######### PLACEHOLDERS #################
soundeffect = {
	name = test_engine_up
	sounds = {
		sound = test_rev_up
	}
	volume = 0.5
}
soundeffect = {
	name = test_engine_loop
	sounds = {
		sound = car_engine_run_loop_01
	}
	loop = yes
	fade_out = 0.8
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.5
}

########## ADVISOR SAMPLE VOICE TYPE
soundeffect = {
	name = advisor_sample_voice_type
	sounds = {
		sound = advisor_sample_vo_01
		sound = advisor_sample_vo_02
		sound = advisor_sample_vo_03
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}


########## ADVISOR NOTIFICATION SCIENCE SHIP ############
soundeffect = {
	name = advisor_notification_system_survey_complete
	sounds = {
		sound = advisor_notification_system_survey_complete_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_science_ship_destroyed
	sounds = {
		sound = advisor_notification_science_ship_destroyed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_science_ship_under_attack
	sounds = {
		sound = advisor_notification_science_ship_under_attack_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION CONSTRUCTION SHIP ############
soundeffect = {
	name = advisor_notification_construction_complete
	sounds = {
		sound = advisor_notification_construction_complete_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_construction_ship_destroyed
	sounds = {
		sound = advisor_notification_construction_ship_destroyed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_construction_ship_under_attack
	sounds = {
		sound = advisor_notification_construction_ship_under_attack_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

########## ADVISOR NOTIFICATION COLONY SHIP ############
soundeffect = {
	name = advisor_notification_colony_established
	sounds = {
		sound = advisor_notification_colony_established_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_colony_ship_under_attack
	sounds = {
		sound = advisor_notification_colony_ship_under_attack_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_colony_ship_destroyed_01
	sounds = {
		sound = advisor_notification_colony_ship_destroyed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION SPACEPORT SHIP ############
soundeffect = {
	name = advisor_notification_spaceport_lost
	sounds = {
		sound = advisor_notification_spaceport_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION INVASION #################
soundeffect = {
	name = advisor_notification_enemy_invasion_defeated
	sounds = {
		sound = advisor_notification_enemy_invasion_defeated_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_invasion_enemy_won
	sounds = {
		sound = advisor_notification_invasion_enemy_won_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_invasion_failed
	sounds = {
		sound = advisor_notification_invasion_failed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_invasion_progress
	sounds = {
		sound = advisor_notification_invasion_progress_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_invasion_success
	sounds = {
		sound = advisor_notification_invasion_success_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION STATIONS #################
soundeffect = {
	name = advisor_notification_military_station_lost
	sounds = {
		sound = advisor_notification_military_station_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_mining_station_lost
	sounds = {
		sound = advisor_notification_mining_station_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_research_station_lost
	sounds = {
		sound = advisor_notification_research_station_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_observation_post_lost
	sounds = {
		sound = advisor_notification_observation_post_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_outpost_station_lost
	sounds = {
		sound = advisor_notification_outpost_station_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_wormhole_station_lost
	sounds = {
		sound = advisor_notification_wormhole_station_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION HOSTILE, FLEET & SHIPS ############
soundeffect = {
	name = advisor_notification_hostile_fleet_detected
	sounds = {
		sound = advisor_notification_hostile_fleet_detected_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_hostile_fleet_engaged
	sounds = {
		sound = advisor_notification_hostile_fleet_engaged_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_fleet_destroyed
	sounds = {
		sound = advisor_notification_fleet_destroyed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_station_under_attack
	sounds = {
		sound = advisor_notification_station_under_attack_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

########## ADVISOR NOTIFICATION PLANET ############
soundeffect = {
	name = advisor_notification_planet_in_revolt
	sounds = {
		sound = advisor_notification_planet_in_revolt_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

########## ADVISOR NOTIFICATION PROJECTS ############
soundeffect = {
	name = advisor_notification_special_project_complete
	sounds = {
		sound = advisor_notification_special_project_complete_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_situation_log
	sounds = {
		sound = advisor_notification_situation_log_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
########## ADVISOR NOTIFICATION MISC ############
soundeffect = {
	name = advisor_notification_enemy_troops_landing
	sounds = {
		sound = advisor_notification_enemy_troops_landing_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_incoming_transmission
	sounds = {
		sound = advisor_notification_incoming_transmission_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_research_complete
	sounds = {
		sound = advisor_notification_research_complete_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = advisor_notification_discovery_detected
	sounds = {
		sound = advisor_notification_discovery_detected_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_ships_upgraded
	sounds = {
		sound = advisor_notification_ships_upgraded_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_evade_hostile_fleet
	sounds = {
		sound = advisor_notification_evade_hostile_fleet_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_alien_spaceport_engaged
	sounds = {
		sound = advisor_notification_alien_spaceport_engaged_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = advisor_notification_building_ruined
	sounds = {
		sound = advisor_notification_building_ruined_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_colonization_progress
	sounds = {
		sound = advisor_notification_colonization_progress_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_debris_analysed
	sounds = {
		sound = advisor_notification_debris_analysed_01
	}
	volume = 0.35
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_enemy_declared_war
	sounds = {
		sound = advisor_notification_enemy_declared_war_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_federation_formed
	sounds = {
		sound = advisor_notification_federation_formed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_frontier_outpost_lost
	sounds = {
		sound = advisor_notification_frontier_outpost_lost_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_hostile_station_engaged
	sounds = {
		sound = advisor_notification_hostile_station_engaged_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_player_declare_war
	sounds = {
		sound = advisor_notification_player_declare_war_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_primitive_enlighted
	sounds = {
		sound = advisor_notification_primitive_enlighted_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_species_modified
	sounds = {
		sound = advisor_notification_species_modified_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_tile_blocker_clear
	sounds = {
		sound = advisor_notification_tile_blocker_clear_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_unidentified_object
	sounds = {
		sound = advisor_notification_unidentified_object_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_alien_empire_communication_01
	sounds = {
		sound = advisor_notification_alien_empire_communication_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_alien_federation_formed
	sounds = {
		sound = advisor_notification_alien_federation_formed_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_alien_vessel_encountered
	sounds = {
		sound = advisor_notification_alien_vessel_encountered_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_generic_war_declare
	sounds = {
		sound = advisor_notification_generic_war_declare_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_pre_sapient_uplifted
	sounds = {
		sound = advisor_notification_pre_sapient_uplifted_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_spaceborne_encounter
	sounds = {
		sound = advisor_notification_spaceborne_encounter_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_notification_spaceport_under_attack
	sounds = {
		sound = advisor_notification_spaceport_under_attack_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}

######### ADVISOR PARAGON ########
soundeffect = {
	name = advisor_tutorial_agenda_available
	sounds = {
		sound = advisor_tutorial_agenda_available_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_tutorial_agenda_ready
	sounds = {
		sound = advisor_tutorial_agenda_ready_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_tutorial_legendary_leader
	sounds = {
		sound = advisor_tutorial_legendary_leader_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = advisor_tutorial_planetary_governor
	sounds = {
		sound = advisor_tutorial_planetary_governor_01
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}





######### NOTIFICATION ###########

soundeffect = {
	name = discovery
	sounds = {
		sound = discovery
	}
	volume = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = alert_construction_complete
	sounds = {
		sound = alert_construction_complete
	}
	volume = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = spaceport_complete_alert
	sounds = {
		sound = spaceport_complete_alert_01

