#include "script_sound_music_and_stories.ltx"
#include "script_sound_zaton.ltx"
#include "script_sound_jupiter.ltx"
#include "script_sound_pripyat.ltx"
#include "script_sound_underpass.ltx"
[list]: list_music_and_stories, list_script_sound_zaton, list_script_sound_jupiter, list_script_sound_pripyat, list_script_sound_underpass
bloodsucker_growl
bloodsucker_hit
bloodsucker_swarm
boar_swarm
boar_swamp_runaway
state
wait

trader_door_open_start
trader_door_close_start
trader_door_close_stop
trader_door_locked
trader_door_unlock
wood_small_open
wood_small_close_start
wood_small_close_stop
wood_large_open
wood_large_close_start
wood_large_close_stop
metal_small_open
metal_small_close_start
metal_small_close_stop
power_switch

pda_alarm
pda_news
pda_tips
pda_task

heli_damaged
heli_down
heli_hit

patrol_sneak
patrol_run
patrol_walk
fight_attack
post_combat_wait
post_combat_wait_long
post_combat_relax
alarm

meet_hello
meet_hide_weapon
meet_use_no_default
meet_use_no_fight
meet_use_no_weapon
meet_use_no_talk_leader

corpse_loot_begin
corpse_loot_good
corpse_loot_bad

help_thanks
help_heavy

surge_earthquake_sound_looped
surge_earthquake_sound
blowout_begin
blowout_rumble
blowout_hit_1
blowout_hit_2
blowout_hit_3
blowout_wave_1
blowout_wave_2
blowout_wave_3

blowout_particle_wave_looped

fallout_acid_rain

shooting_target_up
shooting_target_down
shooting_target_hit

steam_blowout

wounded_medkit

radio_call

;---------------------------------------makdm
radio_agent
radio_bandit
radio_disel
radio_ecolog
radio_svoboda
radio_bar
radio_sesa
radio_duty
sound_bubble_rupture
technic
inv_softdrink
sonka_hello
sonka_bye
aziza
den_speack_lider_monolit
sherkhan_go_one
sherkhan_go_two
lamp_turn_on
trevoga_lab
guard_speacks_lider_monolit
dont_give_archiv
suicide_talk_1
suicide_talk_2
suicide_prep_1
suicide_die_1
npc_suicide_talk
npc_suicide_prep
npc_suicide_die
grenade_attack
artefact_take
thoughts_in_my_head_01
thoughts_in_my_head_02
thoughts_in_my_head_03
thoughts_in_my_head_04
thoughts_in_my_head_05
thoughts_in_my_head_06
thoughts_in_my_head_07
thoughts_in_my_head_08
thoughts_in_my_head_09
thoughts_in_my_head_10
thoughts_in_my_head_11
thoughts_in_my_head_12
thoughts_in_my_head_13
thoughts_in_my_head_14
thoughts_in_my_head_15
thoughts_in_my_head_16
thoughts_in_my_head_17
thoughts_in_my_head_18
thoughts_in_my_head_19
thoughts_in_my_head_20
thoughts_in_my_head_21
thoughts_in_my_head_22
thoughts_in_my_head_23
thoughts_in_my_head_24
thoughts_in_my_head_25
thoughts_in_my_head_26
thoughts_in_my_head_27
thoughts_in_my_head_28
thoughts_in_my_head_29
thoughts_in_my_head_30
thoughts_in_my_head_31
thoughts_in_my_head_32
thoughts_in_my_head_33
thoughts_in_my_head_34
thoughts_in_my_head_35
thoughts_in_my_head_36
thoughts_in_my_head_37
thoughts_in_my_head_38
thoughts_in_my_head_39
thoughts_in_my_head_40
alisa
pr_a11_leader_freedom_hello
pr_a11_leader_freedom_bye
pr_a12_raven_hello
pr_a12_raven_bye
pr_a3_lider_bandit_hello
pr_a3_lider_bandit_bye
pr_a16_mechanic_hello
pr_a16_mechanic_bye
pr_a16_trader_hello
pr_a16_trader_bye
pr_a31_trader_hello
pr_a31_trader_bye
pr_a16_lider_stalker_hello
pr_a16_lider_stalker_bye
pr_a21_commander_hello
pr_a21_commander_bye
pr_a13_physician_hello
pr_a13_physician_bye
pr_a15_alkash_3_sound
pr_a15_artist_hello
under_a3_merk_boss_hello
pr_a16_bodyguard_hello
pr_a6_nail_lider_hello
pr_a6_nail_lider_bye
pr_a6_maslov_hello
pr_a6_maslov_bye
pr_a12_raven_bloodsuker
pr_a1_nail_attack
pr_a1_nail_guard
pr_a1_nail_guard_next
pr_a18_russibic_hello
pr_a16_russibic_hello
pr_a16_russibic_bye

