category = { name = "Effects" soundeffects = { starbase_hum_stage_01 starbase_hum_stage_02 starbase_hum_stage_03 fallen_empire_starbase_amb fallen_empire_starbase_energy_field moving_out_colossus plantoid_colossus_idle plantoid_colossus_opening plantoid_colossus_closing molluscoid_colossus_idle molluscoid_colossus_opening molluscoid_colossus_closing molluscoid_colossus_wind_up molluscoid_colossus_wind_down arthropoid_colossus_idle arthropoid_colossus_opening arthropoid_colossus_closing arthropoid_colossus_wind_up arthropoid_colossus_wind_down avian_colossus_idle avian_colossus_idle_layer avian_colossus_opening avian_colossus_closing avian_colossus_death avian_colossus_dome_opening mammalian_colossus_idle mammalian_colossus_opening mammalian_colossus_closing reptilian_colossus_idle reptilian_colossus_opening reptilian_colossus_closing fungoid_colossus_idle fungoid_colossus_opening fungoid_colossus_closing fallen_empire_colossus_idle fallen_empire_colossus_energy_field fallen_empire_colossus_opening fallen_empire_colossus_closing fallen_empire_colossus_death megastructure_gate_way_portal_hum megastructure_gate_way_station_death megastructure_gate_way_station_hum amb_titan_ship_hum_01 amb_titan_ship_hum_02 amb_titan_ship_hum_03 amb_titan_ship_death moving_out_titan select_starbase click_upgrade_starbase click_dismantle_starbase sfx_humanoid_colossus_opening sfx_humanoid_colossus_closing main_menu_apocalypse # Ambient hum } } category = { name = "Weapon" soundeffects = { ion_cannon_windup ion_cannon_fire distance_ion_cannon_fire ion_cannon_hit distance_ion_cannon_hit planet_killer_windup_layer_1 planet_killer_windup_layer_2 planet_killer_fire_layer_1 planet_killer_fire_layer_2 planet_killer_fire_layer_3 planet_killer_fire_layer_4 planet_killer_hit_layer_1 planet_killer_hit_layer_2 perdition_beam_fire_layer_01 perdition_beam_fire_layer_02 perdition_beam_fire_layer_03 distance_perdition_beam_fire_layer_01 distance_perdition_beam_fire_layer_02 distance_perdition_beam_fire_layer_03 perdition_beam_windup_layer_01 perdition_beam_windup_layer_02 perdition_beam_hit distance_perdition_beam_hit god_ray_windup_layer_1 god_ray_windup_layer_2 god_ray_fire_layer_1 god_ray_fire_layer_2 god_ray_fire_layer_3 god_ray_hit_layer_1 god_ray_hit_layer_2 shieled_windup_layer_1 shieled_windup_layer_2 shieled_fire_layer_1 shieled_fire_layer_2 shieled_fire_layer_3 shieled_hit_layer_1 shieled_hit_layer_2 neutron_windup_layer_1 neutron_windup_layer_2 neutron_fire_layer_1 neutron_fire_layer_2 neutron_fire_layer_3 neutron_hit_layer_1 neutron_hit_layer_2 assimilate_windup_layer_1 assimilate_windup_layer_2 assimilate_fire_layer_1 assimilate_fire_layer_2 assimilate_fire_layer_3 assimilate_hit_layer_1 assimilate_hit_layer_2 shattered_planet_explosion colossus_god_beam colossus_neutron_beam colossus_shield_beam colossus_shatter_beam colossus_assimilate_beam distance_planet_killer_fire_layer_1 distance_planet_killer_fire_layer_2 distance_planet_killer_fire_layer_3 distance_planet_killer_fire_layer_4 distance_planet_killer_hit_layer_1 distance_planet_killer_hit_layer_2 distance_god_ray_fire_layer_1 distance_god_ray_fire_layer_2 distance_god_ray_fire_layer_3 distance_god_ray_hit_layer_1 distance_god_ray_hit_layer_2 distance_shieled_fire_layer_1 distance_shieled_fire_layer_2 distance_shieled_fire_layer_3 distance_shieled_hit_layer_1 distance_shieled_hit_layer_2 distance_neutron_fire_layer_1 distance_neutron_fire_layer_2 distance_neutron_fire_layer_3 distance_neutron_hit_layer_1 distance_neutron_hit_layer_2 distance_assimilate_fire_layer_1 distance_assimilate_fire_layer_2 distance_assimilate_fire_layer_3 distance_assimilate_hit_layer_1 distance_assimilate_hit_layer_2 } } category = { name = "Menu" soundEffects = { } } ####### FALLOFF falloff = { name = falloff_colossus min_distance = 200.0 max_distance = 4000.0 } ######################################################### # # # ASSETS # # # ######################################################### ############### FRONT END MENU sound = { name = "main_menu" file = "main_menu.wav" always_load = yes volume = 0.12 } ############### ALERTS, EVENTS & GUI sound = { name = "war_exhaustion_alert" file = "war_exhaustion_alert_01.wav" volume = 0.65 } ############### STATIONS sound = { name = "starbase_hum_layer_01" file = "starbase_hum_layer_01.wav" volume = 0.3 } sound = { name = "starbase_hum_layer_02" file = "starbase_hum_layer_02.wav" volume = 0.4 } sound = { name = "starbase_hum_layer_03" file = "starbase_hum_layer_03.wav" volume = 0.3 } sound = { name = "fallen_empire_starbase_amb_01" file = "fallen_empire_starbase_amb_01.wav" volume = 0.4 } ## STARBASE GUI sound = { name = "click_upgrade_starbase_01" file = "click_upgrade_starbase_01.wav" } sound = { name = "click_dismantle_starbase_01" file = "click_dismantle_starbase_01.wav" } sound = { name = "select_starbase_01" file = "select_starbase_01.wav" } ############### COLOSSI sound = { name = "moving_out_colossus_01" file = "moving_out_colossus_01.wav" volume = 0.4 } sound = { name = "plantoid_colossus_idle_01" file = "plantoid_colossus_idle_01.wav" volume = 0.4 } sound = { name = "plantoid_colossus_opening_01" file = "plantoid_colossus_opening_01.wav" volume = 0.4 } sound = { name = "plantoid_colossus_closing_01" file = "plantoid_colossus_closing_01.wav" volume = 0.4 } sound = { name = "molluscoid_colossus_idle_01" file = "molluscoid_colossus_idle_01.wav" volume = 0.4 } sound = { name = "molluscoid_colossus_opening_01" file = "molluscoid_colossus_opening_01.wav" volume = 0.4 } sound = { name = "molluscoid_colossus_closing_01" file = "molluscoid_colossus_closing_01.wav" volume = 0.4 } sound = { name = "molluscoid_colossus_wind_up_01" file = "molluscoid_colossus_wind_up_01.wav" volume = 0.4 } sound = { name = "molluscoid_colossus_wind_down_01" file = "molluscoid_colossus_wind_down_01.wav" volume = 0.4 } sound = { name = "arthropoid_colossus_idle_01" file = "arthropoid_colossus_idle_01.wav" volume = 0.4 } sound = { name = "arthropoid_colossus_opening_01" file = "arthropoid_colossus_opening_01.wav" volume = 0.4 } sound = { name = "arthropoid_colossus_closing_01" file = "arthropoid_colossus_closing_01.wav" volume = 0.4 } sound = { name = "arthropoid_colossus_wind_up_01" file = "arthropoid_colossus_wind_up_01.wav" volume = 0.4 } sound = { name = "arthropoid_colossus_wind_down_01" file = "arthropoid_colossus_wind_down_01.wav" volume = 0.4 } sound = { name = "avian_colossus_idle_01" file = "avian_colossus_idle_01.wav" volume = 0.4 } sound = { name = "avian_colossus_idle_layer_01" file = "avian_colossus_idle_layer_01.wav" volume = 0.4 } sound = { name = "avian_colossus_opening_01" file = "avian_colossus_opening_01.wav" volume = 0.4 } sound = { name = "avian_colossus_closing_01" file = "avian_colossus_closing_01.wav" volume = 0.4 } sound = { name = "avian_colossus_death_01" file = "avian_colossus_death_01.wav" volume = 0.4 } sound = { name = "avian_colossus_dome_opening_01" file = "avian_colossus_dome_opening_01.wav" volume = 0.4 } sound = { name = "mammalian_colossus_idle_01" file = "mammalian_colossus_idle_01.wav" volume = 0.4 } sound = { name = "mammalian_colossus_opening_01" file = "mammalian_colossus_opening_01.wav" volume = 0.4 } sound = { name = "mammalian_colossus_closing_01" file = "mammalian_colossus_closing_01.wav" volume = 0.4 } sound = { name = "sfx_humanoid_colossus_opening_01" file = "sfx_humanoid_colossus_opening_01.wav" volume = 0.4 } sound = { name = "sfx_humanoid_colossus_closing_01" file = "sfx_humanoid_colossus_closing_01.wav" volume = 0.4 } sound = { name = "reptilian_colossus_idle_01" file = "reptilian_colossus_idle_01.wav" volume = 0.4 } sound = { name = "reptilian_colossus_opening_01" file = "reptilian_colossus_opening_01.wav" volume = 0.4 } sound = { name = "reptilian_colossus_closing_01" file = "reptilian_colossus_closing_01.wav" volume = 0.4 } sound = { name = "fungoid_colossus_idle_01" file = "fungoid_colossus_idle_01.wav" volume = 0.4 } sound = { name = "fungoid_colossus_opening_01" file = "fungoid_colossus_opening_01.wav" volume = 0.4 } sound = { name = "fungoid_colossus_closing_01" file = "fungoid_colossus_closing_01.wav" volume = 0.4 } sound = { name = "fallen_empire_colossus_idle_01" file = "fallen_empire_colossus_idle_01.wav" volume = 0.4 } sound = { name = "fallen_empire_colossus_energy_field_01" file = "fallen_empire_colossus_energy_field_01.wav" volume = 0.4 } sound = { name = "fallen_empire_colossus_opening_01" file = "fallen_empire_colossus_opening_01.wav" volume = 0.4 } sound = { name = "fallen_empire_colossus_closing_01" file = "fallen_empire_colossus_closing_01.wav" volume = 0.4 } sound = { name = "fallen_empire_colossus_death_01" file = "fallen_empire_colossus_death_01.wav" volume = 0.4 } ############### GATE WAY sound = { name = "megastructure_gate_way_portal_hum_01" file = "megastructure_gate_way_portal_hum_01.wav" volume = 0.3 } sound = { name = "megastructure_gate_way_station_death_01" file = "megastructure_gate_way_station_death_01.wav" volume = 0.4 } sound = { name = "megastructure_gate_way_station_hum_01" file = "megastructure_gate_way_station_hum_01.wav" volume = 0.3 } ############## PHENOTYPE TITAN sound = { name = "amb_titan_ship_hum_01" file = "amb_titan_ship_hum_01.wav" volume = 0.45 } sound = { name = "amb_titan_ship_hum_02" file = "amb_titan_ship_hum_02.wav" volume = 0.45 } sound = { name = "amb_titan_ship_hum_03" file = "amb_titan_ship_hum_01.wav" volume = 0.45 } sound = { name = "amb_titan_ship_death_01" file = "amb_titan_ship_death_01.wav" volume = 0.45 } sound = { name = "moving_out_titan_01" file = "moving_out_titan_01.wav" volume = 0.45 } ############## WEAPONS ETC sound = { name = "ion_cannon_windup_01" file = "ion_cannon_windup_01.wav" volume = 0.45 } sound = { name = "ion_cannon_fire_01" file = "ion_cannon_fire_01.wav" volume = 0.45 } sound = { name = "distance_ion_cannon_fire_01" file = "distance_ion_cannon_fire_01.wav" volume = 0.45 } sound = { name = "ion_cannon_hit_01" file = "ion_cannon_hit_01.wav" volume = 0.45 } sound = { name = "distance_ion_cannon_hit_01" file = "distance_ion_cannon_hit_01.wav" volume = 0.45 } sound = { name = "distance_perdition_beam_fire_01" file = "distance_perdition_beam_fire_01.wav" volume = 0.45 } sound = { name = "distance_perdition_beam_fire_02" file = "distance_perdition_beam_fire_02.wav" volume = 0.45 } sound = { name = "distance_perdition_beam_fire_03" file = "distance_perdition_beam_fire_03.wav" volume = 0.45 } sound = { name = "perdition_beam_windup_01" file = "perdition_beam_windup_01.wav" volume = 0.45 } sound = { name = "perdition_beam_windup_02" file = "perdition_beam_windup_02.wav" volume = 0.45 } sound = { name = "perdition_beam_hit_01" file = "perdition_beam_hit_01.wav" volume = 0.45 } sound = { name = "distance_perdition_beam_hit_01" file = "distance_perdition_beam_hit_01.wav" volume = 0.45 } sound = { name = "perdition_beam_fire_01" file = "perdition_beam_fire_01.wav" volume = 0.45 } sound = { name = "perdition_beam_fire_02" file = "perdition_beam_fire_02.wav" volume = 0.45 } sound = { name = "perdition_beam_fire_03" file = "perdition_beam_fire_03.wav" volume = 0.45 } sound = { name = "planet_killer_windup_01" file = "planet_killer_windup_01.wav" } sound = { name = "planet_killer_windup_02" file = "planet_killer_windup_02.wav" } sound = { name = "planet_killer_fire_01" file = "planet_killer_fire_01.wav" } sound = { name = "planet_killer_fire_02" file = "planet_killer_fire_02.wav" } sound = { name = "planet_killer_fire_03" file = "planet_killer_fire_03.wav" } sound = { name = "planet_killer_fire_04" file = "planet_killer_fire_04.wav" } sound = { name = "planet_killer_hit_01" file = "planet_killer_hit_01.wav" } sound = { name = "planet_killer_hit_02" file = "planet_killer_hit_02.wav" } sound = { name = "god_ray_windup_layer_01" file = "god_ray_windup_layer_01.wav" } sound = { name = "god_ray_windup_layer_02" file = "god_ray_windup_layer_02.wav" } sound = { name = "god_ray_fire_layer_01" file = "god_ray_fire_layer_01.wav" } sound = { name = "god_ray_fire_layer_02" file = "god_ray_fire_layer_02.wav" volume = 0.25 } sound = { name = "god_ray_fire_layer_03" file = "god_ray_fire_layer_03.wav" } sound = { name = "god_ray_hit_layer_01" file = "god_ray_hit_layer_01.wav" } sound = { name = "god_ray_hit_layer_02" file = "god_ray_hit_layer_02.wav" } sound = { name = "shieled_windup_layer_01" file = "shieled_windup_layer_01.wav" } sound = { name = "shieled_windup_layer_02" file = "shieled_windup_layer_02.wav" } sound = { name = "shieled_fire_layer_01" file = "shieled_fire_layer_01.wav" } sound = { name = "shieled_fire_layer_02" file = "shieled_fire_layer_02.wav" } sound = { name = "shieled_fire_layer_03" file = "shieled_fire_layer_03.wav" } sound = { name = "shieled_hit_layer_01" file = "shieled_hit_layer_01.wav" } sound = { name = "shieled_hit_layer_02" file = "shieled_hit_layer_02.wav" } sound = { name = "neutron_windup_layer_01" file = "neutron_windup_layer_01.wav" } sound = { name = "neutron_windup_layer_02" file = "neutron_windup_layer_02.wav" } sound = { name = "neutron_fire_layer_01" file = "neutron_fire_layer_01.wav" } sound = { name = "neutron_fire_layer_02" file = "neutron_fire_layer_02.wav" } sound = { name = "neutron_fire_layer_03" file = "neutron_fire_layer_03.wav" } sound = { name = "neutron_hit_layer_01" file = "neutron_hit_layer_01.wav" } sound = { name = "neutron_hit_layer_02" file = "neutron_hit_layer_02.wav" } sound = { name = "assimilate_windup_layer_01" file = "assimilate_windup_layer_01.wav" volume = 0.05 } sound = { name = "assimilate_windup_layer_02" file = "assimilate_windup_layer_02.wav" volume = 0.45 } sound = { name = "assimilate_fire_layer_01" file = "assimilate_fire_layer_01.wav" } sound = { name = "assimilate_fire_layer_02" file = "assimilate_fire_layer_02.wav" } sound = { name = "assimilate_fire_layer_03" file = "assimilate_fire_layer_03.wav" } sound = { name = "assimilate_hit_layer_01" file = "assimilate_hit_layer_01.wav" } sound = { name = "assimilate_hit_layer_02" file = "assimilate_hit_layer_02.wav" } sound = { name = "distance_planet_killer_fire_01" file = "distance_planet_killer_fire_01.wav" volume = 0.5 } sound = { name = "distance_planet_killer_fire_02" file = "distance_planet_killer_fire_02.wav" volume = 0.5 } sound = { name = "distance_planet_killer_fire_03" file = "distance_planet_killer_fire_03.wav" volume = 0.5 } sound = { name = "distance_planet_killer_fire_04" file = "distance_planet_killer_fire_04.wav" volume = 0.5 } sound = { name = "distance_planet_killer_hit_01" file = "distance_planet_killer_hit_01.wav" volume = 0.25 } sound = { name = "distance_planet_killer_hit_02" file = "distance_planet_killer_hit_02.wav" volume = 0.25 } sound = { name = "distance_god_ray_fire_layer_01" file = "distance_god_ray_fire_layer_01.wav" volume = 0.45 } sound = { name = "distance_god_ray_fire_layer_02" file = "distance_god_ray_fire_layer_02.wav" volume = 0.15 } sound = { name = "distance_god_ray_fire_layer_03" file = "distance_god_ray_fire_layer_03.wav" volume = 0.45 } sound = { name = "distance_god_ray_hit_layer_01" file = "distance_god_ray_hit_layer_01.wav" volume = 0.45 } sound = { name = "distance_god_ray_hit_layer_02" file = "distance_god_ray_hit_layer_02.wav" volume = 0.45 } sound = { name = "distance_shieled_fire_layer_01" file = "distance_shieled_fire_layer_01.wav" volume = 0.45 } sound = { name = "distance_shieled_fire_layer_02" file = "distance_shieled_fire_layer_02.wav" volume = 0.45 } sound = { name = "distance_shieled_fire_layer_03" file = "distance_shieled_fire_layer_03.wav" volume = 0.45 } sound = { name = "distance_shieled_hit_layer_01" file = "distance_shieled_hit_layer_01.wav" volume = 0.45 } sound = { name = "distance_shieled_hit_layer_02" file = "distance_shieled_hit_layer_02.wav" volume = 0.45 } sound = { name = "distance_neutron_fire_layer_01" file = "distance_neutron_fire_layer_01.wav" volume = 0.45 } sound = { name = "distance_neutron_fire_layer_02" file = "distance_neutron_fire_layer_02.wav" volume = 0.45 } sound = { name = "distance_neutron_fire_layer_03" file = "distance_neutron_fire_layer_03.wav" volume = 0.45 } sound = { name = "distance_neutron_hit_layer_01" file = "distance_neutron_hit_layer_01.wav" volume = 0.45 } sound = { name = "distance_neutron_hit_layer_02" file = "distance_neutron_hit_layer_02.wav" volume = 0.45 } sound = { name = "distance_assimilate_fire_layer_01" file = "distance_assimilate_fire_layer_01.wav" volume = 0.45 } sound = { name = "distance_assimilate_fire_layer_02" file = "distance_assimilate_fire_layer_02.wav" volume = 0.45 } sound = { name = "distance_assimilate_fire_layer_03" file = "distance_assimilate_fire_layer_03.wav" volume = 0.45 } sound = { name = "distance_assimilate_hit_layer_01" file = "distance_assimilate_hit_layer_01.wav" volume = 0.45 } sound = { name = "distance_assimilate_hit_layer_02" file = "distance_assimilate_hit_layer_02.wav" volume = 0.45 } sound = { name = "shattered_planet_explosion_01" file = "shattered_planet_explosion_01.wav" } sound = { name = "colossus_god_beam_01" file = "colossus_god_beam_01.wav" volume = 0.45 } sound = { name = "colossus_neutron_beam_01" file = "colossus_neutron_beam_01.wav" volume = 0.45 } sound = { name = "colossus_shield_beam_01" file = "colossus_shield_beam_01.wav" volume = 0.45 } sound = { name = "colossus_shatter_beam_01" file = "colossus_shatter_beam_01.wav" volume = 0.45 } sound = { name = "colossus_assimilate_beam_01" file = "colossus_assimilate_beam_01.wav" volume = 0.45 } ######################################################### # # # SOUNDEFFECTS # # # ######################################################### ############### ALERTS, EVENTS & GUI ############### STATIONS soundeffect = { name = starbase_hum_stage_01 sounds = { sound = starbase_hum_layer_01 } volume = 0.35 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = starbase_hum_stage_02 sounds = { sound = starbase_hum_layer_02 } volume = 0.35 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = starbase_hum_stage_03 sounds = { sound = starbase_hum_layer_03 } volume = 0.45 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = fallen_empire_starbase_amb sounds = { sound = fallen_empire_starbase_amb_01 } volume = 0.65 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = fallen_empire_starbase_energy_field sounds = { sound = fallen_empire_colossus_energy_field_01 } volume = 1.2 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } ########### STARBASE GUI ############# soundeffect = { name = click_upgrade_starbase sounds = { sound = click_upgrade_starbase_01 } max_audible = 1 max_audible_behaviour = fail volume = 0.2 } soundeffect = { name = click_dismantle_starbase sounds = { sound = click_dismantle_starbase_01 } max_audible = 1 max_audible_behaviour = fail volume = 0.2 } soundeffect = { name = select_starbase sounds = { sound = select_starbase_01 } max_audible = 1 max_audible_behaviour = fail volume = 0.2 } ############### COLOSSI soundeffect = { name = moving_out_colossus falloff = falloff_400 volume = 0.85 sounds = { sound = moving_out_colossus_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = plantoid_colossus_idle sounds = { sound = plantoid_colossus_idle_01 } volume = 0.55 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = plantoid_colossus_opening falloff = falloff_colossus volume = 0.8 sounds = { sound = plantoid_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = plantoid_colossus_closing falloff = falloff_colossus volume = 0.8 sounds = { sound = plantoid_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = molluscoid_colossus_idle sounds = { sound = molluscoid_colossus_idle_01 } volume = 0.32 