datablock AudioDescription(SwingDescription) { volume = 1.0; isLooping= false; is3D = true; minDistance= 5.0; MaxDistance= 10.0; type = $EffectAudioType; }; datablock AudioProfile(Swing1) { filename = "Swing.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(LevelUp) { filename = "LevelUp.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(Swing2) { filename = "Swing2.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(Swing3) { filename = "Swing3.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(Swing4) { filename = "Swing4.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(Swing5) { filename = "Swing5.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(Swing6) { filename = "Swing6.wav"; description = AudioDefault3d; preload = true; }; datablock AudioDescription(WeaponHitDescription) { volume = 1.0; isLooping= false; is3D = true; minDistance= 5.0; MaxDistance= 10.0; type = $EffectAudioType; }; datablock AudioProfile(WeaponHit1) { filename = "WeaponHurt.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(WeaponHit2) { filename = "WeaponHurt2.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(WeaponHit3) { filename = "WeaponHurt3.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(WeaponHit4) { filename = "WeaponHurt4.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(WeaponHit5) { filename = "WeaponHurt5.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(WeaponHit6) { filename = "WeaponHurt6.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(DrawKnife) { filename = "Knife_Deploy1.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(DrawLongSword) { filename = "LongBladOUT.wav"; description = AudioDefault3d; preload = true; }; //datablock AudioProfile(BlasterSwitchSound) //{ // filename = "fx/weapons/blaster_activate.wav"; // description = AudioClosest3d; // preload = true; // effect = BlasterSwitchEffect; //};