# audiocnf.ini
#
# allows to override the default values for volume and radius of each sound
# grouped by sound bank
#
#   SAMPLENAME        volume, radius
#
# volumes are from 0 to 127 (integer value)
# radius is in meters, also from 0 to 127 (integer value)


RECORD GLOBAL
	SPEECH				90, 30
	SPEECH_OCCLUDE_WHEN_FACING_AWAY	1.0
	SPEECH_FILTER_LINEARITY     	1.0
	SPEECH_DISTANCE_FILTER      	1.0
	OCCLUSION_FADETIME          	1.0
	MIN_DOOR_VOLUME             	90
	EXECUTION_VOLUME            	127
	LISTENER_OFFSET			0, 0, 2.5
END


RECORD FRONTEND
	PICKUP_WEAPON					100, 10
	PICKUP_HEALTH					100, 10
	SWITCH_WEAPON					90, 10
	TEXTBOX						80, 10
	MOVE_MENU					90, 10
	SELECT_LEFT					55, 10
	SELECT_RIGHT					55, 10
	BACK_LEFT					55, 10
	BACK_RIGHT					55, 10
    	TOGGLE						90, 10
END


RECORD FOOT
#	SURFACE, 					VOLUME, RADIUS

	NONE						100, 30
	STONE						100, 30
	WOOD						100, 30
	METAL						115, 30
	PAPER						100, 30
	RUBBLE						100, 30
	TILE						100, 30
	CAR				            	100, 30
	WIREMESH					100, 30
	PLASTICBAG					100, 30
	DUMPSTER					100, 30
	STREETLIGHT					100, 30
	OPANDTRWINDOW					100, 30
	PEDBARRIER					100, 30
	METALRAILING					100, 30
	PUDDLE						100, 30
	IGNORE						100, 30
	GLASSHARD					100, 30
	CERAMIC						100, 30
	PLASTER						100, 30
	WOODHARD					100, 30
	METALHARD					100, 30
	GRASS						100, 30
	MUD				            	100, 30
	BUSH						100, 30
	WATER						100, 30
	CARPET						115, 30
	PED				            	100, 30
	WEAPON						100, 30
	HALFOPENSHUTTER					100, 30
	BRICK						100, 30
	CAN				            	100, 30
	BOTTLE						100, 30
	WOOD_PLANK					100, 30
	WOOD_BOARD					100, 30
	WOOD_DOOR					100, 30
	WOOD_BIG_DOOR					100, 30
	WOOD_THIN					100, 30
	WOOD_TRUNK					100, 30
	METAL_SMALL_SHUTTER		    		100, 30
	METAL_LARGE_SHUTTER		    		100, 30
	METAL_CAGE_SHUTTER				100, 30
	METAL_THICK_METAL_PLATE				100, 30
	METAL_POLE				    	100, 30
	METAL_CONTAINER					100, 30
	SOFT				        	100, 30
	TYRE				        	100, 30
	PLASTIC				        	100, 30
	TARMAC				        	100, 30
	TRASHCAN				    	100, 30
	PEDBARRIER_WOOD					100, 30
	PEDBARRIER_METAL				100, 30
	PEDBARRIER_STONE				100, 30
	GORE				        	100, 30
	WET_MUD				        	100, 30
	WHEELY_BIN				    	100, 30
	SHOPPING_TROLLEY		    		100, 30
	BUSH_SOLID				    	100, 30
	PEDBARRIER_CARPET		    		100, 30
	OPAQUEGLASS				    	100, 30
	PEDBARRIER_WIREMESH				100, 30
	IRON_BAR_DOOR					100, 30
	FENCE						100, 30				
END


