//----------------
//Stuff I shouldn't be fiddling with...
//----------------
//	ATTN_NONE		0.0f	
//	ATTN_NORM		0.8f
//	ATTN_IDLE		2.0f
//	ATTN_STATIC		1.25f 
//	ATTN_RICOCHET		1.5f
//	ATTN_GUNFIRE		0.27f
//
//	Most Guns:		~0.6
//	Silenced:		~1.6
//	Sniper Rifle:		~0.3

//==================================
//Sounds that go BOOM! Fortress Forever ;D Whoa! Was that a Gazelle?...
//==================================

//----------------
//Generic
//----------------

	"Weapon.Empty"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\weapon_empty.wav"
	}
	"generic.Empty"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"player\outofammo.wav"
	}
	"Weapon.StopSound"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"common/null.wav"
	}

//----------------
//Projectiles, things that go whizzzzzzzzzz-THUDszzz!
//----------------
	"sniper.hit"
	{
		"channel"		"CHAN_BODY"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\sniper_hit3.wav"

	}
	"sniper.gib"
	{
		"channel"		"CHAN_BODY"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"rndwave"
		{
			"wave"		"weapons\fx\bullets\sniper_gib1.wav"
			"wave"		"weapons\fx\bullets\sniper_gib2.wav"
		}
	}
	"rocket.fly"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"rndwave"
		{
			"wave"		"weapons\fx\bullets\rpg_away1.wav"
			"wave"		"weapons\fx\bullets\rpg_away2.wav"
			"wave"		"weapons\fx\bullets\rpg_away3.wav"
			"wave"		"weapons\fx\bullets\rpg_away4.wav"
		}
	}
	"nail.fly"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\nail_fly.wav"
	}
	"dart.fly"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\dart_fly.wav"
	}
	"railgun.fly"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\railgun_fly.wav"
	}
	"Rail.hitworld"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\rail_hit.wav"
	}
	"Rail.hitbody"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\rail_body.wav"
	}
	"Nail.hitworld"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"rndwave"
		{
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
		}
	}
	"Nail.hitbody"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"rndwave"
		{
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
			"wave"		"common/null.wav"
		}
	}
	"Dart.hitworld"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\dart_hit.wav"
	}
	"Dart.hitbody"
	{
		"channel"		"CHAN_STATIC"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons\fx\bullets\dart_body.wav"
	}
//----------------
//Assault Cannon
//----------------
	"assaultcannon.overheat"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			")weapons/assaultcannon/overheat.wav"
	}
	"assaultcannon.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"pitch"			"95,105"
		"wave"			"weapons/assaultcannon/assaultcannon_fire.wav"
	}
	"assaultcannon.rotate"
	{
		"channel"		"CHAN_AUTO"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"wave"			")weapons/assaultcannon/assaultcannon_rotate.wav"
	}
	"assaultcannon.winddown"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.5"
	"CompatibilityAttenuation"	"0.7"
		"wave"			")weapons/assaultcannon/assaultcannon_winddown.wav"
	}
	"assaultcannon.windup"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.5"
	"CompatibilityAttenuation"	"0.7"
		"wave"			")weapons/assaultcannon/assaultcannon_windup.wav"
	}
//----------------
//Crowbar, when hope is forgotten the crowbar is there.
//----------------
	"crowbar.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/crowbar/crowbar_miss1.wav"
			"wave"		"weapons/crowbar/crowbar_miss2.wav"
		}
	}
//----------------
//Flamethrower, whooooosshhhhh
//----------------
	"flamethrower.loop_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"pitch"			"95,105"
		"wave"			"weapons/flamethrower/flamethrower_fire3.wav"
	}
	"flamethrower.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"pitch"			"95,105"
		"wave"			"weapons/flamethrower/flamethrower_fire3.wav"
	}
	"flamethrower.start"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"pitch"			"95,105"
		"wave"			"weapons/flamethrower/flamethrower_start.wav"
	}
	"flamethrower.deploy"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/flamethrower/flamethrower_deploy.wav"
	}
//----------------
//Knife, don't turn your back on me...
//----------------
	"knife.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/knife/swing1.wav"
			"wave"		"weapons/knife/swing2.wav"
		}
	}
	"knife.deploy"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"0.7"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/knife/deploy.wav"
	}
	"knife.slash"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/fx/impacts/flesh/knife_slash1.wav"
			"wave"		"weapons/fx/impacts/flesh/knife_slash2.wav"
			"wave"		"weapons/fx/impacts/flesh/knife_slash3.wav"
		}
	}
//----------------
//Medkit, Go get em' Medic
//----------------
	"medkit.hit"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.8"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/medkit/medkit_hit1.wav"
			"wave"		"weapons/medkit/medkit_hit2.wav"
		}
	}
	"medkit.infect"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.8"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/medkit/medkit_infect1.wav"
			"wave"		"weapons/medkit/medkit_infect2.wav"
		}
	}
	"medkit.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/medkit/medkit_single1.wav"
			"wave"		"weapons/medkit/medkit_single2.wav"
		}
	}
//----------------
//Nailgun
//----------------
	"nailgun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/nailgun/nailgun_fire1.wav"
	}
//----------------
//SuperNailGun, oooo.
//----------------
	"SuperNailgun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/supernailgun/supernailgun_fire.wav"
	}
	"SuperNailgun.barrel_spin"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"common/null.wav"
	}
//----------------
//Pipelauncher, You call THAT a six-shooter? THIS is a six-shooter...
//----------------
	"Pipelauncher.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
		"pitch"			"95,105"
		"wave"			"weapons/pipelauncher/pipe_fire1.wav"
	}
	"Grenadelauncher.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
                "pitch"			"95,105"
		"wave"			"weapons/pipelauncher/pipe_fire1.wav"
	}
	"GLPL.reload"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/pipelauncher/pipe_reload.wav"
	}
	"GLPL.reload_open"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/pipelauncher/pipe_reload_open.wav"
	}
	"GLPL.reload_close"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/pipelauncher/pipe_reload_close.wav"
	}
	"GrenadeProjectile.Bounce"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/pipelauncher/pipe_bounce1.wav"
	}
//----------------
//Railgun, poor thing, you kicked arse in Quake 3
//----------------
	"railgun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/railgun/railgun_fire1.wav"
	}
	"railgun.charged_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/railgun/railgun_chargedfire1.wav"
	}
	"railgun.chargeloop"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/railgun/railgun_chargeloop.wav"
	}
	"railgun.halfcharge"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"VOL_NORM"
		"pitch"			"PITCH_NORM"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"ambient/energy/zap8.wav"
	}
	"railgun.fullcharge"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"VOL_NORM"
		"pitch"			"PITCH_NORM"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"ambient/energy/zap9.wav"
	}
	"railgun.overcharge"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"VOL_NORM"
		"pitch"			"PITCH_NORM"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"ambient/energy/zap5.wav"
	}
//----------------
//Rocket Launcher, you exist in every single game. Ever.
//----------------
	"rpg.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/rpg/rpg_fire_01.wav"
			"wave"		"weapons/rpg/rpg_fire_02.wav"
                        "wave"		"weapons/rpg/rpg_fire_03.wav"
		}
	}
	"rpg.empty"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"common/null.wav"
	}
	"rpg.reload"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.reload1"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.reload2"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.reload3"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.reload4"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.slide1"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.slide2"
	{
		"channel"		"CHAN_WEAPON"
		"volume" "1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.slide3"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
	"rpg.slide4"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"PITCH_NORM"
		"wave"			"weapons/rpg/rpg_reload.wav"
	}
//----------------
//Incendiary Cannon, I love the smell of Napalm in the morning
//----------------
	"ic.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
		"pitch"			"95,105"
		"wave"			"weapons/incendiarycannon/ic_fire01.wav"
	}
	"ic.empty"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"common/null.wav"
	}
//----------------
//Scout Radar, uh no lookout! He has a raaaddaarrrrr
//----------------
	"radar.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.3"
		"pitch"			"95,105"
		"wave"			"weapons/scout/scout_radar.wav"
	}
//----------------
//Shotgun, proving your worth again and again since the west was won.
//----------------
	"shotgun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/shotgun/shotgun_fire.wav"
	}
	"shotgun.reload"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/shotgun/shotgun_reload.wav"
	}
	"shotgun.cock"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/shotgun/shotgun_cock.wav"
	}
//----------------
//SuperShotgun, to the rescue
//----------------
	"SuperShotgun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"pitch"			"95,105"
		"wave"			"weapons/supershotgun/supershotgun_fire.wav"
	}
	"SuperShotgun.reload"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/supershotgun/supershotgun_reload.wav"
	}
	"SuperShotgun.cock"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/supershotgun/supershotgun_cock.wav"
	}
//----------------
//Sniper Rifle, Let's see some Pink Mist.
//----------------
	"SniperRifle.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
		"pitch"			"95,105"
		"wave"			"weapons/sniperrifle/sniperrifle_fire1.wav"
	}
	"SniperRifle.charged_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.4"
		"pitch"			"95,105"
		"wave"			"weapons/sniperrifle/sniperrifle_chargedfire1.wav"
	}
	"SniperRifle.zoom_in"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"0.2"
	"CompatibilityAttenuation"	"2.0"
		"wave"			"weapons/sniperrifle/sniperrifle_zoomin.wav"
	}
	"SniperRifle.zoom_out"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"0.2"
	"CompatibilityAttenuation"	"2.0"
		"wave"			"weapons/sniperrifle/sniperrifle_zoomout.wav"
	}
//----------------
//Auto Rifle, trying to make the snipers feel like they have a viable cq weapon.
//----------------
	"autorifle.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.5"
		"pitch"			"95,105"
		"wave"			"weapons/autorifle/autorifle_fire.wav"
	}
//----------------
//Tommy Gun, rocking and rolling since the 19th century.
//----------------
	"tommygun.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.6"
		"pitch"			"95,105"
		"wave"			"weapons/tommygun/tommygun_fire.wav"
	}
//----------------
//Spanner
//----------------
	"Spanner.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"