	}
	volume = 0.4
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = army_construction_done
	sounds = {
		sound = army_construction_done_01
	}
	volume = 0.7
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = fleet_under_attack
	sounds = {
		sound = fleet_under_attack
	}
	volume = 0.45
	fade_out = 0.25
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = army_combat
	sounds = {
		sound = army_combat_01
	}
	fade_out = 0.25
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = make_claims
	sounds = {
		sound = army_combat_01
	}
	playbackrate = 50
	fade_out = 0.25
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = notification
	sounds = {
		sound = notification_01
	}
	volume = 0.6
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = survey_complete
	sounds = {
		sound = survey_complete
	}
	volume = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = alert_research_notification
	sounds = {
		sound = notification_research_alert
	}
	volume = 0.45
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = alert_negative
	sounds = {
		sound = alert_negative
	}
	volume = 0.2
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = diplomatic_notification
	volume = 0.4
	sounds = {
		sound = diplomatic_notification
	}
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_pop_confirmation
	sounds = {
		sound = moving_pop_confirmation_01
	}
	volume = 0.55
}
soundeffect = {
	name = robot_pops_move
	sounds = {
		sound = robot_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = arthopoid_pops_move
	sounds = {
		sound = arthopoid_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = avian_pops_move
	sounds = {
		sound = avian_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = fungoid_pops_move
	sounds = {
		sound = fungoid_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = molluscoid_pops_move
	sounds = {
		sound = molluscoid_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = reptilian_pops_move
	sounds = {
		sound = reptilian_pops_move_01
	}
	volume = 0.55
}
soundeffect = {
	name = high_war_exhaustion
	sounds = {
		sound = war_exhaustion_alert
	}
	volume = 0.65
	max_audible = 1
	max_audible_behaviour = fail
}
######### SYSTEM AMBIENT ############
soundeffect = {
	name = survey_progress
	sounds = {
		sound = survey_progress_01
	}
	is3d = yes
	loop = yes
	falloff = "falloff_400"
	volume = 0.5
}
soundeffect = {
	name = construction_progress_loop
	falloff = "falloff_400"
	volume = 0.3
	#loop = yes
	sounds = {
		sound = construction_progress_01
	}
	is3d = yes
}
soundeffect = {
	name = construction_progress_00
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = construction_progress_00
	}
	is3d = yes
}
soundeffect = {
	name = construction_progress_20
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = construction_progress_20
	}
	is3d = yes
}
soundeffect = {
	name = construction_progress_40
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = construction_progress_40
	}
	is3d = yes
}
soundeffect = {
	name = construction_progress_60
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = construction_progress_60
	}
	is3d = yes
}
soundeffect = {
	name = construction_progress_80
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = construction_progress_80
	}
	is3d = yes
}
soundeffect = {
	name = welding_bot
	falloff = falloff_400
	sounds = {
		sound = welding_bot_01
		sound = welding_bot_02
		sound = welding_bot_03
		sound = welding_bot_04
	}
	volume = 0.25
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
}

######### SPACE AMBIENT ###############

soundeffect = {
	name = space_ambient
	random_sound_when_looping = no
	sounds = {
		sound = space_ambient_01
		sound = space_ambient_02
		sound = space_ambient_03
	}
	volume_random_offset = { -0.10 0.10}
	random_sound_when_looping = no
	loop = yes
	fade_in = 2.0
	fade_out = 2.0
	volume = 0.12
	max_audible_behaviour = fail
	max_audible = 1
}

soundeffect = {
	name = falling_star
	sounds = {
		sound = falling_star_01
		sound = falling_star_02
		sound = falling_star_03
		sound = falling_star_04
		sound = falling_star_05
		sound = falling_star_06
		sound = falling_star_07
		sound = falling_star_08
		sound = falling_star_09
	}
	loop = yes
	looping_delay_random_offset = yes
	delay_random_offset = { 5.0 45.0 }
	volume_random_offset = { -0.05 0.05}
	playbackrate_random_offset = { -5.0 5.0 }
	looping_playbackrate_random_offset = yes
	prevent_random_repetition = yes
	fade_in = 2.0
	fade_out = 2.0
	volume = 0.10
	max_audible_behaviour = fail
	max_audible = 1

}
soundeffect = {
	name = space_ambient_layer_02
	random_sound_when_looping = no
	sounds = {
		sound = space_ambient04
		sound = space_ambient05
		sound = space_ambient06
	}
	loop = yes
	volume_random_offset = { -0.10 0.10}
	random_sound_when_looping = no
	fade_in = 2.0
	fade_out = 2.0
	volume = 0.10
	max_audible_behaviour = fail
	max_audible = 1

}
soundeffect = {
	name = amb_galaxy_map_01
	random_sound_when_looping = no
	sounds = {
		sound = amb_galaxy_map_01
	}
	loop = yes
	#playbackrate_random_offset = { -1.0 1.0 }
	#fade_in = 2.0
	fade_out = 2.0
	volume = 0.25
}
soundeffect = {
	name = amb_galaxy_map_02
	random_sound_when_looping = no
	sounds = {
		sound = amb_galaxy_map_02
	}
	loop = yes
	#playbackrate_random_offset = { -1.0 1.0 }
	#fade_in = 2.0
	fade_out = 2.0
	volume = 0.25
}
soundeffect = {
	name = incoming_wormhole
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = incoming_wormhole_01
	}
	loop = yes
	fade_in = 2.0
	fade_out = 2.0
	volume = 0.75
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect =
{
    name = "amb_natural_wormhole"
    volume = 0.4
    loop = yes
    is3d = yes
    max_audible = 1
	max_audible_behaviour = fail
    falloff = "falloff_ambient"
    sounds = {
        sound = amb_natural_wormhole_01
	}
    fade_in = 0.2
    fade_out = 0.2
}
soundeffect =
{
    name = "amb_natural_wormhole_thunder"
    volume = 0.43
    loop = yes
    is3d = yes
    max_audible = 2
	max_audible_behaviour = fail
    falloff = "falloff_ambient"
    volume_random_offset = { -0.05 0.05 }
    delay_random_offset = { 0.8 5.0 }
    looping_delay_random_offset = yes
    looping_playbackrate_random_offset = yes
    prevent_random_repetition = yes
    sounds = {
        sound = dimensional_horror_portal_thunder_01
        sound = dimensional_horror_portal_thunder_02
        sound = dimensional_horror_portal_thunder_03
        sound = dimensional_horror_portal_thunder_04
        sound = dimensional_horror_portal_thunder_05
	}
    fade_in = 0.0
    fade_out = 0.0
}

########## SELECT UNITS ###############
soundeffect = {
	name = select_fleet
	sounds = {
		sound = select_fleet01
	}
	volume = 0.9
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}

soundeffect = {
	name = select_colony_ship
	sounds = {
		sound = select_colony_ship01
	}
	volume = 0.5
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}

soundeffect = {
	name = select_construction_ship
	volume = 0.5
	sounds = {
		sound = select_construction_ship01
	}
	volume = 0.45
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}

soundeffect = {
	name = select_science_ship
	sounds = {
		sound = select_science_ship01
	}
	volume = 0.40
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}

