
[ContaminatorDying]
Sounds = contaminator_die_1 contaminator_die_2
Control=random
Volume=60

; Crush1, Crush2, Crush3 samples called whenever infantry
;units are run-over by vehicles
; Crush - sickening 'squelch' as a human gets crushed by vehicle
[Crush]
Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4
Control=random
Volume=60


;Choking1, Choking2, Choking3 samples called whenever infantry ;units (all houses, Sarduakar and Fremen) are hit with poisonous gas (from ;Ordos Chemical Trooper) 
; Choking from Gas - unit has already been hit by weapon and is now coughing on its poisonous effect
[Choking]
Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 
Control=random
Volume=70

; ConChoking sample called whenever contaminators are hit with poisonous ;gas (from Ordos Chemical Trooper)
; Contaminator Choking from Gas
[ContamChoking]
Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 
FShift=-3
Control=random
Volume=60

          ; KilGuild1 etc not currently being called.
          ; GuildMaker Death Rattle
[GuildMDying]
Sounds = KilGuild1 KilGuild2 KilGuild3


;dko added 4/16/01 new idries call
[TLLeechGun]
Sounds=leech_suck_1 leech_suck_2 leech_suck_3 leech_suck_4
Control=random
Volume=60


;dko these are unique hooks for the or dust scout.  This is his "verbal" SELECT.
[tlleechselection]
Sounds=tx_leech_select_1
Control = random
Volume = 80

;dko these are unique hooks for the or dust scout.  This is his "verbal" COMMAND.
[tlleechmove]
Sounds=tx_leech_move_1
Control = random
Volume = 80

;dko these are unique hooks for the or dust scout.  This is his "verbal" ATTACK.
;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action.  3/28/01
[tlleechattack]
Sounds=tx_leech_attack_confirm_1
Control = random
Volume = 80
		 
          ; ShellDet1, ShellDet2, ShellDet3 samples called when a shell ;impacts off the ground (from an Atreides Minotaurus) 
          ;ShellDetonation - as shell hits ground (not a full on explosion) 
[ShellDetonation]
;dko Sounds = ShellDet1 ShellDet2 ShellDet3
Sounds=shell_dud_1
Limit = 3
Volume=60

          ;RocketDetonation - as rocket explodes on ground (not a full on explosion)
          ;being called by rocket impacts from the AT Rocket Turret and the Harkonnen ;Gunship 
[RocketDetonation]
;dko Sounds = RocketDet1 RocketDet2 RocketDet3
Sounds=shell_dud_1
Limit = 3
Volume=60


	;
	; -------- Construction ----------------------
	;


;dko building placement thud
[BuildingThud]
Sounds=building_thud_1
Volume=80

;dko wall placement thud
[WallThud]
Sounds=wall_thud_1
Volume=70


          ; BuildCY is called by the Ordos, Harkonnen and Atreides MCVs when deployed
          ; CYConstructingABuilding - sound of the MCV drill drilling into ground
[CYConstructingABuilding]
;dko Sounds = BuildCY
Sounds=mcv_d_drill_dig_1
Volume=60



          ; Construction - sound that scaffold makes when being erected. Building ;construction animations call combinations of the following samples... 
          ;Build1 sample called by all House Windtraps and turrets during ;construction animations. Also called by small scale buildings
[SmallConstruction]
;dko Sounds = Build1
Sounds=mcv_f_scaffold_up_1
Volume=60



          ;MedBuild1 sample called by all House Refineries construction animations. ;Also called during Starport and Hangar (and medium size buildings) ;construction animations (all houses) 
[MediumConstruction]
;dko Sounds = MedBuild1
Sounds=mcv_g_building_out_1
Volume=60



          ;LrgBuild1 sample called by Atreides Palace construction animations. ;Also ;called during Guild Palace and Harkonnen Palace construction animations 
[LargeConstruction]
;dko Sounds = LrgBuild1
Sounds=mcv_g_building_out_1
Volume=60

;dko 4/10/01
; FremenTent sample is called by the Fremen camp building during the ;construction animation
; FremenTent - sound of Fremen camp being constructed 
[FremenTent]
;Sounds = FremenTent
Sounds = fremen_tent_build_1
Volume=80


          ; ConstructSpark is called by Ordos Factory, Harkonnen palace and the ;Atreides palace. 
          ; ConstructSpark - brief sound of a welding spark (?) that appears while ;building is being put together
[ConstructSpark]
Sounds = ConstructSpark build_spark_1
Volume=50


