// Physics Sounds
//
//	NOTE:  CHAN_BODY is used by sounds in many cases, but the code
//   uses CHAN_STATIC in others, so I didn't specify a channel here
//  Volume is determined procedurally by the physics code
//

// *****************
// SURFACE MATERIALS

"CavernRock.ImpactSoft"
{
	"soundlevel"		"SNDLVL_75dB"
	"volume"		"0.5"
	"pitch"			"PITCH_NORM"
	"rndwave"
	{
		"wave"		"ambient/levels/outland/stalactitehit01.wav"
		"wave"		"ambient/levels/outland/stalactitehit02.wav"
		"wave"		"ambient/levels/outland/stalactitehit03.wav"
	}
}

"CavernRock.ImpactHard"
{
	"soundlevel"		"SNDLVL_75dB"
	"volume"		"0.6"
	"pitch"			"PITCH_NORM"
	"rndwave"
	{
		"wave"		"ambient/levels/outland/stalactitehit01.wav"
		"wave"		"ambient/levels/outland/stalactitehit02.wav"
		"wave"		"ambient/levels/outland/stalactitehit03.wav"
	}
}

// quieter physcannon open claw/drop sounds

"Weapon_PhysCannon_ep.OpenClaws"
{
	"channel"		"CHAN_VOICE"
	"volume"		"0.22"
	"soundlevel"	"SNDLVL_NORM"

	"wave"			"weapons/physcannon/physcannon_claws_open.wav"
}

"Weapon_PhysCannon_ep.CloseClaws"
{
	"channel"		"CHAN_VOICE"
	"volume"		"0.22"
	"soundlevel"	"SNDLVL_NORM"

	"wave"			"weapons/physcannon/physcannon_claws_close.wav"
}

"Weapon_PhysCannon_ep.Drop"
{
	"channel"		"CHAN_WEAPON"
	"volume"		"0.22"
	"soundlevel"	"SNDLVL_105dB"

	"wave"			"weapons/physcannon/physcannon_drop.wav"
}

"Weapon_MegaPhysCannon_ep.Drop"
{
	"channel"		"CHAN_WEAPON"
	"volume"		"0.22"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"50,60"

	"wave"			"weapons/physcannon/physcannon_drop.wav"
}

"Weapon_PhysCannon_ep.HoldSound"
{
	"channel"		"CHAN_STATIC"
	"volume"		"0.3"
	"soundlevel"	"SNDLVL_NORM"

	"wave"			"weapons/physcannon/hold_loop.wav"
}

"Weapon_MegaPhysCannon_ep.HoldSound"
{
	"channel"		"CHAN_STATIC"
	"volume"		"0.3"
	"soundlevel"	"SNDLVL_NORM"
	"pitch"		"100"

	"wave"			"weapons/physcannon/superphys_hold_loop.wav"
}

"Water.ImpactSoft"
{
	"soundlevel"		"SNDLVL_75dB"
	"volume"		"0.5"
	"pitch"			"PITCH_NORM"
	"rndwave"
	{
		"wave"		"physics/surfaces/underwater_impact_bullet1.wav"
		"wave"		"physics/surfaces/underwater_impact_bullet2.wav"
		"wave"		"physics/surfaces/underwater_impact_bullet3.wav"
	}
}

"Water.ImpactHard"
{
	"soundlevel"		"SNDLVL_75dB"
	"volume"		"0.6"
	"pitch"			"PITCH_NORM"
	"rndwave"
	{
		"wave"		"ambient/water/water_splash1.wav"
		"wave"		"ambient/water/water_splash2.wav"
		"wave"		"ambient/water/water_splash3.wav"
	}
}
// body impact sounds
"Body.ImpactSoft"
{
	"channel"		"CHAN_STATIC"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_NORM"

	"wave"			"physics\body\body_medium_impact_soft4.wav"
}

"Body.ImpactMedium"
{
	"channel"		"CHAN_STATIC"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_NORM"

	"wave"			"physics\body\body_medium_impact_soft7.wav"
}