// Comments start with a double slash and end with a semicolon.  They're ignored by the game.;
// Every script operation must end with a semicolon.  Spaces or line returns are ignored.;
// Base game sound file names are a number, so only use non-number names to add new sounds.  Ex: RubberChickenSound.txt;
// Don't put spaces in file names.;
// Not all script operations must be defined for a sound to work.  Default values will be used instead.  This file contains all possible ones;

// The file name of the base sound;
sound = rubberChicken.wav;

// The type of sound.;
// 0 : Normal sound affected by the world;
// 1 : UI sound, not affected by the world and has no position;
// 2 : UI sound that is affected by the world;
// 3 : Music;
// 4 : Master.  Not used;
// 5 : Dialogue;
class = 0;

// The higher the priority, the more likely the sound is to play if there are too many sounds at once.;
// 0.0 to 100.0, weapon sounds are at 99.0;
priority = 1.0;

// How loud the sound will be according to distance.;
// 0 : Short range;
// 1 : Medium range;
// 2 : Long range;
// 3 : Extra long range;
attenuation = 0;

// The volume of the sound.  Can go over 1.0.  Objects that use the sound can further affect volume.;
volume = 2.0;

// The pitch of the sound.  Can go over 1.0.  Objects that use the sound can further affect pitch.;
pitch = 0.25;

// Set to true if the sound should loop forever.;
loop = false;

// How many of the same sound can play at once.  Keep low for performance and memory concerns.;
maxConcurrency = 1;

// Which sound to stop if we go over the max concurrency for this sound.;
// 0 : Stop oldest;
// 1 : Stop newest;
// 2 : Don't play this one;
m_maxConcurrencyLogic = 0;