//
// Scheme List file
// 04/20/00
//
// See the SCHEMEINDEX.MES file that points into this file.
//
// SPECIFYING SOUND FILES:
// ~~~~~~~~~~~~~~~~~~~~~~~
//	Specify sound file with either .WAV or .mp3 /VOL:60 extension
//	SOON:  it will assume .WAV files
//	SOON:  you can specify a sound file by #soundid# and it will look
/		it up in the SND_*.MES file for you (as indexed by SND_00INDEX.MES).
//
// OPTIONS:
// ~~~~~~~~
// PARSE RULES:
// ~~~~~~~~~~~~
// 1. There sound's name or #Sound_ID must appear first
// 2. Options must appear AFTER a single SPACE
// 3. Options must have one space between each of them
// 4. Options must have ZERO spaces within them (i.e.,:  /FREQ:50)
// 5. See examples below
// ACTUAL OPTIONS:
// ~~~~~~~~~~~~~~~
//	/LOOP - causes the sound to loop indefinitely (until that scheme is exited)
//		(loop is exclusive of all other controls except VOL and TIME)
//	/ANCHOR - this is a one-off song, play it immediately at the start of
//		this scheme, do not continue playing it or anything.	
//	/OVER - this is a one-off-song, and at its termination, it brings back
//		the previously-playing scheme.
//		WARNINGS:
//			You can only have ONE /over type sound per scheme.  If you
//			have multiple ones, the FIRST one that ends will cause the
//			previous scheme to reload.
//	/COMBATINTRO - this specifies the song to play once, when combat begins (it's never looped)
//	/COMBATMUSIC - this specifies the song to play during combat (it's always looped)
//		WARNINGS:
//			/combatintro and /combatmusic do not combine with any other
//			options, and there can be only one per scheme
//	/FREQ: - frequency of occurrence (0-100)             (default:  50)
//			/FREQ:1			; very rare occurrence
//			/FREQ:100		; very frequent occurrence
//	/TIME: - range of times (in 24-hr units)             (default: 0-23 inclusive)
//			/TIME:6-8		; from 6am to 8am
//			/TIME:19-21		; from 7pm to 9pm
//			/TIME:12		; only during the hour of noon
//	/BAL:  - range of balance ((L)0-100(R))              (default:  50)
//			/BAL:50			; always centered
//			/BAL:30-70		; range from left to right a bit
//			/BAL:0-100		; can scatter left/right anywhere
//	/VOL:  - range of volume (0-100)                     (default: 100)
//			/VOL:10-50		; ranges from pretty quiet to half-loud
//			/VOL:80-100		; ranges from pretty loud to full volume
//	/SCATTER: - range of scatter (sets /BAL and /VOL)    (default:  50)
//			/SCATTER:0		; equivalent to:  /VOL:100 and /BAL:50 (this is default anyway)
//			/SCATTER:50		; equivalent to:  /vol:50-100 and /BAL:25-75
//			/SCATTER:100	; equivalent to:  /vol:50-100 and /BAL:0-100
//			<programmer note: to change the above defaults, look for 
//								"SCATTERCOMMAND" in SoundGame.C>
//

{0}{dummy - none}

§§§ HOMMLET INTERIOR MUSIC §§§

{100}{music\Hommlet_Level_loop.mp3 /VOL:50 /loop}
{101}{music\hommlet_combat_Rev1_loop.mp3 /VOL:50 /combatmusic}

§§§ NULB INTERIOR MUSIC §§§

{200}{music\nulb_level_looped.mp3 /VOL:50 /loop}
{201}{music\Moathouse_Combat_Loop.mp3 /VOL:50 /combatmusic}

§§§ MOATHOUSE EXTERIOR MUSIC §§§

{300}{music\moathouse_exterior_level.mp3 /VOL:50 /loop}
{301}{ambient\insects1.wav /scatter:50 /freq:50 /time:6-17}
{302}{ambient\insects2.wav /scatter:50 /freq:50 /time:6-17}
{303}{music\Moathouse_combat_R3.mp3 /VOL:50 /combatmusic}

§§§ MOATHOUSE RUINS MUSIC §§§

{400}{music\moathouse_exterior_level.mp3 /VOL:50 /loop}
{401}{ambient\insects1.wav /scatter:50 /freq:90 /time:6-17}
{402}{ambient\insects2.wav /scatter:50 /freq:90 /time:6-17}
{403}{ambient\frogs_croaking2.wav /loop /vol:20}
{404}{ambient\frogs_croaking1.wav /scatter:50 /freq:10}
{405}{music\Moathouse_combat_R3.mp3 /VOL:50 /combatmusic}

§§§ MOATHOUSE DUNGEON MUSIC §§§

{500}{music\Moathouse_exterior_level.mp3 /VOL:50 /loop}
{501}{ambient\water_drip2.wav /scatter /freq:5}
{502}{music\Moathouse_combat_R3.mp3 /VOL:50 /combatmusic}