RECORD COLL
	NONE						0, 0
	STONE						70, 20
	WOOD						70, 20
	METAL						70, 20
	PAPER						70, 20
	RUBBLE						70, 20
	TILE						70, 20
	CAR						70, 20
	WIREMESH					70, 20
	PLASTICBAG					70, 20
	DUMPSTER					70, 20
	STREETLIGHT					70, 20
	OPANDTRWINDOW					70, 20
	PEDBARRIER					70, 20
	METALRAILING					70, 20
	PUDDLE						70, 20
	GLASSHARD				    	70, 20
	CERAMIC				        	70, 20
	PLASTER				       		70, 20
	WOODHARD				   	70, 20
	METALHARD				   	70, 20
	GRASS				       		70, 20
	MUD				            	70, 20
	BUSH				        	70, 20
	WATER				        	70, 20
	CARPET				        	70, 20
	PED				          	70, 20
	WEAPON				        	70, 20
	HALFOPENSHUTTER					70, 20
	BRICK				       		100, 127
	CAN				           	100, 127
	BOTTLE				        	100, 127
	WOOD_PLANK				    	70, 20
	WOOD_BOARD				    	70, 20
	WOOD_DOOR				    	70, 20
	WOOD_BIG_DOOR					70, 20
	WOOD_THIN				    	70, 20
	WOOD_TRUNK				    	70, 20
	METAL_SMALL_SHUTTER				70, 20
	METAL_LARGE_SHUTTER				70, 20
	METAL_CAGE_SHUTTER				70, 20
	METAL_THICK_METAL_PLATE				70, 20
	METAL_POLE				    	70, 20
	METAL_CONTAINER					70, 20
	SOFT				        	0, 20
	TYRE				        	50, 20
	PLASTIC				        	100, 20
	TARMAC				        	70, 20
	TRASHCAN				   	70, 20
	PEDBARRIER_WOOD					70, 20
	PEDBARRIER_METAL				70, 20
	PEDBARRIER_STONE				70, 20
	GORE				        	70, 20
	WET_MUD				       		70, 20
	WHEELY_BIN				    	70, 20
	SHOPPING_TROLLEY		    		70, 20
	BUSH_SOLID				   	70, 20
	PEDBARRIER_CARPET				70, 20
	OPAQUEGLASS				    	70, 20
	PEDBARRIER_WIREMESH				70, 20
	IRON_BAR_DOOR					70, 20
	FENCE						70, 20
	CORN						70, 20
END


RECORD WEAPONS
    FIREAXE_MELEE_COLLISION           	  			90, 40
    AXE_MELEE_COLLISION           	  			90, 40
    BAG_MELEE_COLLISION                 			65, 40
    BASEBALL_BAT_BLADES_MELEE_COLLISION 			90, 40
    BASEBALL_BAT_MELEE_COLLISION				90, 40
    CLEAVER_MELEE_COLLISION             			65, 40
    FISTS_MELEE_COLLISION               			90, 20
    HAMMER_MELEE_COLLISION              			65, 40
    ICEPICK_MELEE_COLLISION             			65, 40
    KNIFE_MELEE_COLLISION               			65, 40
    MACHETE_MELEE_COLLISION             			65, 40
    NIGHTSTICK_MELEE_COLLISION          			90, 40
    SHARD_MELEE_COLLISION               			65, 40
    SHOVEL_MELEE_COLLISION             			 	90, 40
    SICKLE_MELEE_COLLISION              			65, 40
    SLEDGEHAMMER_MELEE_COLLISION        			90, 40
    SMALL_BAT_MELEE_COLLISION           			65, 40
    SYRINGE_MELEE_COLLISION             			65, 40
    WIRE_MELEE_COLLISION                			65, 40
    WOOD_BAT_MELEE_COLLISION            			65, 40
    WOODEN_SPIKE_MELEE_COLLISION        			65, 40
    HEDGETRIMMER_MELEE_COLLISION       				65, 40
    STUNPROD_MELEE_COLLISION					80, 40
    
    BOTTLE_THROWER_COLLISION            			0, 30
    BRICK_THROWER_COLLISION					0, 30
    CAN_THROWER_COLLISION              			 	0, 30
    CASH_BUNDLE_THROWER_COLLISION       			0, 30 
           			 	
    BULLET_HIT_PED                      			80, 40
    BULLET_IMPACT_METAL                 			80, 40
    BULLET_RICOCHET_METAL               			80, 40
    BULLET_RICOCHET_STONE               			80, 40
    BULLET_RICOCHET_WOOD               			 	80, 40
    BULLET_SWISH                        			80, 30

    PUNCH_PED_BODY                     				110, 20
    PUNCH_PED_FACE                     				110, 20
    BLOCK_WITH_ARM						100, 20
    
    SWING                               			40, 15
    SWING_HI                            			40, 15
    SWING_LO                            			40, 15
    SWINGLOW2							40, 15
    WOOSHLOW							40, 15
    WOOSHHIGH							40, 15
    WOOSH							40, 15

    STAB_FLESH							90, 20
    STAB_REMOVE							90, 20
    SHARP_MELEE_COLLISION					90, 20
    HEAVY_FLESH_HIT						100, 20
    