soundeffect = {
	name = select_spacestation
	sounds = {
		sound = select_research_station
	}
	volume = 0.42
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = select_mining_station
	sounds = {
		sound = select_mining_station
	}
	volume = 0.5
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = select_outpost_station
	sounds = {
		sound = select_mining_station
	}
	volume = 0.5
	fade_out = 0.3
	max_audible = 2
	max_audible_behaviour = fail
}
#soundeffect = {
#	name = select_research_station
#	sounds = {
#		sound = select_research_station
#	}
#	volume = 0.8
#	fade_out = 0.3
#	max_audible = 2
#	max_audible_behaviour = fail
#}
soundeffect = {
	name = moving_out_corvette
	falloff = "falloff_400"
	volume = 0.45
	sounds = {
		sound = moving_out_corvette_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_destroyer
	falloff = "falloff_400"
	volume = 0.3
	sounds = {
		sound = moving_out_destroyer_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_cruiser
	falloff = "falloff_400"
	volume = 0.35
	sounds = {
		sound = moving_out_cruiser_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_battleship
	falloff = "falloff_400"
	volume = 0.2
	sounds = {
		sound = moving_out_battleship_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_science
	falloff = "falloff_400"
	volume = 0.45
	sounds = {
		sound = moving_out_science_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_construction
	falloff = "falloff_400"
	volume = 0.5
	sounds = {
		sound = moving_out_construction_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_colony_ship
	falloff = "falloff_400"
	volume = 0.5
	sounds = {
		sound = moving_out_colony_ship_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_transport
	falloff = "falloff_400"
	volume = 0.35
	sounds = {
		sound = moving_out_transport_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = moving_out_fallen_empire_ship
	falloff = "falloff_400"
	volume = 0.35
	sounds = {
		sound = moving_out_fallen_empire_ship_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = ship_engine_off
	falloff = "falloff_400"
	volume = 0.5
	sounds = {
		sound = ship_engine_idle_01
	}
}
###############FTL SOUND######################
soundeffect = {
	name = ftl_warp_jump_out_ship
	falloff = "falloff_400"
	volume = 0.3
	sounds = {
		sound = ftl_warp_incoming_ship_01
	}
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_warp_jump_in_ship
	falloff = "falloff_400"
	volume = 0.3
	sounds = {
		sound = ftl_warp_progress_ship_01
	}
	is3d = yes
	fade_in = 0.3
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_warp_charge_up_ship
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = ftl_warp_charge_up_ship_01
	}
	loop = yes
	is3d = yes
	fade_in = 0.3
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_hyperlane_in_coming_ship
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = ftl_hyperlane_in_coming_ship_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_hyperlane_out_coming_ship
	falloff = "falloff_400"
	volume = 0.4
	sounds = {
		sound = ftl_hyperlane_out_coming_ship_01
	}
	is3d = yes
	#fade_in = 0.3
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_hyperlane_charge_ship
	falloff = "falloff_400"
	volume = 0.35
	sounds = {
		sound = ftl_hyperlane_charge_ship_02
	}
	is3d = yes
	fade_in = 0.3
	max_audible = 3
	max_audible_behaviour = fail
	loop = yes
}
soundeffect = {
	name = ftl_wormhole_incoming_ship
	falloff = "falloff_400"
	volume = 0.5
	sounds = {
		sound = ftl_wormhole_incoming_ship_01
	}
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = ftl_wormhole_close_ship
	falloff = "falloff_400"
	volume = 0.7
	sounds = {
		sound = ftl_wormhole_close_ship_01
	}
	is3d = yes
	fade_in = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
########## SPACE MONSTERS #########
soundeffect = {
	name = space_cloud_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = space_cloud_idle_01
		sound = space_cloud_idle_02
		sound = space_cloud_idle_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { -1.0 1.0 }
	volume = 0.35
}
soundeffect = {
	name = space_cloud_attack
	falloff = falloff_fleet
	sounds = {
		sound = space_cloud_attack_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = space_cloud_death
	falloff = falloff_fleet
	sounds = {
		sound = space_cloud_death_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = crystal_ship_idle
	falloff = falloff_fleet
	loop = yes
	sounds = {
		sound = crystal_ship_idle_01
	}
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5}
	is3d = yes
	volume = 0.15
}
soundeffect = {
	name = crystal_ship_death
	falloff = falloff_fleet
	sounds = {
		sound = crystal_ship_death_01
	}
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5}
	is3d = yes
	volume = 0.15
}
soundeffect = {
	name = crystal_ship_large_idle
	falloff = falloff_fleet
	loop = yes
	sounds = {
		sound = crystal_ship_large_idle_01
	}
	max_audible = 2
	max_audible_behaviour = fail
	is3d = yes
	volume = 0.25
}
soundeffect = {
	name = crystal_ship_large_death
	falloff = falloff_fleet
	sounds = {
		sound = crystal_ship_large_death_01
	}
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { -5.0 5.0 }
	is3d = yes
	volume = 0.25
}
soundeffect = {
	name = distance_crystal_ship_large_death
	falloff = falloff_fleet
	sounds = {
		sound = distance_crystal_ship_large_death_01
	}
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { -5.0 5.0 }
	is3d = yes
	volume = 0.25
}
soundeffect = {
	name = ancient_drone_idle
	falloff = falloff_fleet
	sounds = {
		sound = ancient_drone_idle_01
	}
	loop = yes
	volume = 0.2
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = ancient_drone_mining_idle
	falloff = falloff_fleet
	sounds = {
		sound = ancient_drone_mining_idle_01
	}
	loop = yes
	volume = 0.2
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = ancient_drone_station_idle
	falloff = falloff_fleet
	sounds = {
		sound = ancient_drone_station_idle_01
	}
	loop = yes
	volume = 0.3
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = ark_ship_idle
	falloff = falloff_fleet
	sounds = {
		sound = ark_ship_idle_01
	}
	volume = 0.5
	max_audible = 2
	max_audible_behaviour = fail
	loop = yes
	is3d = yes
	delay_random_offset = { 0.2 0.6}
}
soundeffect = {
	name = space_whale_idle
	falloff = falloff_fleet
	sounds = {
		sound = space_whale_idle_01
	}
	loop = yes
	volume = 0.3
	max_audible = 2
	max_audible_behaviour = fail
	is3d = yes
}
soundeffect = {
	name = space_whale_death
	falloff = falloff_fleet
	sounds = {
		sound = space_whale_death_01
	}
	volume = 0.5
	max_audible = 2
	max_audible_behaviour = fail
	is3d = yes
}
soundeffect = {
	name = space_amoeba_idle
	falloff = falloff_fleet
	sounds = {
		sound = space_amoeba_idle_01
	}
	loop = yes
	volume = 0.2
	max_audible = 2
	max_audible_behaviour = fail
	is3d = yes
}
soundeffect = {
	name = space_amoeba_death
	falloff = falloff_fleet
	sounds = {
		sound = space_amoeba_death_01
	}
	volume = 0.5
	max_audible = 2
	max_audible_behaviour = fail
	is3d = yes
}
########## WEAPONS SFX ############

########## ON DISTANCE WEAPONS SFX
soundeffect = {
	name = distance_laser_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_laser_fire_01
		sound = distance_laser_fire_02
		sound = distance_laser_fire_03
		sound = distance_laser_fire_04
		sound = distance_laser_fire_05
		sound = distance_laser_fire_06
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = distance_laser_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_laser_hit_01
		sound = distance_laser_hit_02
		sound = distance_laser_hit_03
		sound = distance_laser_hit_04
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_missile_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_missile_fire_01
		sound = distance_missile_fire_02
		sound = distance_missile_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = distance_missile_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_missile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_energy_torpedo_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_energy_torpedo_fire_01
		sound = distance_energy_torpedo_fire_02
		sound = distance_energy_torpedo_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = distance_energy_torpedo_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_energy_torpedo_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_torpedo_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_torpedo_fire_01
		sound = distance_torpedo_fire_02
		sound = distance_torpedo_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_torpedo_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_torpedo_hit
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.05
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_fire_large
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_fire_large_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_fire_medium
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_fire_medium_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_fire_small
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_fire_small_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_hit_large
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_hit_large
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.1
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_hit_medium
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_hit_medium
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.1
	fade_out = 0.2
}
soundeffect = {
	name = distance_auto_cannon_hit_small
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_auto_cannon_hit_small
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.1
	fade_out = 0.2
}
soundeffect = {
	name = distance_mass_driver_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_mass_driver_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_mass_driver_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_mass_driver_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_plasma_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_plasma_fire_01
		sound = distance_plasma_fire_02
		sound = distance_plasma_fire_03
		sound = distance_plasma_fire_04
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_plasma_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_plasma_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_kinectic_artillery_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_kinectic_artillery_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = distance_kinectic_artillery_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_kinectic_artillery_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2

