sound sounds/weapons/sbc/fire { compression wav minDistance 25 maxDistance 100 shakes 0.05 no_dups occlude_once sounds/weapons/sbc/nfire_01b.wav sounds/weapons/sbc/nfire_02b.wav sounds/weapons/sbc/nfire_03b.wav sounds/weapons/sbc/nfire_04b.wav // sounds/weapons/sbc/nfire_01a.wav // sounds/weapons/sbc/nfire_02a.wav // sounds/weapons/sbc/nfire_03a.wav // sounds/weapons/sbc/nfire_05a.wav } sound sounds/weapons/sbc/fire/far { compression wav volume -10 minDistance 100 maxDistance 350 occlude_once sounds/weapons/sbc/nfire_01_far.wav sounds/weapons/sbc/nfire_02_far.wav sounds/weapons/sbc/nfire_03_far.wav //sounds/weapons/sbc/nfire_04_far.wav sounds/weapons/sbc/nfire_05_far.wav } sound sounds/weapons/sbc/fire/local { compression wav minDistance 10 maxDistance 50 no_dups //private occlude_once sounds/weapons/sbc/nfire_01b_local.wav sounds/weapons/sbc/nfire_02b_local.wav sounds/weapons/sbc/nfire_03b_local.wav sounds/weapons/sbc/nfire_04b_local.wav sounds/weapons/sbc/nfire_01_local.wav sounds/weapons/sbc/nfire_02_local.wav sounds/weapons/sbc/nfire_03_local.wav //sounds/weapons/sbc/nfire_04_local.wav sounds/weapons/sbc/nfire_05_local.wav //sounds/weapons/sbc/fire_local_01.wav //sounds/weapons/sbc/fire_local_02.wav //sounds/weapons/sbc/fire_local_03.wav //sounds/weapons/sbc/fire_local_04.wav //sounds/weapons/sbc/fire_local_05.wav } sound sounds/weapons/sbc/fly { compression wav volume -3 minDistance 25 maxDistance 100 looping // sounds/weapons/sbc/fly_01.wav sounds/weapons/sbc/fly_02.wav // sounds/weapons/sbc/fly_03.wav } sound sounds/weapons/sbc/reload_start { volume -5 sounds/weapons/sbc/reload_start.wav } sound sounds/weapons/sbc/reload_done { volume -3 sounds/weapons/sbc/reload_done.wav } sound sounds/weapons/sbc/casing { volume -10 sounds/weapons/sbc/casing_01.wav sounds/weapons/sbc/casing_02.wav sounds/weapons/sbc/casing_03.wav sounds/weapons/sbc/casing_04.wav sounds/weapons/sbc/casing_05.wav sounds/weapons/sbc/casing_06.wav }