    SHELL_CASING_METAL                 				50, 15
    SHELL_CASING_NAILGUN               				50, 15
    SHELL_CASING_PLASTIC                			50, 15
    SHOOTER_COLLISION_SINGLEHAND        			70, 40
    SHOOTER_COLLISION_TWOHAND           			70, 40
    
    
    FIRE_6SHOOTER_EMPTY						70, 20
    RELOAD_6SHOOTER_OPEN					70, 20
    RELOAD_6SHOOTER_CLOSE					70, 20
    RELOAD_6SHOOTER_LOAD					70, 20
    FIRE_6SHOOTER						127, 35

    FIRE_COLT_EMPTY						70, 20
    RELOAD_COLT							70, 20
    RELOAD_COLT_CLIP_IN						70, 20
    RELOAD_COLT_CLIP_OUT					70, 20
    FIRE_COLT							127, 35

    CROSSBOW_HIT_WALL						70, 20
    FIRE_CROSSBOW_EMPTY						70, 20
    FIRE_CROSSBOW						110, 35
    RELOAD_CROSSBOW						70, 20

    FIRE_DESERTEAGLE_EMPTY					70, 20
    RELOAD_DESERTEAGLE						70, 20
    RELOAD_DESERTEAGLE_CLIP_IN					70, 20
    FIRE_DESERTEAGLE						127, 35

    FLAREGUN_HIT_WALL						70, 20
    FIRE_FLAREGUN						100, 20
    FIRE_FLAREGUN_EMPTY						70, 20
    RELOAD_FLAREGUN_CLIP_IN					70, 20
    FLARE_HIT_PED						70, 20

    FIRE_GLOCK_EMPTY						70, 20
    RELOAD_GLOCK						70, 20
    RELOAD_GLOCK_CLIP_IN					70, 20
    FIRE_GLOCK							127, 35

    SAWNOFF_HIT_WALL						70, 20
    COCK_SAWNOFF_2						70, 20
    COCK_SAWNOFF_1						70, 20
    RELOAD_SAWNOFF						70, 20
    FIRE_SAWNOFF_EMPTY						70, 20
    SAWNOFF_MELEE_COLLISION					70, 20
    FIRE_SAWNOFF						127, 35

    SHOTGUN_MELEE_COLLISION					70, 20
    RELOAD_SHOTGUN						70, 20
    COCK_SHOTGUN_2						70, 20
    COCK_SHOTGUN_1						70, 20
    FIRE_SHOTGUN_EMPTY						70, 20
    SHOTGUN_HIT_WALL						70, 20
    FIRE_SHOTGUN						127, 35

    SNIPERRIFLE_HIT_WALL					70, 20
    FIRE_SNIPERRIFLE_EMPTY					70, 20
    RELOAD_SNIPERRIFLE_CLIP_IN					70, 20
    RELOAD_SNIPERRIFLE_CLIP_OUT					70, 20
    FIRE_SNIPERRIFLE						127, 80
    RELOAD_SNIPERRIFLE						80, 20

    TRANQRIFLE_HIT_WALL						70, 20
    FIRE_TRANQRIFLE						127, 35
    FIRE_TRANQRIFLE_EMPTY					70, 20
    RELOAD_TRANQRIFLE_CLIP_IN					70, 20
    RELOAD_TRANQRIFLE						70, 20

    UZI_HIT_WALL						70, 20
    FIRE_UZI_EMPTY						70, 20
    RELOAD_UZI							50, 20
    RELOAD_UZI_CLIP_IN						60, 20
    FIRE_UZI							127, 35
					

END


RECORD MISC
	HEAD_SPLAT				        100, 20
	BRAIN_SPLAT				        100, 20
	GLASS_BREAK				        90, 40
	CAMERA_NOISE_LEFT				0, 10
	CAMERA_NOISE_RIGHT				0, 10
	DIRECTOR_NOISE				     	0, 10
	THUNDER				            	127, 50
	PLAYER_BREATHE_IN_1				70, 10
	PLAYER_BREATHE_IN_2				70, 10
	PLAYER_BREATHE_IN_3				70, 10
	PLAYER_BREATHE_IN_4				70, 10
	PLAYER_BREATHE_IN_5				70, 10
	PLAYER_BREATHE_OUT_1				70, 10
	PLAYER_BREATHE_OUT_2				70, 10
	PLAYER_BREATHE_OUT_3				70, 10
	PLAYER_BREATHE_OUT_4				70, 10
	PLAYER_BREATHE_OUT_5				70, 10
END


