SiiNunit { # For modders: Please do not modify this file if you want to add a new entry. Create in # this directory a new file "..sii" where is name of # base file without the extension (e.g. "city" for "/def/city.sii") and is # some string which is unlikely to conflict with other mod. # # Warning: Even if the units are specified in more than one source file, they share the # same namespace so suffixes or prefixes should be used to avoid conflicts. sound_item_data : sound.moose { name: "!promods/Moose" sound_path: "/sound/world/promods.bank#environment/moose" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.coldwind { name: "!promods/Cold wind" sound_path: "/sound/world/promods.bank#environment/cold_wind" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.steam_vent { name: "!promods/Steam vent" sound_path: "/sound/world/promods.bank#environment/steam_vent" # sound_is_3d: true # min_dist: 10 max_dist: 50 } sound_item_data : sound.bagpipes2 { name: "!promods/Bagpipes 2" sound_path: "/sound/world/promods.bank#local/bagpipes2" # sound_is_3d: true # min_dist: 10 max_dist: 50 } sound_item_data : sound.bagpipes3 { name: "!promods/Bagpipes 3" sound_path: "/sound/world/promods.bank#local/bagpipes3" # sound_is_3d: true # min_dist: 10 max_dist: 50 } sound_item_data : sound.seagulls1 { name: "!promods/Seagulls 1" sound_path: "/sound/world/promods.bank#environment/seagulls1" # sound_is_3d: true # min_dist: 10 max_dist: 50 } sound_item_data : sound.seasound1 { name: "!promods/Sea 1" sound_path: "/sound/world/promods.bank#environment/seasound1" # sound_is_3d: true # min_dist: 10 max_dist: 50 } sound_item_data : sound.forest1 { name: "!promods/Forest 1" sound_path: "/sound/world/promods.bank#environment/forest1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.forest2 { name: "!promods/Forest 2" sound_path: "/sound/world/promods.bank#environment/forest2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.forest3 { name: "!promods/Forest 3" sound_path: "/sound/world/promods.bank#environment/forest3" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.forest4 { name: "!promods/Forest 4" sound_path: "/sound/world/promods.bank#environment/forest4" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.chainsaw1 { name: "!promods/Chainsaw 1" sound_path: "/sound/world/promods.bank#industrial/chainsaw1" # sound_is_3d: true # min_dist: 40 max_dist: 150 } sound_item_data : sound.siren1 { name: "!promods/Siren 1" sound_path: "/sound/world/promods.bank#emergency/siren1" # sound_is_3d: true # min_dist: 5 max_dist: 30 } sound_item_data : sound.siren2 { name: "!promods/Siren 2" sound_path: "/sound/world/promods.bank#emergency/siren2" # sound_is_3d: true # min_dist: 5 max_dist: 30 } sound_item_data : sound.siren3 { name: "!promods/Siren 3" sound_path: "/sound/world/promods.bank#emergency/siren3" # sound_is_3d: true # min_dist: 5 max_dist: 30 } sound_item_data : sound.siren4 { name: "!promods/Siren 4" sound_path: "/sound/world/promods.bank#emergency/siren4" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.siren5 { name: "!promods/Siren 5" sound_path: "/sound/world/promods.bank#emergency/siren5" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.accident1 { name: "!promods/Accident 1" sound_path: "/sound/world/promods.bank#emergency/accident1" # sound_is_3d: true # min_dist: 5 max_dist: 30 } sound_item_data : sound.port1 { name: "!promods/Port 1" sound_path: "/sound/world/promods.bank#industrial/port1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.port2 { name: "!promods/Port 2" sound_path: "/sound/world/promods.bank#industrial/port2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.river1 { name: "!promods/River 1" sound_path: "/sound/world/promods.bank#environment/river1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.river2 { name: "!promods/River 2" sound_path: "/sound/world/promods.bank#environment/river2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.cambient1 { name: "!promods/Ambient 1" sound_path: "/sound/world/promods.bank#city/city_ambient1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.cambient2 { name: "!promods/Ambient 2" sound_path: "/sound/world/promods.bank#city/city_ambient2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.cambient3 { name: "!promods/Ambient 3" sound_path: "/sound/world/promods.bank#city/city_ambient3" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.ambulance1 { name: "!promods/Ambulance 1" sound_path: "/sound/world/promods.bank#emergency/ambulance1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.ambulance2 { name: "!promods/Ambulance 2" sound_path: "/sound/world/promods.bank#emergency/ambulance2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.machine { name: "!promods/Machine" sound_path: "/sound/world/promods.bank#industrial/machine" # sound_is_3d: true # min_dist: 20 max_dist: 80 } sound_item_data : sound.police { name: "!promods/Police" sound_path: "/sound/world/promods.bank#emergency/police" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.street1 { name: "!promods/Street 1" sound_path: "/sound/world/promods.bank#city/street1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.street2 { name: "!promods/Street 2" sound_path: "/sound/world/promods.bank#city/street2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.horn { name: "!promods/Horn" sound_path: "/sound/world/promods.bank#city/horn" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.sambient { name: "!promods/Ambient 4" sound_path: "/sound/world/promods.bank#city/sambient" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.village1 { name: "!promods/Village 1" sound_path: "/sound/world/promods.bank#environment/village1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.village2 { name: "!promods/Village 2" sound_path: "/sound/world/promods.bank#environment/village2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.bus { name: "!promods/Bus" sound_path: "/sound/world/promods.bank#city/bus" # sound_is_3d: true # min_dist: 20 max_dist: 80 } sound_item_data : sound.ship1 { name: "!promods/Ship 1" sound_path: "/sound/world/promods.bank#industrial/ship1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.ship2 { name: "!promods/Ship 2" sound_path: "/sound/world/promods.bank#industrial/ship2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.cow { name: "!promods/Cow" sound_path: "/sound/world/promods.bank#environment/cow" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.dog { name: "!promods/Dog" sound_path: "/sound/world/promods.bank#environment/dog" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.bell1 { name: "!promods/Bell 1" sound_path: "/sound/world/promods.bank#city/bell1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.bell2 { name: "!promods/Bell 2" sound_path: "/sound/world/promods.bank#city/bell2" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.cows { name: "!promods/Cows" sound_path: "/sound/world/promods.bank#environment/cows" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.sea { name: "!promods/Sea 2" sound_path: "/sound/world/promods.bank#environment/sea" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.forestedge1 { name: "!promods/Forest edge" sound_path: "/sound/world/promods.bank#environment/forestedge1" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.pond { name: "!promods/Pond" sound_path: "/sound/world/promods.bank#environment/pond" # sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.stream { name: "!promods/Stream" sound_path: "/sound/world/promods.bank#environment/stream" ## sound_is_3d: true # min_dist: 60 max_dist: 300 } sound_item_data : sound.tools { name: "!promods/Tools" sound_path: "/sound/world/promods.bank#industrial/tools" ## sound_is_3d: true ## min_dist: 30 max_dist: 100 } //sound_item_data : sound.waterfall //{ // name: "!promods/Waterfall" // sound_path: "/sound/world/promods.bank#environment/waterfall" // ## sound_is_3d: true // ## min_dist: 20 // max_dist: 200 //} }