[radio_agent]
type = 3d
path = characters_voice\scenario\radio\radio_yanov_agent_
shuffle = rnd
idle = 0,0,100

[radio_bandit]
type = 3d
path = characters_voice\scenario\radio\radio_bandit_jupiter_
shuffle = rnd
idle = 0,0,100

[radio_disel]
type = 3d
path = characters_voice\scenario\radio\radio_bandit_pripyat_
shuffle = rnd
idle = 0,0,100

[radio_ecolog]
type = 3d
path = characters_voice\scenario\radio\radio_dark_
shuffle = rnd
idle = 0,0,100

[radio_svoboda]
type = 3d
path = characters_voice\scenario\radio\radio_military_
shuffle = rnd
idle = 0,0,100

[radio_bar]
type = 3d
path = characters_voice\scenario\radio\radio_bar_
shuffle = rnd
idle = 0,0,100

[radio_sesa]
type = 3d
path = characters_voice\scenario\radio\bar_radio_sesa_
shuffle = rnd
idle = 0,0,100

[radio_duty]
type = 3d
path = characters_voice\scenario\radio\radio_duty_
shuffle = rnd
idle = 0,0,100

[sound_bubble_rupture]
type = 3d
npc_prefix = false
path = ambient\jupiter\jup_b46_spatial_bubble_rupture
shuffle = rnd
idle = 0,0,100

[technic]
type = npc
path = scenario\technic_
shuffle = rnd
play_always = true
idle = 0,0,100

[inv_softdrink]
type = actor
npc_prefix = false
path = interface\inv_softdrink
shuffle = rnd
idle = 1,1,100

[sonka_hello]
type = npc
path = scenario\sonka_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[sonka_bye]
type = npc
path = scenario\sonka_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[aziza]
type = npc
path = scenario\aziza_
shuffle = rnd
play_always = true
idle = 0,0,100

[den_speack_lider_monolit]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\den_speack_lider_monolit
shuffle = seq
idle = 0,0,100

[sherkhan_go_one]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\sherkhan_go_one
shuffle = seq
idle = 0,0,100

[sherkhan_go_two]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\sherkhan_go_two
shuffle = seq
idle = 0,0,100

[lamp_turn_on]
type = 3d
path = ambient\lamp_turn_on_
shuffle = rnd
idle = 0,0,100

[trevoga_lab]
type = 3d
path = ambient\trevoga_lab_
shuffle = rnd
idle = 0,0,100

[guard_speacks_lider_monolit]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\guard_speacks_lider_monolit
shuffle = seq
idle = 0,0,100

[dont_give_archiv]
type = 3d
npc_prefix = false
path = ambient\dont_give_archiv
shuffle = seq
idle = 0,0,100

[suicide_talk_1]
type = actor
npc_prefix = false
path = actor\suicide_talk_1
shuffle = seq
idle = 3,5,100

[suicide_talk_2]
type = actor
npc_prefix = false
path = actor\suicide_talk_2
shuffle = seq
idle = 3,5,100

[suicide_prep_1]
type = actor
npc_prefix = false
path = actor\suicide_prep_1
shuffle = seq
idle = 3,5,100

[suicide_die_1]
type = actor
npc_prefix = false
path = actor\suicide_die_1
shuffle = seq
idle = 3,5,100

[npc_suicide_talk]
type = 3d
path = actor\suicide_talk_
shuffle = rnd
idle = 0,0,100

[npc_suicide_prep]
type = 3d
path = actor\suicide_prep_
shuffle = rnd
idle = 0,0,100

[npc_suicide_die]
type = 3d
path = actor\suicide_die_
shuffle = rnd
idle = 0,0,100

[grenade_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\grenade\grenade_ready_
shuffle = rnd
idle = 1,1,100
is_combat_sound = true

[artefact_take]
type = npc
actor_stereo = false
npc_prefix = false
path = artefact_take_
shuffle = rnd
idle = 1,1,100

[thoughts_in_my_head_01]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_01
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_02]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_02
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_03]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_03
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_04]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_04
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_05]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_05
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_06]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_06
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_07]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_07
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_08]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_08
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_09]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_09
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_10]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_10
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_11]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_11
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_12]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_12
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_13]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_13
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_14]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_14
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_15]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_15
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_16]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_16
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_17]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_17
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_18]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_18
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_19]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_19
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_20]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_20
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_21]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_21
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_22]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_22
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_23]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_23
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_24]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_24
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_25]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_25
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_26]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_26
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_27]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_27
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_28]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_28
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_29]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_29
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_30]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_30
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_31]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_31
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_32]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_32
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_33]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_33
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_34]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_34
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_35]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_35
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_36]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_36
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_37]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_37
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_38]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_38
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_39]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_39
shuffle = seq
idle = 0,0,100