;dko added 4/10/01
; FleshVat isn't currently being called the Tleilaxu Flesh Vat (but will be ;sound-hooked soon) 
; Tleilaxu Flesh Vat 'giving birth' (nasty squelching noise)
[FleshVat]
;Sounds = FleshVat
Sounds = tx_flesh_born_2 tx_flesh_born_3
Control=random
Limit = 1
Priority = low
Volume=50


; PalaceArc is being called by the Guild Palace
; Guild Palace electrical arcs - a single beam which appears between emitters
[PalaceArc]
;Sounds = PalaceArc
Sounds = palace_arc_1
FShift = -1 1
;Limit = 1
Priority = medium
Volume=85



	;
	; -------- Movement --------------------------
	; 


          ; ; ATOrniLand sample is called by the Atreides Ornithopter
          ;ATOrniLand - descent noise of the AT Ornithopter
          ; WS 12_07_00  We will not be using this call for any ornithopter landing sound
;[ATOrniLand]
;Sounds = ATOrniLand
Sounds = ORNITHOPTER_MOTOR_2c
limit = 2
Volume=50



          ; LeechMove sample is being called by the Tleilaxu Leech 
          ;LeechFootsteps - single footstep noise (not unlike that of the Ordos DustScout)
[LeechFootsteps]
Sounds = LeechMove
Volume=40



;dko 4/10/01
; TeleportOut is being called by the Guild Niab Tank.
;Niab tank teleport sounds. NiabVanish - energy bubble contracts, tank ;disappears. NiabAppear - energy bubble expands to reveal the tank  
[NiabVanish(teleport)]
;Sounds = TeleportOut
Sounds = niab_action_1
Volume=80



;dko to test 4/10/01
;TeleportIn is being called by the Guild Niab Tank.
[NiabAppear(teleport)]
;Sounds = TeleportIn
Type = global
MinVolume = 30
Sounds = niab_action_2

Volume=80

;dko to test 4/11/01 I don't think this is the correct hook name.
;Guild Niab Tank deploy power sound.
[guildpower]
;Sounds = TeleportIn
Sounds = niab_action_1
Volume=80



          ; MCVDeploy sample is being called by the Atreides MCV. Is is also called ; by the Ordos MCV and the Harkonnen MCV
          ; MCVDeploy - MCV unloading drilling mechanism
[MCVDeploy]
Sounds = MCVDeploy
Sounds=mcv_b_open_1
Volume=80




          ; MCVUnDeploy sample is being called by the Atreides MCV. Is is also called ; by the Ordos MCV and the Harkonnen MCV
          ; MCVUnDeploy - Drilling mechanism loading back onto platform (ends with 'clang' noise)
[MCVUnDeploy]
Sounds = MCVUnDeploy
Sounds=mcv_e_flatten_1
Volume=80





          ; GunshipMove sample is called by the Harkonnen Gunship vehicle
          ; Harkonnen GunshipMove - the sound of a single brief wingbeat (same wav will be used in rapid succession)
[GunshipMove]
Sounds = GunshipMove


          ; GunshipTakeOff sample is called by the Harkonnen Gunship vehicle
[GunshipTakeOff]
Sounds = GunshipTakeOff


          ; GunshipLand sample is called by the Harkonnen Gunship vehicle
[GunshipLand]
Sounds = GunshipLand





          ; FrigateTakeOff is being called by the generic Frigate unit (used in  ;starport deliveries.
          ; Frigate Flight Sounds
[FrigateTakeOff]
;dko Sounds = FrigateTakeOff
Sounds=adv_carryall_takeoff_1
Control=random
Limit = 1
Volume=60


          ; FrigateLand is being called by the generic Frigate unit (used in  ;starport deliveries.
[FrigateLand]
;dko Sounds = FrigateLand
Sounds=adv_carryall_land_1
Control=random
Limit = 1
Volume=60




          ; DropShipTakeOff is being called by the Drop Ship vehicle (incedental ;units which appear in one or two missions.
          ; DropShip Flight Sounds
[DropShipTakeOff]
Sounds = DropShipTakeOff
Volume = 40

          ; DropShipLand is being called by the Drop Ship vehicle (incedental units ; which appear in one or two missions.
[DropShipLand]
Sounds = DropShipLand
Volume = 40