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = molluscoid_colossus_opening falloff = falloff_colossus volume = 0.65 sounds = { sound = molluscoid_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = molluscoid_colossus_closing falloff = falloff_colossus volume = 0.65 sounds = { sound = molluscoid_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = molluscoid_colossus_wind_up falloff = falloff_colossus volume = 0.6 sounds = { sound = molluscoid_colossus_wind_up_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = molluscoid_colossus_wind_down falloff = falloff_colossus volume = 0.6 sounds = { sound = molluscoid_colossus_wind_down_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = arthropoid_colossus_idle sounds = { sound = arthropoid_colossus_idle_01 } volume = 0.28 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = arthropoid_colossus_opening falloff = falloff_colossus volume = 0.75 sounds = { sound = arthropoid_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = arthropoid_colossus_closing falloff = falloff_colossus volume = 0.6 sounds = { sound = arthropoid_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = arthropoid_colossus_wind_up falloff = falloff_colossus volume = 0.8 sounds = { sound = arthropoid_colossus_wind_up_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = arthropoid_colossus_wind_down falloff = falloff_colossus volume = 0.6 sounds = { sound = arthropoid_colossus_wind_down_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = avian_colossus_idle sounds = { sound = avian_colossus_idle_01 } volume = 0.27 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = avian_colossus_idle_layer sounds = { sound = avian_colossus_idle_layer_01 } volume = 0.2 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = avian_colossus_opening falloff = falloff_colossus volume = 0.8 sounds = { sound = avian_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = avian_colossus_closing falloff = falloff_colossus volume = 0.85 sounds = { sound = avian_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = avian_colossus_death falloff = falloff_colossus volume = 0.85 sounds = { sound = avian_colossus_death_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = avian_colossus_dome_opening falloff = falloff_colossus volume = 0.7 sounds = { sound = avian_colossus_dome_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = mammalian_colossus_idle sounds = { sound = mammalian_colossus_idle_01 } volume = 0.3 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = mammalian_colossus_opening falloff = falloff_colossus volume = 0.85 sounds = { sound = mammalian_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = mammalian_colossus_closing falloff = falloff_colossus volume = 0.85 sounds = { sound = mammalian_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = sfx_humanoid_colossus_opening falloff = falloff_colossus volume = 0.85 sounds = { sound = sfx_humanoid_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = sfx_humanoid_colossus_closing falloff = falloff_colossus volume = 0.85 sounds = { sound = sfx_humanoid_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = reptilian_colossus_idle sounds = { sound = reptilian_colossus_idle_01 } volume = 0.45 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = reptilian_colossus_opening falloff = falloff_colossus volume = 0.85 sounds = { sound = reptilian_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = reptilian_colossus_closing falloff = falloff_colossus volume = 0.85 sounds = { sound = reptilian_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = fungoid_colossus_idle sounds = { sound = fungoid_colossus_idle_01 } volume = 0.28 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = fungoid_colossus_opening falloff = falloff_colossus volume = 0.85 sounds = { sound = fungoid_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = fungoid_colossus_closing falloff = falloff_colossus volume = 0.85 sounds = { sound = fungoid_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = fallen_empire_colossus_idle sounds = { sound = fallen_empire_colossus_idle_01 } volume = 0.27 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = fallen_empire_colossus_energy_field sounds = { sound = fallen_empire_colossus_energy_field_01 } volume = 0.5 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet fade_out = 0.2 } soundeffect = { name = fallen_empire_colossus_opening falloff = falloff_colossus volume = 0.9 sounds = { sound = fallen_empire_colossus_opening_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = fallen_empire_colossus_closing falloff = falloff_colossus volume = 0.95 sounds = { sound = fallen_empire_colossus_closing_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } soundeffect = { name = fallen_empire_colossus_death falloff = falloff_colossus volume = 0.85 sounds = { sound = fallen_empire_colossus_death_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail fade_out = 0.2 } ############### GATE WAY soundeffect = { name = megastructure_gate_way_portal_hum sounds = { sound = megastructure_gate_way_portal_hum_01 } volume = 0.75 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_ambient } soundeffect = { name = megastructure_gate_way_station_death sounds = { sound = megastructure_gate_way_station_death_01 } volume = 0.65 is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_ambient } soundeffect = { name = megastructure_gate_way_station_hum sounds = { sound = megastructure_gate_way_station_hum_01 } volume = 0.35 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_ambient } ############### PHENOTYPE TITAN soundeffect = { name = amb_titan_ship_hum_01 sounds = { sound = amb_titan_ship_hum_01 } volume = 0.28 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = amb_titan_ship_hum_02 sounds = { sound = amb_titan_ship_hum_02 } volume = 0.2 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = amb_titan_ship_hum_03 sounds = { sound = amb_titan_ship_hum_03 } volume = 0.28 loop = yes is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = amb_titan_ship_death sounds = { sound = amb_titan_ship_death_01 } volume = 0.7 is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = falloff_fleet } soundeffect = { name = moving_out_titan sounds = { sound = moving_out_titan_01 } volume = 0.7 is3d = yes max_audible = 1 max_audible_behaviour = fail falloff = "falloff_400" } ############## WEAPONS ETC ##### ION CANNON soundeffect = { name = ion_cannon_windup falloff = "falloff_weapons_close" sounds = { sound = ion_cannon_windup_01 } loop = yes is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } volume = 0.2 } soundeffect = { name = ion_cannon_fire falloff = "falloff_weapons_close" sounds = { sound = ion_cannon_fire_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.5 } soundeffect = { name = distance_ion_cannon_fire falloff = "falloff_weapons_distance" sounds = { sound = distance_ion_cannon_fire_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.3 } soundeffect = { name = ion_cannon_hit falloff = "falloff_weapons_close" sounds = { sound = ion_cannon_hit_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail #delay_random_offset = { 0.0 0.5 } volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.5 } soundeffect = { name = distance_ion_cannon_hit falloff = "falloff_weapons_distance" sounds = { sound = distance_ion_cannon_hit_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.3 } ##### COLOSSI LASER #### SHATTER PLANET soundeffect = { name = planet_killer_windup_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_windup_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 } soundeffect = { name = planet_killer_windup_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_windup_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 loop = yes } soundeffect = { name = planet_killer_fire_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_fire_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = planet_killer_fire_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_fire_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = planet_killer_fire_layer_3 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_fire_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = planet_killer_fire_layer_4 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_fire_04 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = planet_killer_hit_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_hit_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } soundeffect = { name = planet_killer_hit_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_hit_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } #### GOD RAY soundeffect = { name = god_ray_windup_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_windup_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 } soundeffect = { name = god_ray_windup_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_windup_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 loop = yes } soundeffect = { name = god_ray_fire_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = god_ray_fire_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = planet_killer_fire_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.6 } soundeffect = { name = god_ray_fire_layer_3 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = god_ray_hit_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = god_ray_hit_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = god_ray_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } ##### Shieled soundeffect = { name = shieled_windup_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = shieled_windup_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 } soundeffect = { name = shieled_windup_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = shieled_windup_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 loop = yes } soundeffect = { name = shieled_fire_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = shieled_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = shieled_fire_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = shieled_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = shieled_fire_layer_3 falloff = "falloff_weapons_xl" sounds = { sound = shieled_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = shieled_hit_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = shieled_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = shieled_hit_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = shieled_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } #### NEUTRON soundeffect = { name = neutron_windup_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = neutron_windup_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = neutron_windup_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = neutron_windup_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 loop = yes } soundeffect = { name = neutron_fire_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = neutron_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = neutron_fire_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = neutron_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = neutron_fire_layer_3 falloff = "falloff_weapons_xl" sounds = { sound = neutron_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = neutron_hit_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = neutron_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = neutron_hit_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = neutron_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } #### ASSIMILATE soundeffect = { name = assimilate_windup_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_windup_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 loop = yes } soundeffect = { name = assimilate_windup_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_windup_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.25 loop = yes } soundeffect = { name = assimilate_fire_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = assimilate_fire_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = assimilate_fire_layer_3 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = assimilate_hit_layer_1 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.7 } soundeffect = { name = assimilate_hit_layer_2 falloff = "falloff_weapons_xl" sounds = { sound = assimilate_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } ##### DISTANCE PLANET KILLERS #### SHATTER PLANET soundeffect = { name = distance_planet_killer_fire_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_fire_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_planet_killer_fire_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_fire_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_planet_killer_fire_layer_3 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_fire_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_planet_killer_fire_layer_4 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_fire_04 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_planet_killer_hit_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_hit_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } soundeffect = { name = distance_planet_killer_hit_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_planet_killer_hit_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } #### GOD RAY soundeffect = { name = distance_god_ray_fire_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_god_ray_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_god_ray_fire_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_god_ray_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.15 } soundeffect = { name = distance_god_ray_fire_layer_3 falloff = "falloff_weapons_distance" sounds = { sound = distance_god_ray_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_god_ray_hit_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_god_ray_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_god_ray_hit_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_god_ray_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } ##### Shieled soundeffect = { name = distance_shieled_fire_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_shieled_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_shieled_fire_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_shieled_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_shieled_fire_layer_3 falloff = "falloff_weapons_distance" sounds = { sound = distance_shieled_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_shieled_hit_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_shieled_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_shieled_hit_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_shieled_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } #### NEUTRON soundeffect = { name = distance_neutron_fire_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_neutron_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_neutron_fire_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_neutron_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_neutron_fire_layer_3 falloff = "falloff_weapons_distance" sounds = { sound = distance_neutron_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_neutron_hit_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_neutron_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_neutron_hit_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_neutron_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } #### ASSIMILATE soundeffect = { name = distance_assimilate_fire_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_assimilate_fire_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_assimilate_fire_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_assimilate_fire_layer_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_assimilate_fire_layer_3 falloff = "falloff_weapons_distance" sounds = { sound = distance_assimilate_fire_layer_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_assimilate_hit_layer_1 falloff = "falloff_weapons_distance" sounds = { sound = distance_assimilate_hit_layer_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume = 0.5 } soundeffect = { name = distance_assimilate_hit_layer_2 falloff = "falloff_weapons_distance" sounds = { sound = distance_assimilate_hit_layer_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.25 } ##### SHATTERED PLANET soundeffect = { name = shattered_planet_explosion falloff = "falloff_weapons_xl" sounds = { sound = shattered_planet_explosion_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } #### COLOSSUS BEAMS soundeffect = { name = colossus_god_beam falloff = "falloff_weapons_xl" sounds = { sound = colossus_god_beam_01 } is3d = yes loop = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } soundeffect = { name = colossus_neutron_beam falloff = "falloff_weapons_xl" sounds = { sound = colossus_neutron_beam_01 } is3d = yes loop = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } soundeffect = { name = colossus_shield_beam falloff = "falloff_weapons_xl" sounds = { sound = colossus_shield_beam_01 } is3d = yes loop = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } soundeffect = { name = colossus_shatter_beam falloff = "falloff_weapons_xl" sounds = { sound = colossus_shatter_beam_01 } is3d = yes loop = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } soundeffect = { name = colossus_assimilate_beam falloff = "falloff_weapons_xl" sounds = { sound = colossus_assimilate_beam_01 } is3d = yes loop = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.75 } ##### PERDITION BEAM soundeffect = { name = perdition_beam_windup_layer_01 falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_fire_01 } loop = yes is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } volume = 0.4 } soundeffect = { name = perdition_beam_windup_layer_02 falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_fire_02 } loop = yes is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { 0.0 0.15 } volume = 0.3 } soundeffect = { name = perdition_beam_fire_layer_01 falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_fire_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } soundeffect = { name = perdition_beam_fire_layer_02 falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_fire_02 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } soundeffect = { name = perdition_beam_fire_layer_03 falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_fire_03 } is3d = yes max_audible = 2 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.7 } soundeffect = { name = distance_perdition_beam_fire_layer_01 falloff = "falloff_weapons_distance" sounds = { sound = distance_perdition_beam_fire_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.4 } soundeffect = { name = distance_perdition_beam_fire_layer_02 falloff = "falloff_weapons_distance" sounds = { sound = distance_perdition_beam_fire_02 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.4 } soundeffect = { name = distance_perdition_beam_fire_layer_03 falloff = "falloff_weapons_distance" sounds = { sound = distance_perdition_beam_fire_03 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.4 } soundeffect = { name = perdition_beam_hit falloff = "falloff_weapons_close" sounds = { sound = perdition_beam_hit_01 } is3d = yes max_audible = 2 max_audible_behaviour = fail #delay_random_offset = { 0.0 0.5 } volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.6 } soundeffect = { name = distance_perdition_beam_hit falloff = "falloff_weapons_distance" sounds = { sound = distance_perdition_beam_hit_01 } is3d = yes max_audible = 1 max_audible_behaviour = fail volume_random_offset = { -0.05 0.05 } playbackrate_random_offset = { -5.0 5.0 } volume = 0.4 }