[thoughts_in_my_head_40]
type = 3d
npc_prefix = false
path = ambient\thoughts_in_my_head_40
shuffle = seq
idle = 0,0,100

[alisa]
type = 3d
npc_prefix = false
path = ambient\aalisa
shuffle = seq
idle = 0,0,100

[pr_a11_leader_freedom_hello]
type = npc
path = scenario\pripyat_full\pr_a11_leader_freedom_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a11_leader_freedom_bye]
type = npc
path = scenario\pripyat_full\pr_a11_leader_freedom_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a12_raven_hello]
type = npc
path = scenario\pripyat_full\pr_a12_raven_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a12_raven_bye]
type = npc
path = scenario\pripyat_full\pr_a12_raven_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a3_lider_bandit_hello]
type = npc
path = scenario\pripyat_full\pr_a3_lider_bandit_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a3_lider_bandit_bye]
type = npc
path = scenario\pripyat_full\pr_a3_lider_bandit_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_mechanic_hello]
type = npc
path = scenario\pripyat_full\pr_a16_mechanic_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_mechanic_bye]
type = npc
path = scenario\pripyat_full\pr_a16_mechanic_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_trader_hello]
type = npc
path = scenario\pripyat_full\pr_a16_trader_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_trader_bye]
type = npc
path = scenario\pripyat_full\pr_a16_trader_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a31_trader_hello]
type = npc
path = scenario\pripyat_full\pr_a31_trader_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a31_trader_bye]
type = npc
path = scenario\pripyat_full\pr_a31_trader_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_lider_stalker_hello]
type = npc
path = scenario\pripyat_full\pr_a16_lider_stalker_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_lider_stalker_bye]
type = npc
path = scenario\pripyat_full\pr_a16_lider_stalker_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a21_commander_hello]
type = npc
path = scenario\pripyat_full\pr_a21_commander_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a21_commander_bye]
type = npc
path = scenario\pripyat_full\pr_a21_commander_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a13_physician_hello]
type = npc
path = scenario\pripyat_full\pr_a13_physician_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a13_physician_bye]
type = npc
path = scenario\pripyat_full\pr_a13_physician_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a15_alkash_3_sound]
type = npc
path = scenario\pripyat_full\pr_a15_alkash_3_sound
shuffle = seq
idle = 1,1,100

[pr_a15_artist_hello]
type = npc
path = scenario\pripyat_full\pr_a15_artist_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[under_a3_merk_boss_hello]
type = npc
path = scenario\pripyat_full\under_a3_merk_boss_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_bodyguard_hello]
type = npc
path = scenario\pripyat_full\pr_a16_bodyguard_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a6_nail_lider_hello]
type = npc
path = scenario\pripyat_full\pr_a6_nail_lider_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a6_nail_lider_bye]
type = npc
path = scenario\pripyat_full\pr_a6_nail_lider_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a6_maslov_hello]
type = npc
path = scenario\pripyat_full\pr_a6_maslov_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a6_maslov_bye]
type = npc
path = scenario\pripyat_full\pr_a6_maslov_bye_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a12_raven_bloodsuker]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat_full\pr_a12_raven_bloodsuker
shuffle = seq
play_always = true
idle = 1,1,100

[pr_a1_nail_attack]
type = npc
path = scenario\pripyat_full\pr_a1_nail_attack
shuffle = seq
idle = 1,1,100

[pr_a1_nail_guard]
type = npc
path = scenario\pripyat_full\pr_a1_nail_guard
shuffle = seq
idle = 0,0,100

[pr_a1_nail_guard_next]
type = npc
path = scenario\pripyat_full\pr_a1_nail_guard_next
shuffle = seq
idle = 0,0,100

[pr_a18_russibic_hello]
type = npc
path = scenario\pripyat_full\pr_a18_russibic_hello
shuffle = seq
idle = 0,0,100

[pr_a16_russibic_hello]
type = npc
path = scenario\pripyat_full\pr_a16_russibic_hello_
shuffle = rnd
play_always = true
idle = 0,0,100

[pr_a16_russibic_bye]
type = npc
path = scenario\pripyat_full\pr_a16_russibic_bye_
shuffle = rnd
play_always = true
idle = 0,0,100
;--------------------------------------------

