// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum  //# soundChannel_e
{
	CHAN_AUTO,			//## %s !!"S:\base\!!sound\*.wav;*.mp3" # Play a general wav file
	CHAN_LOCAL,			//## %s !!"S:\base\!!sound\*.wav;*.mp3" # menu sounds etc that play without origin
	CHAN_WEAPON,		//# ingame weapons only, do not use in scripts!
	CHAN_VOICE,			//## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed
	CHAN_VOICE_NOATTENUATE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed, attenuates only slightly
	CHAN_ITEM,			//# ingame NPC weapons only, do not use in scripts!
	CHAN_BODY,			//# ingame NPC weapons only, do not use in scripts!
	CHAN_BODY2,			//# ingame NPC weapons only, do not use in scripts!
	CHAN_AMBIENT,		//# ingame NPC weapons only, do not use in scripts!
	CHAN_LOCAL_SOUND,	//## %s !!"S:\base\!!sound\*.wav;*.mp3" # chat messages, etc
	CHAN_ANNOUNCER,		//## %s !!"S:\base\!!sound\*.wav;*.mp3" # Announcer voices etc, guaranteed to be heard by player
	CHAN_LONGDISTANCE,	//## %s !!"S:\base\!!sound\*.wav;*.mp3" # Long distance special noises only!!, DO NOT USE WITHOUT PERMISSION!
	CHAN_NPCWEAPON,		//# ingame NPC weapons only, do not use in scripts!

	//
	// 4/2/02 kef -- making a distinction here just in case all of the above entries need to be in a certain order for the
	//				sake of being mystically synchronized with Icarus. If you're going to add stuff that doesn't go through
	//				Icarus, do it below this comment.
	//
	CHAN_WPN_AUX		// any sounds generated by player's weapons that AREN'T firing sounds
} soundChannel_t;


// some stuff I need for accessing channels via flags for target-speaker	-Ste.

#define SPKR_CHAN_LONGDISTANCE	0x00000001	
#define SPKR_CHAN_GLOBAL		0x00000002	// acts as a flag to use CHAN_ANNOUNCER, effectively global (use with care!!!!!)