          ; GuildMMove sample is called by the Guildmaker unit
          ; GuildMMove - Guild Maker Movement Noise - coincides with sluglike contraction 
[GuildMMove]
Sounds = GuildMMove
Volume = 40



	;
	; -------- Special ---------------------------
	;

;dko added 5/1/01
[GreenTVScreenOn]
Sounds = sn_monitor_on_1
Limit = 1
Volume = 70

;dko added 5/1/01
[GreenTVScreenOff]
Sounds = sn_monitor_off_1
Limit = 1
Volume = 70

;dko added 5/1/01
[VeteranUpgrade]
Sounds = veteran_upgrade_1
Limit = 1
Priority = low
Volume = 40

          ;Stealth1 & Stealth1 not being called (may be used later for the Scout ; infantry and the Atreides APC)
          ;energistic sound as stationary unit uses stealth field
[Stealth]
Sounds = Stealth1

[UnStealth]
Sounds = Stealth2


          ; Scortik1 is a UI sound being called whenever spice is being deposited ;into a player's refinery 
[MoneyTicking]
;dko Sounds = Scortik1
Sounds=credit_up_5
Volume= 20


          ;PowrDn1 is a UI sound being called when power reaches critically low ;levels
[PowerDown]
Sounds = Powrdn1

          ;Powrup1 is a UI sound being called when power reaches suffiecient levels ;to power your base
[PowerUp]
Sounds = Powrup1

          ;RadarOnline is a UI sound being called when the Radar goes back online 
[RadarOnline]
Sounds = RadarOnline
Volume = 40


          ; LeechHatch is being called by the Tleilaxu Leech unit (during the ;animation when it forms out of a leeched vehicle or birthed from the Vat
[LeechHatchEgg]
;Sounds = LeechHatch
Sounds = tx_flesh_born_2 tx_flesh_born_3
Control=random
Limit = 1
Volume=70



          ;ConBirth is being called by the Tleilaxu Contaminator unit
          ;ContaminatorBirth - When TL Contaminator morphs out of human remains (figure ;looks like it is stretching skin) 
[ContaminatorBirth]
;Sounds = ConBirth
Sounds = tx_flesh_born_2 tx_flesh_born_3
Control=random
Limit = 1
Volume=70

;dko added 4/12/01
;ThumperDeploy is called by the Advanced Fremen when he deploys
;ThumperDeploy - click when Fremen unfolds worm-thumper device  
[ThumperDeploy]
Sounds = thumper_deploy_1
Volume = 50

;dko added 4/12/01
;ThumperUnDeploy is called by the Advanced Fremen when he undeploys
;ThumperUnDeploy - click when Fremen folds up worm-thumper device  
[ThumperUnDeploy]
Sounds = thumper_deploy_1
Volume = 50


          ;HarvesterDeposit sample is being called by the Atreides Harvetser. It is ;also called by the Ordos and Harkonnen Harvester vehicles. 
          ;HarvesterDeposit - mechanical sound when harvester connects to refinery
[HarvesterDeposit]
;dko replaced old Sounds = HarvestDeposit
Sounds=harvester_deposit_spice_1
Volume = 50


          ;HarvesterUnDeposit sample is being called by the Atreides Harvetser. It is ;also called by the Ordos and Harkonnen Harvester vehicles.
          ;HarvesterUnDeposit - mechanical sound when harvester disconnects to refinery 
[HarvesterUnDeposit]
;dko replaced old Sounds = HarvestUnDeposit
Sounds=harvester_no_deposit_spice_1
Volume = 40


          ; Harvest sample is being called by the Atreides, Ordos and Harkonnen ;Harvester vehicles
          ;HarvesterHarvest - when harvester's collection scoop hits the ground
[HarvesterHarvest]
;dko replaced old Sounds = Harvest
Sounds=harvester_harvest_spice_1
Volume = 30
Limit = 1


;dko added 4/24/01 new idries call
          ;CarryallTakeOff is being called by the Atriedes, Orodos and Harkonnen ;basic Carryalls
[ATCarryallTakeOff]
;dko replaced old Sounds = CarryallTakeOff
Sounds=carryall_takeoff_1
Limit = 1
Volume = 40

;dko added 4/24/01 new idries call
          ;CarryallLand is being called by the Atriedes, Orodos and Harkonnen ;basic Carryalls
[ATCarryallLand]
;dko replaced old Sounds = CarryallLand
Sounds=carryall_land_1
Limit = 1
Volume = 40