[surge_earthquake_sound_looped]
type = looped
path = ambient\earthquake

[surge_earthquake_sound]
type = 3d
path = ambient\earthquake

[blowout_begin]
type = 3d
path = ambient\blowout\blowout_begin

[blowout_rumble]
type = looped
path = ambient\blowout\blowout_rumble

[blowout_hit_1]
type = 3d
path = ambient\blowout\blowout_impact

[blowout_hit_2]
type = 3d
path = ambient\blowout\blowout_impact_02

[blowout_hit_3]
type = 3d
path = ambient\blowout\blowout_outro

[blowout_wave_1]
type = 3d
path = ambient\blowout\blowout_wave_01

[blowout_wave_2]
type = 3d
path = ambient\blowout\blowout_wave_04

[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3

[blowout_particle_wave_looped]
type = looped
path = ambient\blowout\blowout_particle_wave

[fallout_acid_rain]
type = looped
path = anomaly\acid_rain

[state]
type = npc
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true

[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd

;************************************************************
;Универсальная озвучка встречи
;************************************************************
[wait]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100

;************************************************************
;Болотная тварь и кустарниковый кабан
;************************************************************

[bloodsucker_swarm]
type = 3d
path = monsters\bloodsucker\swamp_run_
shuffle = rnd
idle = 1,1,100

[boar_swarm]
type = 3d
path = monsters\boar\boar_swamp_run_
shuffle = rnd
idle = 0,0,100

[boar_swamp_runaway]
type = 3d
path = monsters\boar\boar_swamp_runaway_
shuffle = rnd
idle = 0,0,100

[bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\attack_hit_
shuffle = rnd
idle = 0,0,100

[bloodsucker_hit]
type = 3d
path = monsters\bloodsucker\heavy_hit_
shuffle = rnd
idle = 0,0,100



;************************************************************
; Alife
;************************************************************

[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\sneak_
shuffle = rnd
idle = 1,1,100

[patrol_run]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\run_
shuffle = rnd
idle = 1,1,100

[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\walk_
shuffle = rnd
idle = 1,1,100

[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
shuffle = rnd
idle = 1,1,100
is_combat_sound = true



[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 3,5,100

[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 7,10,100

[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 1,1,100


;***************************************************************
; Звуки дверей
;***************************************************************
[pl_test]
type = npc
npc_prefix = true
path = fight\attack\attack_
shuffle = rnd
idle = 1,1,100

[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100

[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100

[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100

[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100

[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100

[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100

[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100

[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100

[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100

[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100

[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100

[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100

[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100

[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100

[power_switch]
type = 3d
path = device\power_switch
shuffle = rnd
idle = 1,1,100

;***************************************************************
; звуки настольной рации
;***************************************************************
[radio_call]
type = 3d
path = device\radio_call
shuffle = rnd
idle = 0,0,100


;***************************************************************
; Озвучка ПДА
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100

[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100

[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100

[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100

;***************************************************************
; Озвучка Вертиберда
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100

[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100

[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40



;***************************************************************
; ОСНОВНЫЕ ТЕМЫ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100


[meet_hello]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hello_
shuffle = rnd
idle = 2,2,100

[meet_hide_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hide_weapon_
shuffle = rnd
idle = 5,7,100

[meet_use_no_default]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_default_
shuffle = rnd
idle = 1,1,100

[meet_use_no_fight]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_fight_
shuffle = rnd
idle = 2,2,100

[meet_use_no_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_weapon_
shuffle = rnd
idle = 5,7,100

[meet_use_no_talk_leader]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 5,7,100


[corpse_loot_begin]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_begin_
shuffle = rnd
idle = 10,11,100

[corpse_loot_good]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_good_
shuffle = rnd
idle = 10,11,100

[corpse_loot_bad]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_bad_
shuffle = rnd
idle = 10,11,100

[help_heavy]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = help\wounded_heavy\help_
shuffle = rnd
idle = 4,8,100

[help_thanks]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer
npc_prefix = true
path = help\wounded_thanx\thanx_
shuffle = rnd
idle = 1,1,100

[wounded_medkit]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer, monolith
npc_prefix = true
path = help\wounded\medkit_
shuffle = rnd
idle = 1,1,100

;***************************************************************
; ТЕМЫ ДЛЯ ТИРА
;***************************************************************
[shooting_target_up]
type = 3d
path = ambient\special\target_up
shuffle = rnd
idle = 0,0,100

[shooting_target_down]
type = 3d
path = ambient\special\target_down
shuffle = rnd
idle = 0,0,100

[shooting_target_hit]
type = 3d
path = ambient\special\target_hit_
shuffle = rnd
idle = 0,0,100

[steam_blowout]
type = 3d
path = anomaly\steam_blowout
shuffle = rnd
idle = 0,0,100
