##############################
##--------------------------##
##---------CATEGORY---------##
##--------------------------##
##############################

category = {
	name = "Effects"
	soundeffects = {
		crystal_idle
		rift_idle
		rift_open
		formless_system_event
		action_activation_astral_boost
		action_activation_astral_siphon
		action_activation_phase_fleet
		action_activation_refresh_triumph
		action_activation_astral_hyperjump
		action_activation_construct_lock
		relic_activation_celestial_tear
		relic_activation_continuum
		relic_activation_eternal_throne
		relic_activation_plasmic_core
		relic_activation_spinning_top
	}
}

##############################
##--------------------------##
##----------SOUNDS----------##
##--------------------------##
##############################


########## SYSTEM

sound = {
	name = "sfx_rift_crystal_idle"
	file = "sfx_rift_crystal_idle.wav"
	volume = 1.0
}
sound = {
	name = "sfx_rift_idle"
	file = "sfx_rift_idle.wav"
	volume = 1.0
}
sound = {
	name = "sfx_rift_open"
	file = "sfx_rift_open.wav"
	volume = 1.0
}
sound = {
	name = "sfx_rift_algol_idle"
	file = "sfx_rift_algol_idle.wav"
	volume = 1.0
}


########## ASTRAL ACTIONS

sound = {
	name = "sfx_action_activation_astral_boost"
	file = "sfx_action_activation_astral_boost.wav"
	volume = 1.0
}
sound = {
	name = "sfx_action_activation_astral_siphon"
	file = "sfx_action_activation_astral_siphon.wav"
	volume = 1.0
}
sound = {
	name = "sfx_action_activation_phase_fleet"
	file = "sfx_action_activation_phase_fleet.wav"
	volume = 1.0
}
sound = {
	name = "sfx_action_activation_refresh_triumph"
	file = "sfx_action_activation_refresh_triumph.wav"
	volume = 1.0
}
sound = {
	name = "sfx_action_activation_astral_hyperjump"
	file = "sfx_action_activation_astral_hyperjump.wav"
	volume = 1.0
}
sound = {
	name = "sfx_action_activation_construct_lock"
	file = "sfx_action_activation_construct_lock.wav"
	volume = 1.0
}


########## RELIC ACTIVATION

sound = {
	name = "sfx_relic_activation_celestial_tear"
	file = "sfx_relic_activation_celestial_tear.wav"
	volume = 1.0
}
sound = {
	name = "sfx_relic_activation_continuum"
	file = "sfx_relic_activation_continuum.wav"
	volume = 1.0
}
sound = {
	name = "sfx_relic_activation_eternal_throne"
	file = "sfx_relic_activation_eternal_throne.wav"
	volume = 1.0
}
sound = {
	name = "sfx_relic_activation_plasmic_core"
	file = "sfx_relic_activation_plasmic_core.wav"
	volume = 1.0
}
sound = {
	name = "sfx_relic_activation_spinning_top"
	file = "sfx_relic_activation_spinning_top.wav"
	volume = 1.0
}


##############################
##--------------------------##
##-------SOUNDEFFECTS-------##
##--------------------------##
##############################


########## SYSTEM

soundeffect = {
	name = crystal_idle
	volume = 0.6
	loop = yes
	falloff = falloff_ambient
	is3d = yes
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	max_audible_behaviour = fail
	sounds = {
		sound = sfx_rift_crystal_idle
	}
}
soundeffect = {
	name = rift_idle
	volume = 0.33
	loop = yes
	falloff = falloff_ambient
	is3d = yes
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	max_audible_behaviour = fail
	sounds = {
		sound = sfx_rift_idle
	}
}
soundeffect = {
	name = rift_open
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_rift_open
	}
}
soundeffect = {
	name = formless_system_event
	volume = 0.6
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_rift_algol_idle
	}
}


########## ASTRAL ACTIONS

soundeffect = {
	name = action_activation_astral_boost
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_astral_boost
	}
}
soundeffect = {
	name = action_activation_astral_siphon
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_astral_siphon
	}
}
soundeffect = {
	name = action_activation_phase_fleet
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_phase_fleet
	}
}
soundeffect = {
	name = action_activation_refresh_triumph
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_refresh_triumph
	}
}
soundeffect = {
	name = action_activation_astral_hyperjump
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_astral_hyperjump
	}
}
soundeffect = {
	name = action_activation_construct_lock
	volume = 0.6
	loop = no
	is3d = no
	max_audible = 1
	sounds = {
		sound = sfx_action_activation_construct_lock
	}
}


############### RELIC ACTIVATION

soundeffect = {
	name = relic_activation_celestial_tear
	volume = 1.0
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_relic_activation_celestial_tear
	}
}
soundeffect = {
	name = relic_activation_continuum
	volume = 1.0
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_relic_activation_continuum
	}
}
soundeffect = {
	name = relic_activation_eternal_throne
	volume = 1.0
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_relic_activation_eternal_throne
	}
}
soundeffect = {
	name = relic_activation_plasmic_core
	volume = 1.0
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_relic_activation_plasmic_core
	}
}
soundeffect = {
	name = relic_activation_spinning_top
	volume = 1.0
	loop = no
	is3d = no
	random_sound_when_looping = no
	prevent_random_repetition = no
	max_audible = 1
	sounds = {
		sound = sfx_relic_activation_spinning_top
	}
}