RECORD DOORS
	OPEN_WOOD				        90, 40
	OPEN_METAL				        90, 40
	OPEN_HEAVY_METAL				90, 40
	OPEN_IRONBAR_DOOR				90, 40
	OPEN_WIRE				        90, 40
	CLOSE_WOOD				        90, 40
	CLOSE_METAL				        90, 40
	CLOSE_HEAVY_METAL				90, 40
	CLOSE_IRONBAR_DOOR				90, 40
	CLOSE_WIRE				        90, 40
	SLAM_WOOD				        90, 40
	SLAM_METAL				        90, 40
	SLAM_HEAVY_METAL				90, 40
	SLAM_IRONBAR_DOOR				90, 40
	SLAM_WIRE				        90, 40
	HIT_HINGE_LIMIT_WOOD				80, 40
	HIT_HINGE_LIMIT_METAL				80, 40
	HIT_HINGE_LIMIT_HEAVY_METAL			80, 40
	HIT_HINGE_LIMIT_IRONBAR_DOOR			80, 40
	HIT_HINGE_LIMIT_WIRE				80, 40
	SLIDE_HORIZONTAL				127, 40
	SLIDE_VERTICAL				   	127, 40
	SLIDE_OPEN				       	127, 100
	SLIDE_CLOSE				       	127, 100
	MOTOR				           	127, 40
	SWITCH_CLICK_ON				 	110, 15
	SWITCH_CLICK_OFF				110, 15
	SWITCH_LEVER_UP					110, 15
	SWITCH_LEVER_DOWN				110, 15
	SWITCH_BUTTON_ON				110, 15
END


# these are multipliers for volume and radius of the footstep sample that is played
# depending on the current movement mode the player is in
RECORD FOOTSTEP_MULTIPLIERS
    SNEAK                       	0.28, 1
    WALK                         	0.4, 1
    RUN                           	0.37, 1
    SKID                           	0.5, 1
    LAND                          	0.5, 1
END

# A multitude of settings for the heartbeat
RECORD HEARTBEAT_SETTINGS
  # The time between beats at resting pace (ie 60 / beats per minute)
	SPEED		0.8
	# The minimum multiplier for heart speed.  This sets the fastest the heart
	# can beat.  It is one over the maximum speed ratio, so 0.5 would allow it to beat at most
	# twice as fast, 0.333 three times, and so on.
	MIN_MULTIPLIER 0.333
	# The minimum multiplier for stamina alone.  Just by running about the heart will beat faster, up
	# to this amount (see above for this). e.g. 0.75 = (1 / 0.75) = 33% faster at your most exhausted.
	MIN_STAM_MULTIPLIER 1.0
	
	# The maximum boost a heart can be boosted to (maximum adrenalin value)
	MAX_BOOST	15.0
	
	# The ratio between the beat timings
	BEAT_1 0.27
	BEAT_2 0.73

	# Low health settings; what constitutes low health, and what amount to boost the heart to.
	LOW_HEALTH 0.0
	LOW_HEALTH_BOOST 1.0

  # Execution boost; a base boost, and then an amount per level of execution
	EXECUTE_BOOST 1.0
	EXECUTE_STAGE_BOOST 3.0

  # The rate at which the heart slows back down again. Specified in adrenalin (boost) units per second.
	SLOWDOWN_RATE 100.0

  # The adrenalin point at which the heart starts beating faster, and the maximum speedup (again 1/value)
	SPEEDUP_POINT 0.85
	SPEEDUP_MAX 0.3

  # How erratic the heart should beat when under stress (0.03 = +/- 3% randomness)
	ERRATIC 0.0
	
	# How much to boost the heart when a hunter peers into the shadows where you're hiding
	HUNTER_SEARCH_BOOST 0.0
	
	# How much to boost the heart by when damaged.  Damage amount is multiplied by this value, so
	# harder hits boost more.
	DAMAGE_BOOST 0.0
	
	# How much to boost the heart during a quick time moment
	QTM_BOOST 1.0
	
	# How much to boost the volume.  Basically this is added to the volume of the heart times adrenalin.
	VOLUME_BOOST 127.0
	# How much to boost the radius of the sound.  Again this is multiplied by the adrenalin and then used to
	# increase the effective radius of the sound.
	RADIUS_BOOST 1.0
END

RECORD HELICOPTER
	FAR	70, 90
	MED	70, 60
	CLOSE	70, 30
END