;dko added 4/10/01
; ProjectorDeploy is being called by the Ixian Projector Tank
; ProjectorDeploy - unfolds mechanical arms 
[ProjectorDeploy]
;Sounds = ProjectorDeploy
Sounds = ix_projector_deploy_1
Volume = 50

;dko added 4/10/01
; ProjectorUnDeploy is being called by the Ixian Projector Tank
; ProjectorUnDeploy - folds mechanical arms
[ProjectorUnDeploy]
;lSounds = ProjectorUnDeploy
Sounds = ix_projector_deploy_1
Volume = 50


; Projector is being called by the Ixian Projector Tank
;Projector -sound to coincide with an energy flash that appears between the ;unfolded projector arms
[Projector]
;dko Sounds = Projector
Sounds = ixian_projector_tank_1
Volume=60

;dko added 4/11/01
; InfiltratorDeploy is being called by the Ixian Infiltrator vehicle
; InfiltratorDeploy - Infiltrator Pre-detonation Sound - legs retract into body 
[InfiltratorDeploy]
;Sounds = InfiltratorDeploy
Sounds = ix_deploy_3
Volume=65

[ixInfiltratorDeploy]
;Sounds = InfiltratorDeploy
Sounds = ix_deploy_3
Volume=65

;dko added 4/30/01
;ix infiltrator move
[ixinfiltratormovefxstart]
Sounds=ix_infil_motor_1
Limit = 1
Volume=85

;dko added 4/17/01 new idries call
;HarkInkvine storm effect
[StormUnitMoveFx]
Sounds = wind_loop_medium_1 wind_loop_medium_2
Control = random loop 
Priority = high
Type = global
MinVolume = 39
FShift = -5 5
Volume = 99

;dko added 4/24/01
[tornadoman]
sounds = tornado_man_2
Limit = 1
Volume = 60

;dko added 4/25/01
[StepOnCrate]
Sounds = open_crate_2
Limit = 2
Volume = 90


	;
	; -------- Worm Sounds ---------------------------
	;


          ; GroundRumble1, GroundRumble2, GroundRumble3 samples are being ;called by the small and medium worms
          ; GroundRumble - earth tremor prior to worm breaking the surface
[GroundRumble]
;dko Sounds = GroundRumble1 GroundRumble2 GroundRumble3
Sounds=worm_rumble_1 worm_rumble_2 worm_rumble_3 worm_rumble_4 worm_rumble_5
Control=random
Volume=90

          ; LGroundRumble1, LgroundRumble2, LgroundRumble3 samples are being ;called by the Large worm
[LrgGroundRumble]
;dko Sounds = LGroundRumble1 LGroundRumble2 LGroundRumble3
Sounds=worm_rumble_1 worm_rumble_2 worm_rumble_3 worm_rumble_4 worm_rumble_5
Control=random
FShift= -2
Volume=90



          ; WormAttack1, WormAttack2, WormAttack3 samples are being called by ;the small worm. Also being called by the medium worm.
          ; WormAttacking - noise made by worm as it opens its mouth
[WormAttacking]
;dko Sounds = WormAttack1 WormAttack2 WormAttack3
Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc
Control=random
FShift= 2
Volume=90



          ; LWormAttack1, LWormAttack2, LWormAttack3 samples are being called ; by the Large worm. 
[LrgWormAttacking]
;dko Sounds = LWormAttack1 LWormAttack2 LWormAttack3
Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc
Control=random
Volume=90

		
;dko 4/12/01 I thought maybe this was the call for the wormsign but no luck.  This sound plays when work is on surface.
[wormmove]
;dko Sounds = WormMove1 WormMove2 WormMove3
Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc
Control=random
Limit = 1
Volume=80




	;
	; -------- When Selected ---------------------
	;
	
;TR [Selected]
;TR Sounds = $"awaiting orders" $"in position" $"standing by" $"unit reporting" $"yes sir"

	;
	; -------- When Given An Order ---------------
	;

;TR [Ordered]
;TR Sounds = $"moving to position" $acknowledged $"long live the fighters" $"house atreides" $ok
;TR Sounds = $"carrying out orders" $"for the duke" $"right away" $"by your command"

	;
	; -------- Deployable Units ------------------
	;

;TR [Deploying]
;TR Sounds = $deploying

	;
	; -------- Engineer --------------------------
	;

;TR [EngineerSelected]
;TR Sounds = $engineering $"ai sir"