}
soundeffect = {
	name = distance_adv_kinectic_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_adv_kinectic_fire_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { 0.0 -1.0 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = distance_adv_kinectic_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_adv_kinectic_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { 0.0 -1.0 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = distance_arc_emitter_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_arc_emitter_fire_01
		sound = distance_arc_emitter_fire_02
		sound = distance_arc_emitter_fire_03
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_xl_arc_emitter_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_xl_arc_emitter_fire_01
		sound = distance_xl_arc_emitter_fire_02
		sound = distance_xl_arc_emitter_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	#volume_random_offset = { 0.0 0.35 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_crystal_projectile_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_crystal_projectile_fire_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_crystal_projectile_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_crystal_projectile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_swarm_scroge_missile_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_swarm_scroge_missile_fire_01
		sound = distance_swarm_scroge_missile_fire_02
		sound = distance_swarm_scroge_missile_fire_03
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_swarm_scroge_missile_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_swarm_scroge_missile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}

soundeffect = {
	name = distance_flak_weapon_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_flak_weapon_fire_01
		sound = distance_flak_weapon_fire_02
		sound = distance_flak_weapon_fire_03
		sound = distance_flak_weapon_fire_04
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_swarmer_missile_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_swarmer_missile_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_swarmer_missile_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_swarmer_missile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_railgun_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_railgun_fire_01
		sound = distance_railgun_fire_02
		sound = distance_railgun_fire_03
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.45
	fade_out = 0.2
}
soundeffect = {
	name = distance_railgun_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_railgun_hit_01
		sound = distance_railgun_hit_02
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = distance_energy_lance_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_energy_lance_fire_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 2.0 -2.05 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = distance_energy_lance_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_energy_lance_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = distance_achyon_lance_windup
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_tachyon_lance_windup_01
	}
	is3d = yes
	loop = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = distance_tachyon_lance_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_tachyon_lance_fire_01
		sound = distance_tachyon_lance_fire_02
		sound = distance_tachyon_lance_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.25 }
	volume = 0.32
	fade_out = 0.2
}
soundeffect = {
	name = distance_tachyon_lance_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_tachyon_lance_hit_01
		sound = distance_tachyon_lance_hit_02
		sound = distance_tachyon_lance_hit_03
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.25 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = distance_space_amoeba_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_space_amoeba_fire_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_space_amoeba_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_space_amoeba_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_space_whale_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_space_whale_fire_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_space_whale_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_space_whale_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
}
soundeffect = {
	name = distance_point_defense_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_point_defense_fire_01
		sound = distance_point_defense_fire_02
		sound = distance_point_defense_fire_03
		sound = distance_point_defense_fire_04
		sound = distance_point_defense_fire_05
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = distance_disruptor_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_disruptor_fire_01
		sound = distance_disruptor_fire_02
		sound = distance_disruptor_fire_03
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.3
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = distance_disruptor_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_disruptor_hit_01
		sound = distance_disruptor_hit_02
		sound = distance_disruptor_hit_03
		sound = distance_disruptor_hit_04
		sound = distance_disruptor_hit_05
		sound = distance_disruptor_hit_06
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 -2.05 }
	volume = 0.15
	fade_out = 0.2
	playbackrate_random_offset = { -3.0 3.0 }
}

soundeffect = {
	name = distance_titan_laser_fire_01
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_titan_laser_fire_01
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_titan_laser_fire_02
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_titan_laser_fire_02
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = distance_titan_laser_fire_03
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_titan_laser_fire_03
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.35
	fade_out = 0.2
}
############ CLOSE WEAPONS SFX
soundeffect = {
	name = laser_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = laser_fire_01
		sound = laser_fire_02
		sound = laser_fire_03
		sound = laser_fire_04
		sound = laser_fire_05
		sound = laser_fire_06
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.8
	fade_out = 0.2
}
soundeffect = {
	name = laser_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = laser_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 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = missile_fire
	falloff = "falloff_weapons_close"
	volume = 0.4
	sounds = {
		sound = missile_fire_01
		sound = missile_fire_02
		sound = missile_fire_03
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.10 }
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = missile_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = missile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.25
}
soundeffect = {
	name = energy_torpedo_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = energy_torpedo_fire_01
		sound = energy_torpedo_fire_02
		sound = energy_torpedo_fire_03
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = energy_torpedo_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = energy_torpedo_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 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = torpedo_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = torpedo_fire_01
		sound = torpedo_fire_02
		sound = torpedo_fire_03
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 -2.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = torpedo_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = torpedo_hit
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 -2.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = auto_cannon_fire_large
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_fire_large_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	volume = 0.6
	fade_out = 0.2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = auto_cannon_fire_medium
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_fire_medium_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	volume = 0.6
	fade_out = 0.2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = auto_cannon_fire_small
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_fire_small_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	volume = 0.6
	fade_out = 0.2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = auto_cannon_hit_large
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_hit_large
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = auto_cannon_hit_medium
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_hit_medium
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = auto_cannon_hit_small
	falloff = "falloff_weapons_close"
	sounds = {
		sound = auto_cannon_hit_small
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = mass_driver_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = mass_driver_fire_01
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.55
	fade_out = 0.2
}
soundeffect = {
	name = mass_driver_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = mass_driver_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 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = plasma_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = plasma_fire_01
		sound = plasma_fire_02
		sound = plasma_fire_03
		sound = plasma_fire_04
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = plasma_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = plasma_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 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = kinectic_artillery_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = kinectic_artillery_fire_01
	}
	is3d = yes
	max_audible = 7
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { 0.0 -1.0 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = kinectic_artillery_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = kinectic_artillery_hit_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2

}
soundeffect = {
	name = adv_kinectic_fire
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = adv_kinectic_fire_01
		sound = adv_kinectic_fire_02
		sound = adv_kinectic_fire_03
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { 0.0 -1.0 }
	volume = 0.3
	fade_out = 0.2
}
soundeffect = {
	name = adv_kinectic_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = adv_kinectic_hit_01
	}
	is3d = yes
	max_audible = 7
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume_random_offset = { 0.0 0.15 }
	playbackrate_random_offset = { 0.0 -1.0 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = arc_emitter_small_windup
	falloff = "falloff_weapons_close"
	sounds = {
		sound = arc_emitter_small_windup_01

	}
	loop = yes
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	#delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.2
	fade_out = 0.2
}
soundeffect = {
	name = arc_emitter_windup
	falloff = "falloff_weapons_close"
	sounds = {
		sound = arc_emitter_windup_01

	}
	loop = yes
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	#delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = arc_emitter_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = arc_emitter_fire_01
		sound = arc_emitter_fire_02
		sound = arc_emitter_fire_03
	}
	is3d = yes
	max_audible = 5
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = xl_arc_emitter_fire
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = xl_arc_emitter_fire_01
		sound = xl_arc_emitter_fire_02
		sound = xl_arc_emitter_fire_03
	}
	is3d = yes
	max_audible = 5
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 -0.15 }
	volume = 0.6
	fade_out = 0.2
}
soundeffect = {
	name = crystal_projectile_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = crystal_projectile_fire_01
	}
	is3d = yes
	max_audible = 4
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = crystal_projectile_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = crystal_projectile_hit_01
	}
	is3d = yes
	max_audible = 2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = swarm_scroge_missile_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = swarm_scroge_missile_fire_01
		sound = swarm_scroge_missile_fire_02
		sound = swarm_scroge_missile_fire_03
	}
	is3d = yes
	max_audible = 2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.35
	fade_out = 0.2
}
soundeffect = {
	name = swarm_scroge_missile_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = swarm_scroge_missile_hit_01
	}
	is3d = yes
	max_audible = 1
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = flak_weapon_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = flak_weapon_fire_01
		sound = flak_weapon_fire_02
		sound = flak_weapon_fire_03
		sound = flak_weapon_fire_04
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.8
	fade_out = 0.2
}
soundeffect = {
	name = swarmer_missile_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = swarmer_missile_fire_01
		sound = swarmer_missile_fire_02
		sound = swarmer_missile_fire_03
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	fade_out = 0.2
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = swarmer_missile_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = swarmer_missile_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = railgun_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = railgun_fire_01
		sound = railgun_fire_02
		sound = railgun_fire_03
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	#volume = 0.9
	fade_out = 0.2
	playbackrate_random_offset = { -3.0 3.0 }
}
soundeffect = {
	name = railgun_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = railgun_hit_01
		sound = railgun_hit_02
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.55
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = energy_lance_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = energy_lance_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = energy_lance_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = energy_lance_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 }
	volume = 0.4
	fade_out = 0.2
}
soundeffect = {
	name = tachyon_lance_windup
	falloff = "falloff_weapons_close"
	sounds = {
		sound = tachyon_lance_windup_01
	}
	is3d = yes
	loop = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	#volume_random_offset = { 0.0 0.15 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = tachyon_lance_fire
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = tachyon_lance_fire_01
		sound = tachyon_lance_fire_02
		sound = tachyon_lance_fire_03
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 -0.15 }
	playbackrate_random_offset = { 0.0 1.5 }
	volume = 0.75
	fade_out = 0.2
}
soundeffect = {
	name = tachyon_lance_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = tachyon_lance_hit_01
		sound = tachyon_lance_hit_02
		sound = tachyon_lance_hit_03wav
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.25 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = titan_laser_windup_01
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_windup_01
	}
	is3d = yes
	loop = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume = 0.5
	fade_in = 0.15
	fade_out = 0.15
}
soundeffect = {
	name = titan_laser_windup_02
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_windup_02

