<?xml version="1.0"?>
<Audio>
	<!--Audio 3D distance factors for Galactic mode-->
	<Audio_Galactic_3D_Saturation_Distance_Mod>1.0</Audio_Galactic_3D_Saturation_Distance_Mod>
	<Audio_Galactic_3D_Rolloff_Distance_Mod>1.0</Audio_Galactic_3D_Rolloff_Distance_Mod>
	<Audio_Galactic_3D_Listener_Z_Pullback_Dist>0.0</Audio_Galactic_3D_Listener_Z_Pullback_Dist>

	<!--Audio 3D distance factors for Space mode-->
	<Audio_Space_3D_Saturation_Distance_Mod>1.5</Audio_Space_3D_Saturation_Distance_Mod>	<!--The higher the multiplier, the larger the saturation distances are scaled-->
	<Audio_Space_3D_Rolloff_Distance_Mod>2.0</Audio_Space_3D_Rolloff_Distance_Mod>			<!--The higher the multiplier, the quicker the rolloff over distance-->
	<Audio_Space_3D_Listener_Z_Pullback_Dist>60.0</Audio_Space_3D_Listener_Z_Pullback_Dist>	<!--The higher the Z elevation, this higher above the map the listener is-->

	<!--Audio 3D distance factors for Land mode-->
	<Audio_Land_3D_Saturation_Distance_Mod>1.0</Audio_Land_3D_Saturation_Distance_Mod>		<!--The higher the multiplier, the larger the saturation distances are scaled -->
	<Audio_Land_3D_Rolloff_Distance_Mod>10.0</Audio_Land_3D_Rolloff_Distance_Mod>			<!--The higher the multiplier, the sooner the rolloff over distance -->
	<Audio_Land_3D_Listener_Z_Pullback_Dist>60.0</Audio_Land_3D_Listener_Z_Pullback_Dist>	<!--The higher the Z elevation, this higher above the map the listener is-->
	<!--The higher the above number, the less "centered" on the screen the units SFX will be - advise not going over 100-->

	<!--Mapping of enumated map environment types to ambient map SFX beds (map environment type to AmbientMapSound entry (see AmbientMapSounds.xml + SFXEventsAmbient.xml)-->
	<Ambient_Map_Sounds>Temperate, Ambient_Map_Sounds_Temperate</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Arctic, Ambient_Map_Sounds_Arctic</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Desert, Ambient_Map_Sounds_Desert</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Forest, Ambient_Map_Sounds_Forest</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Swamp, Ambient_Map_Sounds_Swamp</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Volcanic, Ambient_Map_Sounds_Volcanic</Ambient_Map_Sounds>
	<Ambient_Map_Sounds>Urban, Ambient_Map_Sounds_Urban</Ambient_Map_Sounds>

	<!--SFX event to play when a player captures control of a planet an gets the one-time cash reward-->
	<SFXEvent_Planet_Capture_Bonus_Reward>Unit_Light_Saber_On</SFXEvent_Planet_Capture_Bonus_Reward>

	<!--General GUI SFXEvent for playing a bad / negative reinforcement sound-->
	<SFXEvent_GUI_Negative_Feedback>GUI_Bad_Sound</SFXEvent_GUI_Negative_Feedback>

	<!--Planet revealed-->
	<SFXEvent_Planet_Revealed>GUI_Planet_Mouse_Over</SFXEvent_Planet_Revealed> <!--Plays anytime control is gained-->

	<!--Giving teamate credits in multiplayer-->
	<SFXEvent_MP_Give_Teammate_Credits>GUI_Credits</SFXEvent_MP_Give_Teammate_Credits>

	<!--Delay duing "peace" to wait before transitioning tactical battle music back to ambient music-->
	<Music_Land_Battle_To_Ambient_Peace_Seconds>15.0</Music_Land_Battle_To_Ambient_Peace_Seconds>
	<Music_Space_Battle_To_Ambient_Peace_Seconds>15.0</Music_Space_Battle_To_Ambient_Peace_Seconds>

	<!--Battle load screen music-->
	<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>

	<!--Battle end summary screen music-->
	<Music_Event_Battle_End_Summary_Screen_Win/>
	<Music_Event_Battle_End_Summary_Screen_Lose/>