	;
	; -------- Ornithopter (Probably All Aircraft)
	;

;TR [PilotSelected]
;TR Sounds = $Roger $"no problem"

	;
	; -------- Sabotuer --------------------------
	;

;TR [SabotuerSelected]
;TR Sounds = $yes

;TR [SaboteurOrdered]
;TR Sounds = $"ha ha ha" $affirmative

	;
	; -------- Harvester -------------------------
	;

;TR [HarvesterSelected]
;TR Sounds = $"harvester reporting"

;TR [HarvesterOrdered]
;TR Sounds = $"going to work"

	;
	; -------- Sarduakar -------------------------
	;

;TR [SarduakarSelected]
;TR Sounds = $yes

;TR [SarduakarOrdered]
;TR Sounds = $"sarduakar ready"



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


[LocalDefaults]
Type	=	Dialog
Control	=	Random

[IMSardaukarAttack]
Sounds = $13-UA00		 ;"To battle!"
Sounds = $13-UA01		 ;"Attack!"
Sounds = $13-UA03		 ;"Time to die!"
Sounds = $13-UA06		 ;"Death Before Dishonor!"


[IMSardaukarSelection]
Sounds = $13-US00		 ;"Imperial troops reporting."
Sounds = $13-US02		 ;"Ready for battle."
Sounds = $13-US04		 ;"Fear us"
Sounds = $13-US08		 ;"We are prepared!"


[IMSardaukarMove]
Sounds = $13-UM01		 ;"No surrender!"
Sounds = $13-UM02		 ;"As you wish!"
Sounds = $13-UM03		 ;"Take no prisoners."

;psm dko removed 4/12/01
;[GUMakerAttack]
;Sounds = $14-UA04		 ;"Die"
;Sounds = $14-UA08		 ;"Too late for them."
;Sounds = $14-UA09		 ;"They will suffer!"

;psm dko removed 4/12/01
;[GUMakerSelection]
;Sounds = $14-US05		 ;"The Guild is always ready."
;Sounds = $14-US07		 ;"You have an idea?"

;psm dko removed 4/12/01
;[GUMakerMove]
;Sounds = $14-UM01		 ;"For the Guild."
;Sounds = $14-UM02		 ;"We agree with your suggestion."
;Sounds = $14-UM03		 ;"We will cooperate."


[GUNIABTankAttack]
Sounds = $31-UA02		 ;"The Guild will triumph."
Sounds = $31-UA04		 ;"I see our victory."
Sounds = $31-UA07		 ;"I have seen our victory!"


[GUNIABTankSelection]
Sounds = $31-US00		 ;"Yes human."
Sounds = $31-US04		 ;"I hear you"
Sounds = $31-US07		 ;"The Guild is always ready."


[GUNIABTankMove]
Sounds = $31-UM05		 ;"We agree with your suggestion."
Sounds = $31-UM06		 ;"We will cooperate."


[IXProjectorAttack]
Sounds = $43-UA00		 ;"Targeting"
Sounds = $43-UA02		 ;"Attack confirmed."
Sounds = $43-UA04		 ;"Target confirmed."


[IXProjectorSelection]
Sounds = $43-US01		 ;"Need input."
Sounds = $43-US03		 ;"Projector operational."
Sounds = $43-US04		 ;"Instructions are required."


[IXProjectorMove]
Sounds = $43-UM00		 ;"Processed orders."
Sounds = $43-UM05		 ;"Processing instructions."
Sounds = $43-UM07		 ;"Coordinates received."


[IXInfiltratorAttack]
Sounds = $46-UA03		 ;"Target acquired."


[IXInfiltratorSelection]
Sounds = $46-US03		 ;"Infiltrator operational."
Sounds = $46-US04		 ;"Waiting for Instructions."


[IXInfiltratorMove]
Sounds = $46-UM01		 ;"Don't rush me."
Sounds = $46-UM03		 ;"Moving to a better spot."
Sounds = $46-UM05		 ;"Actions prioritized."
Sounds = $46-UM06		 ;"Orders confirmed."


[FRFremenAttack]
Sounds = $48-UA00		 ;"For Shai Halud!"
Sounds = $48-UA01		 ;"Death to the enemy."
Sounds = $48-UA02		 ;"Bi la Khaifa (Battle cry like Xena"
Sounds = $48-UA06		 ;"Their water is ours!"


