Signature = XACT2; Version = 12; Options { } Global Settings { Xbox File = Xbox\AudioProject.xgs; Windows File = Win\AudioProject.xgs; Header File = AudioProject.h; Exclude Category Names = 0; Exclude Variable Names = 0; Last Modified Low = 1630296996; Last Modified High = 29898674; Category { Name = Global; Public = 1; Volume = 0; Category Entry { } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 0; Fade Out = 0; Crossfade Type = 0; } } } Category { Name = Default; Public = 1; Volume = 0; Category Entry { Name = Global; } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 0; Fade Out = 0; Crossfade Type = 0; } } } Category { Name = Music; Public = 1; Volume = 0; Category Entry { Name = Global; } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 1000; Fade Out = 1000; Crossfade Type = 0; } } } Variable { Name = OrientationAngle; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = -180.000000; Max = 180.000000; } Variable { Name = DopplerPitchScalar; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 1.000000; Initial Value = 1.000000; Min = 0.000000; Max = 4.000000; } Variable { Name = SpeedOfSound; Public = 1; Global = 1; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 343.500000; Initial Value = 343.500000; Min = 0.000000; Max = 1000000.000000; } Variable { Name = ReleaseTime; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 1; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 15.000000; } Variable { Name = AttackTime; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 1; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 15.000000; } Variable { Name = NumCueInstances; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 1024.000000; } Variable { Name = Distance; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 1000000.000000; } Variable { Name = GlobalPlaybackRate; Public = 1; Global = 1; Internal = 0; External = 1; Monitored = 0; Reserved = 0; Read Only = 0; Time = 0; Value = 1.000000; Initial Value = 1.000000; Min = 0.010000; Max = 100.000000; } } Wave Bank { Name = Wave Bank; Xbox File = Xbox\Wave Bank.xwb; Windows File = Win\Wave Bank.xwb; Seek Tables = 1; Compression Preset Name = ; Xbox Bank Last Modified Low = 0; Xbox Bank Last Modified High = 0; PC Bank Last Modified Low = 1630609496; PC Bank Last Modified High = 29898674; Wave { Name = BuzztBuzz; File = ..\..\..\..\WavLibrary\BuzztBuzz.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 473580; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3361668182; Last Modified High = 29886958; } } Wave { Name = ClapClap; File = ..\..\..\..\WavLibrary\ClapClap.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 960048; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3365261932; Last Modified High = 29886958; } } Wave { Name = Click; File = ..\..\..\..\WavLibrary\Click.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 7828; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3361199432; Last Modified High = 29886958; } } Wave { Name = Crush; File = ..\..\..\..\WavLibrary\Crush.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 278828; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3360886932; Last Modified High = 29886958; } } Wave { Name = Cuckoo; File = ..\..\..\..\WavLibrary\Cuckoo.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 274128; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3360574432; Last Modified High = 29886958; } } Wave { Name = Doorbell; File = ..\..\..\..\WavLibrary\Doorbell.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 168332; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3362918182; Last Modified High = 29886958; } } Wave { Name = EngineRoom; File = ..\..\..\..\WavLibrary\EngineRoom.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 794120; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3362761932; Last Modified High = 29886958; } } Wave { Name = Harvest; File = ..\..\..\..\WavLibrary\Harvest.wav; Build Settings Last Modified Low = 1597328246; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 152696; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3364011932; Last Modified High = 29886958; } } Wave { Name = Impact; File = ..\..\..\..\WavLibrary\Impact.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 1318708; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3364480682; Last Modified High = 29886958; } } Wave { Name = Market; File = ..\..\..\..\WavLibrary\Market.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 835984; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3360418182; Last Modified High = 29886958; } } Wave { Name = Pew; File = ..\..\..\..\WavLibrary\Pew.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 24048; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3361824432; Last Modified High = 29886958; } } Wave { Name = Press; File = ..\..\..\..\WavLibrary\Press.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 92752; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3362136932; Last Modified High = 29886958; } } Wave { Name = Smash; File = ..\..\..\..\WavLibrary\Smash.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 333316; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3363855682; Last Modified High = 29886958; } } Wave { Name = WarpDrive; File = ..\..\..\..\WavLibrary\WarpDrive.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 486344; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3363386932; Last Modified High = 29886958; } } Wave { Name = WarpIn; File = ..\..\..\..\WavLibrary\WarpIn.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 272104; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3362449432; Last Modified High = 29886958; } } Wave { Name = Water; File = ..\..\..\..\WavLibrary\Water.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 487052; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3365574432; Last Modified High = 29886958; } } Wave { Name = Wherrrrr; File = ..\..\..\..\WavLibrary\Wherrrrr.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 579272; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3364793182; Last Modified High = 29886958; } } Wave { Name = Zzt; File = ..\..\..\..\WavLibrary\Zzt.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 131912; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3361355682; Last Modified High = 29886958; } } Wave { Name = Maritime Defender Theme; File = ..\..\..\..\WavLibrary\Maritime Defender Theme.