	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume = 0.3
}
soundeffect = {
	name = titan_laser_fire_01
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_fire_01
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.7
	fade_out = 0.2
}
soundeffect = {
	name = titan_laser_fire_02
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_fire_02
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.6
	fade_out = 0.2
}
soundeffect = {
	name = titan_laser_fire_03
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_fire_03
	}
	is3d = yes
	max_audible_behaviour = fail
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = titan_laser_hit
	falloff = "falloff_weapons_xl"
	sounds = {
		sound = titan_laser_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.8
	fade_out = 0.2
}

soundeffect = {
	name = space_amoeba_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = space_amoeba_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = space_amoeba_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = space_amoeba_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 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = space_whale_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = space_whale_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = space_whale_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = space_whale_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 }
	volume = 0.5
	fade_out = 0.2
}
soundeffect = {
	name = point_defense_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = point_defense_fire_01
		sound = point_defense_fire_02
		sound = point_defense_fire_03
		sound = point_defense_fire_04
		sound = point_defense_fire_05
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.25
	fade_out = 0.2
}
soundeffect = {
	name = disruptor_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = disruptor_fire_01
		sound = disruptor_fire_02
		sound = disruptor_fire_03
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.45
	fade_out = 0.2
	playbackrate_random_offset = { -5.0 5.0 }
}
soundeffect = {
	name = disruptor_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = disruptor_hit_01
		sound = disruptor_hit_02
		sound = disruptor_hit_03
		sound = disruptor_hit_04
		sound = disruptor_hit_05
		sound = disruptor_hit_06
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.5 }
	volume_random_offset = { 0.0 0.15 }
	volume = 0.5
	fade_out = 0.2
	playbackrate_random_offset = { -3.0 3.0 }
}

############## BOMBARDMENT ############

soundeffect = {
	name = bombardment_explosion
	falloff = "falloff_bombardment"
	sounds = {
		sound = bombardment_explosion_01
		sound = bombardment_explosion_02
		sound = bombardment_explosion_03
		sound = bombardment_explosion_04
		sound = bombardment_explosion_05
		sound = bombardment_explosion_06
		sound = bombardment_explosion_07
		sound = bombardment_explosion_08
	}
	is3d = yes
	max_audible = 16
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	#playbackrate_random_offset = { -0.2 0.15 }
	volume_random_offset = { -0.05 0.2 }
	#volume = 0.5
}

######### HIT ENTITIY & DEATH #####

####### DISTANT
soundeffect = {
	name = distance_ship_destroyed
	falloff = "falloff_weapons_distance"
	sounds = {
		#sound = distance_ship_destroyed_01
		sound = distance_ship_destroyed_02
		sound = distance_ship_destroyed_03
		sound = distance_ship_destroyed_04
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	volume = 0.5
}
soundeffect = {
	name = distance_ship_destroyed_big_explosion
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_ship_destroyed_big_explosion_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume = 0.5
}
soundeffect = {
	name = distance_shield_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_shield_hit_01
		sound = distance_shield_hit_02
		sound = distance_shield_hit_03
		sound = distance_shield_hit_04
		sound = distance_shield_hit_05
		sound = distance_shield_hit_06
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume = 0.25
}

###### CLOSE
soundeffect = {
	name = ship_destroyed
	falloff = "falloff_weapons_close"
	sounds = {
		sound = ship_destroyed_01
		sound = ship_destroyed_02
		sound = ship_destroyed_03
		sound = ship_destroyed_04
	}
	is3d = yes
	max_audible = 6
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.8
	fade_out = 1.0
}
soundeffect = {
	name = ship_destroyed_big_explosion
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = ship_destroyed_big_explosion_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.5
}
soundeffect = {
	name = ship_explosion
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = ship_explosion_01
		sound = ship_explosion_02
		sound = ship_explosion_03
	}
	is3d = yes
	max_audible = 6
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.8
}
soundeffect = {
	name = ship_explosion_large
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = ship_explosion_large_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.5
}
soundeffect = {
	name = shield_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = shield_hit_01
		sound = shield_hit_02
		sound = shield_hit_03
		sound = shield_hit_04
		sound = shield_hit_05
		sound = shield_hit_06
	}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.45
}
soundeffect = {
	name = station_explosion_small
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = station_explosion_small_01
		sound = station_explosion_small_02
		sound = station_explosion_small_03
		sound = station_explosion_small_04
		sound = station_explosion_small_05
	}
	is3d = yes
	playbackrate_random_offset = { 0.0 0.6 }
	max_audible = 7
	max_audible_behaviour = fail
	volume = 0.2
	fade_out = 1.0
}
soundeffect = {
	name = station_explosion_large
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = station_explosion_large_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.45
}
soundeffect = {
	name = station_explosion_energy
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = station_explosion_energy_01
	}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 0.6 }
	volume = 0.5
}
################ ZOOMED IN AMBIENT ##################

################ EVENT SHIPS ########################
soundeffect = {
	name = amb_event_ship_01_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_01_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_02_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_02_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_03_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_03_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_04_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_04_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_05_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_05_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_06_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_06_idle_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_event_ship_07_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_07_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_event_ship_08_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_08_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_event_ship_09_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_event_ship_09_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_cylinder_ship_01_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_cylinder_ship_01_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_cargo_ship_01_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_cargo_ship_01_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = abandoned_ship_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = abandoned_ship_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_sensor_station_01_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_sensor_station_01_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_generic_station_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_generic_station_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_damaged_generic_station_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_damaged_generic_station_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_primitive_station_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_primitive_station_idle_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = amb_ship_wreck_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_ship_wreck_idle_01
	}
	volume = 0.25
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
################ OTHER CIVILIZATIONS ################

################# SPACE PIRATE
soundeffect = {
	name = pirate_battleship_idle
	sounds = {
		sound = pirate_battleship_idle_01
		sound = pirate_battleship_idle_02
		sound = pirate_battleship_idle_03

	}
	volume = 0.2
	loop = yes
	falloff = falloff_fleet
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	#playbackrate_random_offset = { -1.15 1.15 }
	random_sound_when_looping = no
}
soundeffect = {
	name = space_pirate_large_ship
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = space_pirate_large_ship_01
		sound = space_pirate_large_ship_02
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = space_pirate_small_ship
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = space_pirate_small_ship_01
		sound = space_pirate_small_ship_02
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = space_pirate_station
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = space_pirate_station_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 1
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
############### EXTRA DIMENSIONAL CIV
soundeffect = {
	name = ex_battleship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ex_battleship_hum_01
	}
	volume = 0.55
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	fade_out = 1.0
}
soundeffect = {
	name = ex_corvette_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ex_corvette_hum_01
	}
	volume = 0.55
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	fade_out = 1.0
}
soundeffect = {
	name = ex_mining_station_signals
	loop = yes
	falloff = falloff_stations
	random_sound_when_looping = no
	sounds = {
		sound = ex_mining_station_signals_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = ex_research_station_signals
	loop = yes
	falloff = falloff_stations
	random_sound_when_looping = no
	sounds = {
		sound = ex_research_station_signals_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail

}
soundeffect = {
	name = ex_starship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ex_starship_hum_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	fade_out = 1.0
}
soundeffect = {
	name = ex_dimensional_portal_idle
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = ex_dimensional_portal_idle_01
	}
	volume = 1.6
	is3d = yes
	max_audible = 1
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = ex_dimensional_portal_thunder
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = ex_dimensional_portal_thunder_01
		sound = ex_dimensional_portal_thunder_02
		sound = ex_dimensional_portal_thunder_03
	}
	volume = 0.15
	is3d = yes
	max_audible = 3
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = extra_dimensional_station_death
	sounds = {
		sound = extra_dimensional_station_death_01
	}
	volume = 0.5
	falloff = falloff_weapons_close
	is3d = yes
	max_audible = 1
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 2.0 }
}
soundeffect = {
	name = distance_extra_dimensional_station_death
	sounds = {
		sound = distance_extra_dimensional_station_death_01
	}
	volume = 0.4
	falloff = falloff_weapons_distance
	is3d = yes
	max_audible = 1
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 2.0 }
}
soundeffect = {
	name = extra_dimensional_ship_death
	sounds = {
		sound = extra_dimensional_ship_death_01
		sound = extra_dimensional_ship_death_02
		sound = extra_dimensional_ship_death_03
		sound = extra_dimensional_ship_death_04
	}
	volume = 0.75
	falloff = falloff_weapons_close
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 2.0 }
}
soundeffect = {
	name = distance_extra_dimensional_ship_death
	sounds = {
		sound = distance_extra_dimensional_ship_death_01
		sound = distance_extra_dimensional_ship_death_02
		sound = distance_extra_dimensional_ship_death_03
		sound = distance_extra_dimensional_ship_death_04
	}
	volume = 0.35
	falloff = falloff_weapons_distance
	is3d = yes
	max_audible = 3
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
	playbackrate_random_offset = { 0.0 2.0 }
}
##################### AI CIV
soundeffect = {
	name = ai_civ_civilship
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ai_civ_civilship_01
		sound = ai_civ_civilship_02
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = ai_civ_station
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ai_civ_station_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = ai_civ_warship
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = ai_civ_warship_01
		sound = ai_civ_warship_02
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = probe_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = probe_idle_01
		sound = probe_idle_02
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
##################### FALLEN EMPIRE
soundeffect = {
	name = amb_fallen_empire_titan_idle
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_fallen_empire_titan_idle_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_fallen_empire_titan_death
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_fallen_empire_titan_death_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_fallen_empire_warship_01
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_fallen_empire_warship_01
	}
	volume = 0.25
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_fallen_empire_station_01
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_fallen_empire_station_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_fallen_empire_civilship_01
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_fallen_empire_civilship_01
	}
	volume = 0.4
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}

################## SWARM CIV
soundeffect = {
	name = swarm_small_warship_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_small_warship_idle_01
	}
	volume = 0.15
	volume_random_offset = { -0.05 0.05 }
	looping_volume_random_offset = yes
	delay_random_offset = { 0.0 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_large_warship_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_large_warship_idle_01
	}
	volume = 0.05
	volume_random_offset = { -0.05 0.05 }
	looping_volume_random_offset = yes
	delay_random_offset = { 0.0 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_large_warship_death
	falloff = falloff_fleet
	sounds = {
		sound = swarm_large_warship_death_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_small_station_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_small_station_idle_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	looping_volume_random_offset = yes
	delay_random_offset = { 0.0 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_station_explosion_small
	falloff = falloff_ambient
	sounds = {
		sound = swarm_station_explosion_small_01
		sound = swarm_station_explosion_small_02
		sound = swarm_station_explosion_small_03
		sound = swarm_station_explosion_small_04
		sound = swarm_station_explosion_small_05
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_station_explosion_large
	falloff = falloff_ambient
	sounds = {
		sound = swarm_station_explosion_large_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_big_station_idle
	loop = yes
	falloff = falloff_stations
	sounds = {
		sound = swarm_big_station_idle_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	looping_volume_random_offset = yes
	delay_random_offset = { 0.0 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_civlian_ship_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_civlian_ship_idle_01
	}
	volume = 0.35
	volume_random_offset = { -0.05 0.05 }
	looping_volume_random_offset = yes
	delay_random_offset = { 0.0 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_civilian_death
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = swarm_civilian_death_01
	}
	volume = 0.3
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_queen_idle_01
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_queen_idle_01_01
	}
	volume = 0.35
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_queen_idle_02
	falloff = falloff_fleet
	sounds = {
		sound = swarm_queen_idle_02_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_queen_death
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_queen_death_01
	}
	volume = 0.5
	volume_random_offset = { -0.05 0.05 }
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = swarm_generic_idle
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = swarm_generic_idle_01
		sound = swarm_generic_idle_02
		sound = swarm_generic_idle_03
		sound = swarm_generic_idle_04
		sound = swarm_generic_idle_05
		sound = swarm_generic_idle_06
		sound = swarm_generic_idle_07
	}
	volume = 0.25
	delay_random_offset = { -0.15 0.15 }
	looping_delay_random_offset = yes
	playbackrate_random_offset = { -0.15 0.2}
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
}
################ ZOOMED IN AMBIENT #######
soundeffect = {
	name = amb_star_fusion
	loop = yes
	falloff = falloff_star
	sounds = {
		sound = amb_star_fusion_01
	}
	volume = 0.2
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = pulsar_star_idle_hum
	loop = yes
	falloff = falloff_pulsar
	sounds = {
		sound = pulsar_star_idle_hum_01
	}
	volume = 0.7
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail

}
soundeffect = {
	name = neutron_star_idle_hum
	loop = yes
	falloff = falloff_pulsar
	sounds = {
		sound = neutron_star_idle_hum_01
	}
	volume = 0.5
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_planet_class
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_planet_class_zoom_01
	}
	is3d = yes
	max_audible = 2
	volume = 0.22
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_planet_class_02
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = zoom_amb_planet_class_02
	}
	is3d = yes
	max_audible = 2
	volume = 0.18
	looping_volume_random_offset = yes
	volume_random_offset = { -0.1 0.05}
	looping_delay_random_offset = yes
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
	fade_in = 2.3
	fade_out = 0.3
}
soundeffect = {
	name = gas_giant_amb_hum
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = gas_giant_amb_hum_01
	}
	is3d = yes
	max_audible = 2
	volume = 0.35
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_molten_world_a
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_molten_world_01
	}
	is3d = yes
	max_audible = 2
	volume = 0.35
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_molten_world_b
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_molten_world_02
	}
	is3d = yes
	max_audible = 2
	volume = 0.35
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_toxic_world_a
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_toxic_world_01
	}
	is3d = yes
	max_audible = 2
	volume = 0.4
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_toxic_world_b
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_toxic_world_02
	}
	is3d = yes
	max_audible = 2
	volume = 0.4
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_research_station_signals
	loop = yes
	falloff = falloff_stations
	sounds = {
		sound = amb_research_station_signals_01
	}
	volume = 0.04
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_mining_station_signals
	loop = yes
	falloff = falloff_stations
	sounds = {
		sound = amb_mining_station_signals_01
	}
	volume = 0.05
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_wormhole_station_idle
	loop = yes
	falloff = falloff_stations
	sounds = {
		sound = amb_wormhole_station_idle_01
	}
	volume = 0.3
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_outpost_station_idle
	loop = yes
	falloff = falloff_stations
	sounds = {
		sound = amb_outpost_station_01
	}
	volume = 0.3
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_science_ship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_science_ship_hum_01
		sound = amb_science_ship_hum_02
	}
	volume = 0.18
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume_random_offset = { -0.05 0.05 }
	playbackrate_random_offset = { 0.0 -0.3 }
}
soundeffect = {
	name = amb_construction_ship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_construction_ship_hum_01
		sound = amb_construction_ship_hum_02
	}
	volume = 0.41
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume_random_offset = { -0.05 0.05 }
	playbackrate_random_offset = { 0.0 -0.3 }
}
soundeffect = {
	name = amb_colony_ship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_colony_ship_hum_01
		sound = amb_colony_ship_hum_02
	}
	volume = 0.16
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	volume_random_offset = { -0.05 0.05}
	playbackrate_random_offset = { 0.0 -0.3 }
}
soundeffect = {
	name = amb_transport_ship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_transport_ship_hum_01
		sound = amb_transport_ship_hum_02
	}
	volume = 0.5
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.15 0.15 }
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_corvette_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_corvette_hum_01
		sound = amb_corvette_hum_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.23
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.15 0.08 }
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_destroyer_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_destroyer_hum_01
		sound = amb_destroyer_hum_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.19
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.07 0.05 }
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_cruiser_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_cruiser_hum_01
		sound = amb_cruiser_hum_02
	}
	playbackrate_random_offset = { -2.0 2.0 }
	volume = 0.3
	is3d = yes
	max_audible = 4
	volume_random_offset = { -0.05 0.05 }
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_battleship_hum
	loop = yes
	falloff = falloff_fleet
	random_sound_when_looping = no
	sounds = {
		sound = amb_battleship_hum_01
		sound = amb_battleship_hum_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.25
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	delay_random_offset = { 0.4 0.8 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_battleship_bass
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = amb_cruiser_hum_01
	}
	volume = 0.17
	is3d = yes
	max_audible = 2
	volume_random_offset = { -0.05 0.05 }
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_astroid_fields
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_astroid_fields_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 8
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = spaceport_hum_idle
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = spaceport_hum_idle_01
	}
	volume = 0.32
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = fungoid_spaceport_cylinders
	falloff = falloff_ambient
	sounds = {
		sound = fungoid_spaceport_cylinders_01
		sound = fungoid_spaceport_cylinders_02
		sound = fungoid_spaceport_cylinders_03
	}
	volume = 0.5
	is3d = yes
	max_audible = 3
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = fungoid_colossus_cylinders
	falloff = falloff_ambient
	sounds = {
		sound = fungoid_spaceport_cylinders_01
		sound = fungoid_spaceport_cylinders_02
		sound = fungoid_spaceport_cylinders_03
	}
	volume = 0.1
	is3d = yes
	max_audible = 6
	max_audible_behaviour = fail
	#delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = ringworld_hum_idle_01
	loop = yes
	falloff = falloff_weapons_close
	sounds = {
		sound = ringworld_hum_idle_01
	}
	volume = 0.55
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = ringworld_hum_idle_02
	loop = yes
	falloff = falloff_weapons_close
	sounds = {
		sound = ringworld_hum_idle_02
	}
	volume = 0.15
	is3d = yes
	max_audible = 4
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = defense_station_idle_hum
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = defense_station_idle_hum_01
	}
	volume = 0.15
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = amb_terraforming_station_idle_hum
	loop = yes
	falloff = falloff_fleet
	sounds = {
		sound = amb_terraforming_station_idle_hum_01
	}
	volume = 0.3
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = blackhole_hum_idle
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = blackhole_hum_idle_01
	}
	volume = 0.45
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = abandoned_ship_idle_amb
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = abandoned_ship_idle_amb_01
	}
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.45
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect =
{
    name = "amb_abandoned_ship_stinger"
    volume = 0.5
    loop = yes
    is3d = yes
    max_audible = 1
	max_audible_behaviour = fail
    falloff = "falloff_ambient"
    volume_random_offset = { -0.1 0.05 }
    delay_random_offset = { 2.0 4.0 }
    playbackrate_random_offset = { -5.0 3.0 }
    looping_volume_random_offset = yes
    looping_delay_random_offset = yes
    looping_playbackrate_random_offset = yes
    prevent_random_repetition = yes
    sounds = {
        sound = amb_abandoned_ship_stinger_01
        sound = amb_abandoned_ship_stinger_02
        sound = amb_abandoned_ship_stinger_03
        sound = amb_abandoned_ship_stinger_04
        sound = amb_abandoned_ship_stinger_05
	}
    fade_in = 0.2
    fade_out = 0.2
}
soundeffect = {
	name = amb_wrecked_shipyard_idle
	loop = yes
	falloff = falloff_400
	sounds = {
		sound = amb_wrecked_shipyard_idle_01
	}
	playbackrate_random_offset = { -10.0 10.0 }
	volume = 0.45
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.4 }
}
soundeffect = {
	name = amb_large_crystal_station_idle
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_large_crystal_station_idle_01
	}
	volume = 0.25
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_large_crystal_station_death
	falloff = falloff_ambient
	sounds = {
		sound = amb_large_crystal_station_death_01
	}
	volume = 0.65
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = distance_amb_large_crystal_station_death
	falloff = falloff_ambient
	sounds = {
		sound = distance_amb_large_crystal_station_death_01
	}
	volume = 0.45
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_terraforming_station_active
	loop = yes
	falloff = falloff_ambient
	sounds = {
		sound = amb_terraforming_station_active_01
		}
	playbackrate_random_offset = { -10.0 10.0 }
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = amb_super_explosion
	sounds = {
		sound = event_super_explosion
	}
	volume = 0.5
	max_audible = 1
	max_audible_behaviour = fail
	falloff = falloff_star
	is3d = yes
}
########## PLANET VIEW AMBIENT #########
soundeffect = {
	name = pc_ai
	volume = 0.3
	loop = no
	sounds = {
		sound = ai_planet_01
		sound = ai_planet_02
		sound = ai_planet_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_arid
	volume = 0.18
	loop = no
	sounds = {
		sound = pc_arid_01