		"rndwave"
		{
			"wave"		"weapons/spanner/spanner_swing1.wav"
			"wave"		"weapons/spanner/spanner_swing2.wav"
		}
	}
	"Spanner.HitSG"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"pitch"			"95,105"
		"wave"			"weapons/spanner/spanner_sg1.wav"

	}
	"Spanner.HitDispenser"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"0.7"
		"pitch"			"95,105"
		"wave"			"weapons/spanner/spanner_sg1.wav"
	}
	"Spanner.idle"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/spanner/spanner_idle.wav"
	}
	"Spanner.specialhit"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/spanner/spanner_specialhit.wav"
	}
//----------------
//Tranquilizer, go most useless Team Fortress gun!
//----------------
	"Tranq.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.3"
		"pitch"			"95,105"
		"wave"			"weapons/tranq/tranq_fire1.wav"
	}
	
	"Tranq.cock"
	{
		"channel"		"CHAN_ITEM"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"wave"			"weapons/tranq/tranq_cock.wav"
	}
//----------------
//Umbrella, take the fight back to them Winston!
//----------------
	"umbrella.single_shot"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1.0"
	"CompatibilityAttenuation"	"1.0"
		"pitch"			"95,105"
		"wave"			"weapons/umbrella/umbrella_miss.wav"
	}