[FRFremenSelection]
Sounds = $48-US01		 ;"Long live the fighters!"
Sounds = $48-US02		 ;"Fremen ready."
Sounds = $48-US03		 ;"Ready for action."
Sounds = $48-US07		 ;"We are ready to fight!"
Sounds = $48-US08		 ;"We fight for our people!"


[FRFremenMove]
Sounds = $48-UM00		 ;"As you wish."
Sounds = $48-UM01		 ;"As you command."
Sounds = $48-UM02		 ;"With honor!"
Sounds = $48-UM03		 ;"Well done!"


[StoryFRFremenAttack]
Sounds = $48-UA00		 ;"For Shai Halud!"
Sounds = $48-UA01		 ;"Death to the enemy."
Sounds = $48-UA02		 ;"Bi la Khaifa (Battle cry like Xena"
Sounds = $48-UA06		 ;"Their water is ours!"


[StoryFRFremenSelection]
Sounds = $48-US01		 ;"Long live the fighters!"
Sounds = $48-US02		 ;"Fremen ready."
Sounds = $48-US03		 ;"Ready for action."
Sounds = $48-US07		 ;"We are ready to fight!"
Sounds = $48-US08		 ;"We fight for our people!"


[StoryFRFremenMove]
Sounds = $48-UM00		 ;"As you wish."
Sounds = $48-UM01		 ;"As you command."
Sounds = $48-UM02		 ;"With honor!"
Sounds = $48-UM03		 ;"Well done!"


[FRADVFremenAttack]
Sounds = $47-UA00		 ;"For Shai Halud!"
Sounds = $47-UA02		 ;"Bi la Khaifa!"
Sounds = $47-UA04		 ;"The sands will run red."
Sounds = $47-UA01		 ;"Death to the enemy!"


[FRADVFremenSelection]
;Sounds = $47-US02		 ;"Fremen ready."
Sounds = $47-US03		 ;"Ready for action."
Sounds = $47-US05		 ;"Glory to the Fremen."
Sounds = $47-US07		 ;"Feydakin ready."


[FRADVFremenMove]
Sounds = $47-UM02		 ;"Onward."
Sounds = $47-UM04		 ;"I shall bring us honor."
Sounds = $47-UM05		 ;"I go."
Sounds = $47-UM07		 ;"We go with honor."


[IMADVSardaukarAttack]
Sounds = $49-UA00		 ;"To the death!"
Sounds = $49-UA01		 ;"For honor!"
Sounds = $49-UA02		 ;"Destroying target!"
Sounds = $49-UA03		 ;"With pleasure!"


[IMADVSardaukarSelection]
Sounds = $49-US02		 ;"Ready for battle."
Sounds = $49-US03		 ;"Ready."
Sounds = $49-US07		 ;"We are prepared!"
Sounds = $49-US08		 ;"Your command?"


[IMADVSardaukarMove]
Sounds = $49-UM01		 ;"No surrender!"
Sounds = $49-UM02		 ;"Onwards."
Sounds = $49-UM09		 ;"Of course!"
 
[TLContaminatorAttack]
Sounds = $17-UA00		 
Sounds = $17-UA01		 


[TLContaminatorSelection]
Sounds = $17-US00		 
Sounds = $17-US01		 
Sounds = $17-US02		 


[TLContaminatorMove]
Sounds = $17-UM00		 
Sounds = $17-UM01		 
 
			
[TLScientistAttack]
Sounds = $17-UA00		 
Sounds = $17-UA01		 


[TLScientistSelection]
Sounds = $17-US00		 
Sounds = $17-US01		 
Sounds = $17-US02		 