	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_barren
	volume = 0.2
	loop = no
	sounds = {
		sound = pc_barren_01
		sound = pc_barren_02
		sound = pc_barren_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_continental
	volume = 0.18
	loop = no
	sounds = {
		sound = pc_continental_01
		sound = pc_continental_02
		sound = pc_continental_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_desert
	volume = 0.35
	loop = no
	sounds = {
		sound = pc_desert_01
		sound = pc_desert_02
		sound = pc_desert_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_frozen
	volume = 0.3
	loop = no
	sounds = {
		sound = pc_frozen_01
		sound = pc_frozen_02
		sound = pc_frozen_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_molten
	volume = 0.4
	loop = no
	sounds = {
		sound = pc_molten_01
		sound = pc_molten_02
		sound = pc_molten_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_volcanic
	volume = 0.4
	loop = no
	sounds = {
		sound = pc_molten_01
		sound = pc_molten_02
		sound = pc_molten_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_nuked
	volume = 0.3
	loop = no
	sounds = {
		sound = nuked_planet_01
		sound = nuked_planet_02
		sound = nuked_planet_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_ocean
	volume = 0.25
	loop = no
	sounds = {
		sound = pc_ocean_01
		sound = pc_ocean_03
		sound = pc_ocean_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_toxic
	volume = 0.2
	loop = no
	sounds = {
		sound = pc_toxoid_01
		sound = pc_toxic_02
		sound = pc_toxic_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_tropical
	volume = 0.25
	loop = no
	sounds = {
		sound = pc_tropical_01
		sound = pc_tropical_02
		sound = pc_tropical_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_tundra
	volume = 0.25
	loop = no
	sounds = {
		sound = pc_tundra_01
		sound = pc_tundra_02
		sound = pc_tundra_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_asteroid
	volume = 0.35
	loop = no
	sounds = {
		sound = pc_asteroid_01
		sound = pc_asteroid_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.15
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_ice_asteroid
	volume = 0.35
	loop = no
	sounds = {
		sound = pc_ice_asteroid_01
		sound = pc_ice_asteroid_02
		sound = pc_ice_asteroid_03
		sound = pc_ice_asteroid_04
		sound = pc_ice_asteroid_05
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.15
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_barren_cold
	volume = 0.35
	loop = no
	sounds = {
		sound = pc_cold_barren_01
		sound = pc_cold_barren_02
		sound = pc_cold_barren_03
	}
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_arctic
	volume = 0.2
	loop = no
	sounds = {
		sound = pc_arctic_01
		sound = pc_arctic_02
		sound = pc_arctic_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_gas_giant
	volume = 0.25
	loop = no
	sounds = {
		sound = pc_gas_giant_01
		sound = pc_gas_giant_02
		sound = pc_gas_giant_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_infested
	volume = 0.6
	loop = no
	sounds = {
		sound = pc_infested_planet_01
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_gaia
	volume = 0.35
	loop = no
	sounds = {
		sound = pc_gaia_planet_01
		sound = pc_gaia_planet_02
		sound = pc_gaia_planet_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_shielded
	volume = 0.25
	loop = no
	sounds = {
		sound = shielded_planet_01
		sound = shielded_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_savannah
	volume = 0.10
	loop = no
	sounds = {
		sound = savannah_planet_01
		sound = savannah_planet_02
		sound = savannah_planet_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_alpine
	volume = 0.20
	loop = no
	sounds = {
		sound = alpine_planet_01
		sound = alpine_planet_02
		sound = alpine_planet_03
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.5
	max_audible = 1
	max_audible_behaviour = fail
}
############## STAR VIEW ################
soundeffect = {
	name = pc_b_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	#fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_a_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_f_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_g_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_k_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_m_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_m_giant_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_t_star
	loop = no
	sounds = {
		sound = pc_star_01
	}
	fade_out = 0.3
	volume = 0.4
}
soundeffect = {
	name = pc_shroud_eaten
	volume = 0.23
	loop = no
	sounds = {
		sound = shroud_eaten_planet_01
		sound = shroud_eaten_planet_02
		sound = shroud_eaten_planet_03
	}
	#playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.1
	max_audible = 1
	max_audible_behaviour = fail
}
soundeffect = {
	name = pc_rift_star
	loop = no
	sounds = {
		sound = sfx_rift_crystal_idle
	}
	fade_out = 0.3
	volume = 0.4
}

############## QUEUING ################
soundeffect = {
	name = queuing_army
	sounds = {
		sound = queuing_army
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.3
}
soundeffect = {
	name = queuing_ship
	sounds = {
		sound = queuing_ship
	}
	max_audible = 6
	max_audible_behaviour = fail
	volume = 0.25
}
soundeffect = {
	name = queuing_building
	sounds = {
		sound = queuing_building
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.35
}
soundeffect = {
	name = queing_spaceport_module
	sounds = {
		sound = queing_spaceport_module_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.55
}
############# CONSTRUCTION ############
soundeffect = {
	name = "place_construction"
	sounds = {
		sound = ship_designer_add_section_01
		sound = ship_designer_add_section_02
		sound = ship_designer_add_section_03
	}
	volume = 0.45
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = "building_destroyed_01"
	sounds = {
		sound = destroy_building_01
	}
	volume = 0.5
}
soundeffect = {
	name = "building_built_01"
	sounds = {
		sound = building_construction_complete_01
	}
	volume = 0.5
}
############# Purge / Enslave ############
soundeffect = {
	name = "purge"
	sounds = {
		sound = purge
	}
	volume = 0.5
}

soundeffect = {
	name = "enslave"
	sounds = {
		sound = enslave
	}
	volume = 0.5
}

############ Ship Designer ##################
soundeffect = {
	name = "designer_add_section"
	sounds = {
		sound = ship_designer_add_section_01
		sound = ship_designer_add_section_02
		sound = ship_designer_add_section_03
	}
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = "designer_add_utility"
	sounds = {
		sound = ship_designer_add_utility_01
		sound = ship_designer_add_utility_02
		sound = ship_designer_add_utility_03
	}
	max_audible = 2
	max_audible_behaviour = fail
}
soundeffect = {
	name = "designer_add_weapon"
	sounds = {
		sound = ship_designer_add_weapon_01
		sound = ship_designer_add_weapon_02
		sound = ship_designer_add_weapon_03
	}
	max_audible = 2
	max_audible_behaviour = fail
}

############ END GAME CRISIS ##################

##### AI
soundeffect = {
	name = ai_empire_ambient_stage_final
	loop = yes
	sounds = {
		sound = ai_empire_ambient_stage_final_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.08
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = ai_empire_ambient_stage_3
	loop = yes
	sounds = {
		sound = ai_empire_ambient_stage_03
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = ai_empire_ambient_stage_2
	loop = yes
	sounds = {
		sound = ai_empire_ambient_stage_02
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = ai_empire_ambient_stage_1
	loop = yes
	sounds = {
		sound = ai_empire_ambient_stage_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.25
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}

##### SWARM
soundeffect = {
	name = swarm_crisis_ambient_stage_final
	loop = yes
	sounds = {
		sound = swarm_crisis_ambient_stage_final_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = swarm_crisis_ambient_stage_3
	loop = yes
	sounds = {
		sound = swarm_crisis_ambient_stage_03
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15

	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = swarm_crisis_ambient_stage_2
	loop = yes
	sounds = {
		sound = swarm_crisis_ambient_stage_02
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = swarm_crisis_ambient_stage_1
	loop = yes
	sounds = {
		sound = swarm_crisis_ambient_stage_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
##### extradimensional
soundeffect = {
	name = extradimensional_crisis_ambient_stage_final
	loop = yes
	sounds = {
		sound = extradimensional_crisis_ambient_stage_final_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = extradimensional_crisis_ambient_stage_3
	loop = yes
	sounds = {
		sound = extradimensional_crisis_ambient_stage_03
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = extradimensional_crisis_ambient_stage_2
	loop = yes
	sounds = {
		sound = extradimensional_crisis_ambient_stage_02
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}
soundeffect = {
	name = extradimensional_crisis_ambient_stage_1
	loop = yes
	sounds = {
		sound = extradimensional_crisis_ambient_stage_01
	}
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.15
	looping_volume_random_offset = yes
	volume_random_offset = { 0.0 -0.05 }
}

#### SUPPORTCOMPLIMENTARYASSETS ####

soundeffect = {
	name = pc_black_hole
	volume = 0.6
	loop = no
	sounds = {
		sound = black_hole_planet_01
		sound = black_hole_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_neutron_star
	volume = 1.5
	loop = no
	sounds = {
		sound = neutron_star_planet_01
		sound = neutron_star_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_pulsar
	volume = 0.6
	loop = no
	sounds = {
		sound = pulsar_planet_01
		sound = pulsar_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_shrouded
	volume = 0.6
	loop = no
	sounds = {
		sound = shrouded_planet_01
		sound = shrouded_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_cosmogenesis_world
	volume = 1.5
	loop = no
	sounds = {
		sound = cosmogenesis_world_planet_01
		sound = cosmogenesis_world_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_astral_scar
	volume = 0.6
	loop = no
	sounds = {
		sound = astral_scar_planet_01
		sound = astral_scar_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_city
	volume = 1.5
	loop = no
	sounds = {
		sound = city_planet_01
		sound = city_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_toxoid_star
	volume = 0.4
	loop = no
	sounds = {
		sound = toxoid_star_planet_01
		sound = toxoid_star_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}

soundeffect = {
	name = pc_fallback
	volume = 1.5
	loop = no
	sounds = {
		sound = fallback_planet_01
		sound = fallback_planet_02
	}
	playbackrate_random_offset = { -10.0 10.0 }
	fade_out = 0.3
	max_audible = 1
	max_audible_behaviour = fail
}
