//==================================
//Buildable sounds for Fortress Forever
//==================================

//----------------
//Sentry Gun
//----------------

	"Sentry.Fire"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
                "pitch"		        "95,105"

		"rndwave"
		{
		        "wave"		"buildable/sentry/sg_fire1.wav"
			"wave"		"buildable/sentry/sg_fire2.wav"
                        "wave"		"buildable/sentry/sg_fire3.wav"
		}
	}
	"Sentry.RocketFire"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
                "pitch"		        "95,105"
		"wave"		"buildable/sentry/sg_rpg1.wav"
	}
	"Sentry.eject"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/sentry/sg_eject1.wav"
	}
	"Sentry.scan"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"

		"rndwave"
		{
		        "wave"		"buildable/sentry/sg_scan1.wav"
			"wave"		"buildable/sentry/sg_scan2.wav"
		}
	}
	"Sentry.spot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"wave"		"buildable/sentry/sg_spot.wav"
	}
	"Sentry.unbuild"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/sentry/sg_unbuild.wav"
	}
	"sentry.aim"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/sentry/sg_aim.wav"
	}
	"Sentry.explode"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
		"soundlevel"		"SNDLVL_140dB"
		"pitch"			"PITCH_NORM"
		"wave"		"^buildable/sentry/sg_explode.wav"
	}
	"Sentry.One"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		")buildable/sentry/sg_build1.wav"
	}
	"Sentry.two"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/sentry/sg_build2.wav"
	}
	"Sentry.three"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/sentry/sg_build3.wav"
	}
	"Sentry.SabotageActivate"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"wave"		"buildable/sentry/sg_sabotageactivate.wav"
	}
	"Sentry.SabotageFinish"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"wave"		"buildable/sentry/sg_sabotagefinish.wav"
	}
//----------------
//Respawn Turret
//----------------

	"RespawnTurret.Fire"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
                "pitch"		        "95,105"

		"rndwave"
		{
		        "wave"		"^buildable/respawnturret/rt_fire1.wav"
		}
	}
	"RespawnTurret.Alert"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.8"
	"CompatibilityAttenuation"	"0.8"
                "pitch"		        "95,105"
		"wave"		"buildable/respawnturret/rt_alert1.wav"
	}
	"RespawnTurret.Ping"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.8"
		"wave"		"buildable/respawnturret/rt_ping1.wav"
	}
	"RespawnTurret.Deploy"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.8"
                "pitch"		        "95,105"
		"wave"		"buildable/respawnturret/rt_deploy1.wav"
	}
	"RespawnTurret.Retire"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.8"
		"wave"		"buildable/respawnturret/rt_retire1.wav"
	}

//----------------
//Dispenser
//----------------

	"Dispenser.build"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/dispenser/disp_build.wav"
	}
	"Dispenser.unbuild"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/dispenser/disp_unbuild.wav"
	}
	"Dispenser.explode"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
		"soundlevel"		"SNDLVL_140dB"
		"pitch"			"PITCH_NORM"
		"wave"		"^buildable/dispenser/disp_explode.wav"
	}

//----------------
//Detpack, BOOOM
//----------------

	"Detpack.Build"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/detpack/detpack_drop.wav"
	}
	"Detpack.Defuse"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		")buildable/detpack/detpack_defuse.wav"
	}
	"Detpack.Timer"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		")buildable/detpack/detpack_timer1.wav"
	}
	"Detpack.FiveSeconds"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		")buildable/detpack/detpack_timer1.wav"
	}
	"Detpack.TimerTwo"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/detpack/detpack_timer2.wav"
	}
	"Detpack.Explode"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
		"soundlevel"		"SNDLVL_180dB"
		"pitch"			"PITCH_NORM"
		"CompatibilityAttenuation"	"1.0"
	        "wave"		"^buildable/detpack/detpack_Explode1.wav"
	}



//----------------
//Jump Pad, BOING?
//----------------
	"JumpPad.WarmUp"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/jumppad/jumppad_warmup.wav"
	}
	"JumpPad.PowerDown"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		"buildable/jumppad/jumppad_powerdown.wav"
	}
	"JumpPad.Fire"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"		")buildable/jumppad/jumppad_fire.wav"
	}