	<Telekinesis_SFXEvent_Loop>Unit_Force_Telekinesis</Telekinesis_SFXEvent_Loop>
	<Telekinesis_SFXEvent_Damage>Unit_Force_Damage</Telekinesis_SFXEvent_Damage>
	<Telekinesis_SFXEvent_Slam>Unit_Anim_Tank_Ground_Slam</Telekinesis_SFXEvent_Slam>

	<!--Command bar button command HUD V/O-->
	<SFXEvent_Command_Bar_Attack/>
	<SFXEvent_Command_Bar_Attack_Move/>
	<SFXEvent_Command_Bar_Move/>
	<SFXEvent_Command_Bar_Waypoint/>
	<SFXEvent_Command_Bar_Stop/>
	<SFXEvent_Command_Bar_Guard/>

	<!--Delay between base attack announcements-->
	<Delay_Between_Space_Base_Attack_Announcement_Seconds>60</Delay_Between_Space_Base_Attack_Announcement_Seconds>
	<Delay_Between_Land_Base_Attack_Announcement_Seconds>60</Delay_Between_Land_Base_Attack_Announcement_Seconds>

	<!--A testing value to turn off weapon behavior and hard point weapon firing SFX. Default is False.-->
	<Test_Disable_Weapon_Fire_SFX>False</Test_Disable_Weapon_Fire_SFX>

	<!--List of supported 3D providers for Miles Sound System 6.6H / 6.6G-->
	<MSS_3D_Provider_Name>"Miles Fast 2D Positional Audio"</MSS_3D_Provider_Name>
	<MSS_3D_Provider_Name>"Creative Labs EAX 4 (TM)"</MSS_3D_Provider_Name>
	<MSS_3D_Provider_Name>"Creative Labs EAX 3 (TM)"</MSS_3D_Provider_Name>
	<MSS_3D_Provider_Name>"Creative Labs EAX 2 (TM)"</MSS_3D_Provider_Name>
	<MSS_3D_Provider_Name>"Creative Labs EAX (TM)"</MSS_3D_Provider_Name>
	<MSS_3D_Provider_Name>"Dolby Surround"</MSS_3D_Provider_Name>

	<!--Not supported per LucasArts...
		<MSS_3D_Provider_Name>"Aureal A3D Interactive (TM)"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"Aureal A3D 2.0 (TM)"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"DirectSound3D Software Emulation"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"DirectSound3D Hardware Support"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Pan and Volume"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Light HRTF"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Full HRTF"</MSS_3D_Provider_Name>
		<MSS_3D_Provider_Name>"RAD Game Tools RSX 3D Audio"</MSS_3D_Provider_Name>-->

	<!--MSS Mixahead settings for dealing with times of sustained disk I/O-->

	<!--From MSS 6.6G/H:

		DIG_DS_FRAGMENT_CNT
			On Win32, this preference determines the maximum buffer fragments that the MSS mixer uses when it replaces the DirectSound mixer.
			This preference doesn't have any effect on latency - it just controls the maximum value that the DIG_DS_MIX_FRAGMENT_CNT can be set to.
			Units: Buffer fragments.
			Default Value: 96 on Win32

		DS_MIX_FRAGMENT_CNT
			This preference determines the number of buffer fragments that the MSS mixer mixes ahead when it replaces the DirectSound mixer.
			This preference multiplied by the DIG_DS_FRAGMENT_SIZE determines the current digital latency.
			You can change this preference at runtime, so if you are getting skipping during a CPU intensive operation, you can bump up this preference,
			call AIL_serve to fill the digital buffers, run the CPU intensive operation, and then set this preference back to its default.
			This will eliminate virtually all skipping problems.
			This value must be less than DIG_DS_FRAGMENT_CNT.
			Units: Buffer fragments.
			Default Value: 8.-->

	<Default_MSS_DIG_DS_MIX_FRAGMENT_CNT>8</Default_MSS_DIG_DS_MIX_FRAGMENT_CNT>	<!--MSS Default is 8,  Must be less than DIG_DS_FRAGMENT_CNT-->
	<Default_MSS_DIG_DS_FRAGMENT_CNT>96</Default_MSS_DIG_DS_FRAGMENT_CNT>		<!--MSS Default is 96, Must be more than DIG_DS_MIX_FRAGMENT_CNT-->

	<Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT>	<!--Must be less than DIG_DS_FRAGMENT_CNT (1000/8=125)-->
	<Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT>			<!--Must be more than DIG_DS_MIX_FRAGMENT_CNT(1000/8=125)-->
</Audio>
