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// Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds
// To deviate from this will court disaster the likes of which have never before been 
// seen 
//
// RECORD STRUCTURE :
// Animation enum/name
// Frame into sequence where sound should start
// sound file
// starting number (if there are variations of the name: laser1laser2laser3)
// ending number
// probability sound will play
//


UPPERSOUNDS 
{
        //console 1
        BOTH_CONSOLE1 4 sound/ambience/voyager/lcars%d.wav 1 3 25       
        BOTH_CONSOLE1 9 sound/ambience/voyager/lcars%d.wav 1 3 25       
        BOTH_CONSOLE1 16 sound/ambience/voyager/lcars%d.wav 1 3 25      
        BOTH_CONSOLE1 20 sound/ambience/voyager/lcars%d.wav 1 3 25      
        //console 1 right
        BOTH_CONSOLE1RIGHT 12 sound/ambience/voyager/lcars%d.wav 1 3 0  
        //console 2
        BOTH_CONSOLE2 10 sound/ambience/voyager/lcars%d.wav 1 3 25
        BOTH_CONSOLE2 20 sound/ambience/voyager/lcars%d.wav 1 3 25
        BOTH_CONSOLE2 26 sound/ambience/voyager/lcars%d.wav 1 3 25
        //console 3
        BOTH_CONSOLE3 4 sound/ambience/voyager/lcars%d.wav 1 3 25
        BOTH_CONSOLE3 9 sound/ambience/voyager/lcars%d.wav 1 3 25
        BOTH_CONSOLE3 16 sound/ambience/voyager/lcars%d.wav 1 3 25
        BOTH_CONSOLE3 20 sound/ambience/voyager/lcars%d.wav 1 3 25
        //console 1 left
        BOTH_CONSOLE1LEFT 4 sound/ambience/voyager/lcars%d.wav 1 3 30   
        BOTH_CONSOLE1LEFT 11 sound/ambience/voyager/lcars%d.wav 1 3 30  
        BOTH_CONSOLE1LEFT 18 sound/ambience/voyager/lcars%d.wav 1 3 30  
        //console 1 right
        BOTH_CONSOLE1RIGHT 12 sound/ambience/voyager/lcars%d.wav 1 3 50
        BOTH_CONSOLE1RIGHT 15 sound/ambience/voyager/lcars%d.wav 1 3 50
        //tricorder
        TORSO_TRICORDER1 1 sound/items/tricorderscan.wav 0 0 0  
        //medical tricorder
        TORSO_MEDICORDER1 1 sound/items/tricorderscan.wav 0 0 0
        //combadges
        TORSO_COMBADGE1 7 sound/interface/communicator.wav 0 0 0        
        TORSO_COMBADGE2 6 sound/interface/communicator.wav 0 0 0        
        TORSO_COMBADGE3 6 sound/interface/communicator.wav 0 0 0        
        //hypos
        TORSO_HYPOSPRAY1 30 sound/items/jetpuffmed.wav 0 0 0    
}

LOWERSOUNDS 
{
        //run 1
        BOTH_RUN1   1 sound/player/footsteps/boot%d.wav 1 4 0   
        BOTH_RUN1   5 sound/player/footsteps/boot%d.wav 1 4 0   
        //run 2
        BOTH_RUN2   2 sound/player/footsteps/boot%d.wav 1 4 0   
        BOTH_RUN2   5 sound/player/footsteps/boot%d.wav 1 4 0   
}