[TLScientistMove]
Sounds = $17-UM00		 
Sounds = $17-UM01		 
 

[IXScientistSelection]
Sounds = $14-US06		 
Sounds = $14-US07		 


[IXScientistMove]
Sounds = $14-UM00		 
Sounds = $14-UM04		 
 
[IXSlaveAttack]
Sounds = $17-UA00		 
Sounds = $17-UA01		 

[IXSlaveSelection]
Sounds = $17-US00		 
Sounds = $17-US01		 
Sounds = $17-US02		 

[IXSlaveMove]
Sounds = $17-UM00		 
Sounds = $17-UM01		 
 
[ATMilitiaAttack]
Sounds = $16-UA05		 

[ATMilitiaSelection]
Sounds = $16-US06		 

[ATMilitiaMove]
Sounds = $16-UM06		 
 
[ATGeneralAttack]
Sounds = $16-UA05		 

[ATGeneralSelection]
Sounds = $16-US06		 

[ATGeneralMove]
Sounds = $16-UM06		 
 
[HKGeneralAttack]
Sounds = $09-UA01		 

[HKGeneralSelection]
Sounds = $09-US07	 

[HKGeneralMove]
Sounds = $09-UM06		 
 
[ORGeneralAttack]
Sounds = $30-UA01		 

[ORGeneralSelection]
Sounds = $30-US01	 

[ORGeneralMove]
Sounds = $30-UM01		 
 
[IMGeneralAttack]
Sounds = $49-UA01		 

[IMGeneralSelection]
Sounds = $49-US03	 

[IMGeneralMove]
Sounds = $49-UM09		 
 
[CubScoutAttack]
Sounds = $40-UM01		 

[CubScoutSelection]
Sounds = $40-US01	 

[CubScoutMove]
Sounds = $40-UM03		 
 
[DukeAchillusSelection]
Sounds = $dukeachilus 

[DukeAchillusMove]
Sounds = $silent

[DukeAchillusAttack]
Sounds = $silent

;
; IX Group
;

; Uncomment when the foreign groups are built

[IXGroupAttack]
;Sounds = $43-UA04		 ;"Target confirmed."
Sounds = $IXAttack1
Sounds = $IXAttack2

[IXGroupMove]
;Sounds = $43-UM05		 ;"Processing instructions."
Sounds = $IXMove1
Sounds = $IXMove2

[IXGroupSelection]
;Sounds = $43-US01		 ;"Need input."
Sounds = $IXSelect1
Sounds = $IXSelect2


;
; Imperial Sardaukar Group
;

[IMGroupAttack]
;Sounds = $13-UA00		 ;"To battle!"
Sounds = $SarAttack1
Sounds = $SarAttack2

[IMGroupMove]
;Sounds = $13-UM02		 ;"As you wish!"
Sounds = $SarMove1
Sounds = $SarMove2

[IMGroupSelection]
;Sounds = $13-US08		 ;"We are prepared!"
Sounds = $SarSelect1
Sounds = $SarSelect2


;
; Fremen Group
;

[FRGroupAttack]
;Sounds = $48-UA01		 ;"Death to the enemy."
Sounds = $FREAttack1
Sounds = $FREAttack2

[FRGroupMove]
;Sounds = $48-UM00		 ;"As you wish."
Sounds = $FREMove1
Sounds = $FREMove2

[FRGroupSelection]
;Sounds = $48-US02		 ;"Fremen ready."
Sounds = $FRESelect1
Sounds = $FRESelect2


;
; Guild Group
;

[GUGroupAttack]
;Sounds = $14-UA09		 ;"They will suffer!"
Sounds = $GUIAttack1
Sounds = $GUIAttack2

[GUGroupMove]
;Sounds = $14-UM01		 ;"For the Guild."
Sounds = $GUIMove1
Sounds = $GUIMove2

[GUGroupSelection]
;Sounds = $31-UA04		 ;"I see our victory."
Sounds = $GUISelect1
Sounds = $GUISelect2





; ----- Unit Special Response -----


; ----- NIAB -----
[GUNIABTankSpecial0]	 ; Played when the NIAB Tank is deployed (Ready to teleport)
Sounds = $31-UX01		 ;"Charging fold space generator."

[GUNIABTankSpecial1]	 ; Played when the NAIB Tank teleports
Sounds = $31-UX00		 ;"Folding space"
Sounds = $31-UX02		 ;"Engaging fold space generator."


; ----- Projector -----
[IXProjectorSpecial0]	 ; Played when the projector is deployed
Sounds = $43-UX02		 ;"Duplication mode operational."


[IXProjectorSpecial1]
Sounds = $43-UX01		 ;"Duplication sequence initiated."
Sounds = $43-UX04		 ;"Duplication sequence initiated."
Sounds = $43-UX05		 ;"Duplicate operational."

; These are not part of the unit response system, they are not used yet.
;Sounds = $43-UX00		 ;"Duplicate destroyed."
;Sounds = $43-UX03		 ;"Target destroyed." ???????


; ----- Infiltrator -----
[IXInfiltratorSpecial0]	 ; Played when the Infiltrator is deployed (destructs)
Sounds = $46-UX00		 ;"Self destruct sequence initiated."