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 88; Play Region Length = 43344000; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3701234474; Last Modified High = 29898631; } } } Wave Bank { Name = Music; Xbox File = Xbox\MusicWaveBank.xwb; Windows File = Win\MusicWaveBank.xwb; Seek Tables = 1; Compression Preset Name = ; Xbox Bank Last Modified Low = 0; Xbox Bank Last Modified High = 0; PC Bank Last Modified Low = 1644984496; PC Bank Last Modified High = 29898674; Wave { Name = Maritime Defender Theme; File = ..\..\..\..\WavLibrary\Maritime Defender Theme.wav; Build Settings Last Modified Low = 1597484496; Build Settings Last Modified High = 29898674; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 88; Play Region Length = 43344000; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3701234474; Last Modified High = 29898631; } } } Sound Bank { Name = Sound Bank; Xbox File = Xbox\Sound Bank.xsb; Windows File = Win\Sound Bank.xsb; Bank Last Modified Low = 1656078246; Bank Last Modified High = 29898674; Header Last Modified High = 0; Header Last Modified Low = 0; Sound { Name = BuzztBuzz; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = BuzztBuzz; Entry Index = 0; Weight = 255; Weight Min = 0; } } } } Sound { Name = ClapClap; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = ClapClap; Entry Index = 1; Weight = 255; Weight Min = 0; } } } } Sound { Name = Click; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Click; Entry Index = 2; Weight = 255; Weight Min = 0; } } } } Sound { Name = Crush; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Crush; Entry Index = 3; Weight = 255; Weight Min = 0; } } } } Sound { Name = Cuckoo; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Cuckoo; Entry Index = 4; Weight = 255; Weight Min = 0; } } } } Sound { Name = Doorbell; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Doorbell; Entry Index = 5; Weight = 255; Weight Min = 0; } } } } Sound { Name = EngineRoom; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = EngineRoom; Entry Index = 6; Weight = 255; Weight Min = 0; } } } } Sound { Name = Harvest; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Harvest; Entry Index = 7; Weight = 255; Weight Min = 0; } } } } Sound { Name = Impact; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Impact; Entry Index = 8; Weight = 255; Weight Min = 0; } } } } Sound { Name = Market; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Market; Entry Index = 9; Weight = 255; Weight Min = 0; } } } } Sound { Name = Pew; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Pew; Entry Index = 10; Weight = 255; Weight Min = 0; } } } } Sound { Name = Press; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Press; Entry Index = 11; Weight = 255; Weight Min = 0; } } } } Sound { Name = Smash; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Smash; Entry Index = 12; Weight = 255; Weight Min = 0; } } } } Sound { Name = WarpDrive; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = WarpDrive; Entry Index = 13; Weight = 255; Weight Min = 0; } } } } Sound { Name = WarpIn; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = WarpIn; Entry Index = 14; Weight = 255; Weight Min = 0; } } } } Sound { Name = Water; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Water; Entry Index = 15; Weight = 255; Weight Min = 0; } } } } Sound { Name = Wherrrrr; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Wherrrrr; Entry Index = 16; Weight = 255; Weight Min = 0; } } } } Sound { Name = Zzt; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Zzt; Entry Index = 17; Weight = 255; Weight Min = 0; } } } } Sound { Name = Maritime Defender Theme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaer Position Arc = 360.000000; Event Header { Timestamp = 1000; Relative = 0; Random Recurrence = 0; Random Offset = 1000; } Wave Entry { Bank Name = Music; Bank Index = 1; Entry Name = Maritime Defender Theme; Entry Index = 0; Weight = 255; Weight Min = 0; } } } } Cue { Name = BuzztBuzz; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = BuzztBuzz; Index = 0; Weight Min = 0; Weight Max = 255; } } Cue { Name = ClapClap; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = ClapClap; Index = 1; Weight Min = 0; Weight Max = 255; } } Cue { Name = Click; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Click; Index = 2; Weight Min = 0; Weight Max = 255; } } Cue { Name = Crush; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Crush; Index = 3; Weight Min = 0; Weight Max = 255; } } Cue { Name = Cuckoo; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Cuckoo; Index = 4; Weight Min = 0; Weight Max = 255; } } Cue { Name = Doorbell; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Doorbell; Index = 5; Weight Min = 0; Weight Max = 255; } } Cue { Name = EngineRoom; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = EngineRoom; Index = 6; Weight Min = 0; Weight Max = 255; } } Cue { Name = Harvest; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Harvest; Index = 7; Weight Min = 0; Weight Max = 255; } } Cue { Name = Impact; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Impact; Index = 8; Weight Min = 0; Weight Max = 255; } } Cue { Name = Market; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Market; Index = 9; Weight Min = 0; Weight Max = 255; } } Cue { Name = Pew; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Pew; Index = 10; Weight Min = 0; Weight Max = 255; } } Cue { Name = Press; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Press; Index = 11; Weight Min = 0; Weight Max = 255; } } Cue { Name = Smash; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Smash; Index = 12; Weight Min = 0; Weight Max = 255; } } Cue { Name = WarpDrive; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = WarpDrive; Index = 13; Weight Min = 0; Weight Max = 255; } } Cue { Name = WarpIn; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = WarpIn; Index = 14; Weight Min = 0; Weight Max = 255; } } Cue { Name = Water; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Water; Index = 15; Weight Min = 0; Weight Max = 255; } } Cue { Name = Wherrrrr; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Wherrrrr; Index = 16; Weight Min = 0; Weight Max = 255; } } Cue { Name = Zzt; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Zzt; Index = 17; Weight Min = 0; Weight Max = 255; } } Cue { Name = Maritime Defender Theme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Maritime Defender Theme; Index = 18; Weight Min = 0; Weight Max = 255; } } }