§§§ AIR NODE MUSIC §§§

{600}{music\elemental_air_loop.mp3 /VOL:50 /loop}
{601}{music\elemental_combat_intro.mp3 /VOL:50 /combatintro}
{602}{music\Elemental_combat_loop.mp3 /VOL:50 /combatmusic}
{603}{ambient\wind_strong.wav /loop}

§§§ TEMPLE TOPSIDE MUSIC §§§

{700}{music\moathouse_first_exterior.mp3 /VOL:50 /loop}
{701}{music\temple_top_combat_intro.mp3 /VOL:50 /combatintro}
{702}{music\temple_topside_combat.mp3 /VOL:50 /combatmusic}

§§§ TEMPLE DUNGEON MUSIC §§§

{800}{music\temple_topside_level_loop.mp3 /VOL:50 /loop}
{801}{ambient\yelling.wav /scatter /freq:1}
{802}{ambient\yelling2.wav /scatter /freq:1}
{803}{ambient\yelling3.wav /scatter /freq:1}
{804}{ambient\scream_male.wav /scatter /freq:5}
{805}{ambient\scream_male01.wav /scatter /freq:5}
{806}{ambient\Footsteps_hallway.wav /scatter /freq:5}
{807}{ambient\Scratching_at_door.wav /scatter /freq:5}
{808}{music\temple_top_combat_intro.mp3 /VOL:50 /combatintro}
{809}{music\temple_topside_combat.mp3 /VOL:50 /combatmusic}

§§§ EARTH NODE MUSIC §§§

{900}{music\elemental_earth_loop.mp3 /VOL:50 /loop}
{901}{music\elemental_combat_intro.mp3 /VOL:50 /combatintro}
{902}{music\Elemental_combat_loop.mp3 /VOL:50 /combatmusic}

§§§ FIRE NODE MUSIC §§§

{1000}{music\elemental_fire_loop.mp3 /VOL:50 /loop}
{1001}{music\elemental_combat_intro.mp3 /VOL:50 /combatintro}
{1002}{music\Elemental_combat_loop.mp3 /VOL:50 /combatmusic}

§§§ WATER NODE MUSIC §§§

{1100}{music\Elemental_Water_loop.mp3 /VOL:50 /loop}
{1101}{music\elemental_combat_intro.mp3 /VOL:50 /combatintro}
{1102}{music\Elemental_combat_loop.mp3 /VOL:50 /combatmusic}
{1103}{ambient\water_drip1.wav /scatter /freq:5}
{1104}{ambient\water_drip2.wav /scatter /freq:5}
{1105}{ambient\moaning_wind.wav /loop}

§§§ HOMMLET TEMPLE MUSIC §§§

{1200}{music\Hommlet_Level_loop.mp3 /VOL:50 /loop}
{1201}{music\hommlet_combat_Rev1_loop.mp3 /VOL:50 /combatmusic}

§§§ 3D Test §§§

{1300}{ambient\bird1.wav /scatter /freq:20}
{1301}{ambient\bird2.wav /scatter /freq:20}
{1302}{ambient\bird3.wav /scatter /freq:20}
{1303}{ambient\bird4.wav /scatter /freq:20}
{1304}{ambient\bird5.wav /scatter /freq:20}
{1305}{ambient\bird6.wav /scatter /freq:20}

§§§ PREGAME CREDITS MUSIC §§§

{1400}{music\pregame_credits_loop.mp3 /VOL:60 /loop}

§§§ SCRUB RANDOM ENCOUNTERS MUSIC §§§

{1500}{music\moathouse_first_exterior.mp3 /VOL:50 /loop}
{1501}{ambient\strange_howl.wav /scatter /freq:5 /time:18-23}
{1502}{ambient\strange_howl.wav /scatter /freq:5 /time:0-5}
{1503}{ambient\hawk_cry.wav /scatter /freq:10 /time:6-17}
{1504}{ambient\crickets.wav /loop /time:18-23}
{1505}{ambient\crickets.wav /loop /time:0-5}
{1506}{ambient\bird3.wav /scatter /freq:10 /time:6-17}
{1507}{ambient\bird5.wav /scatter /freq:10 /time:6-17}
{1508}{ambient\wolf_howl.wav /scatter /freq:5 /time:18-23}
{1509}{ambient\wolf_howl.wav /scatter /freq:5 /time:0-5}
{1510}{ambient\wolf_howl2.wav /scatter /freq:5 /time:18-23}
{1511}{ambient\wolf_howl2.wav /scatter /freq:5 /time:0-5}

§§§ FOREST RANDOM ENCOUNTERS MUSIC §§§

{1600}{music\moathouse_first_exterior.mp3 /VOL:50 /loop}
{1601}{ambient\strange_howl.wav /scatter /freq:5 /time:18-23}
{1602}{ambient\strange_howl.wav /scatter /freq:5 /time:0-5}
{1603}{ambient\wolf_howl.wav /scatter /freq:5 /time:18-23}
{1604}{ambient\wolf_howl.wav /scatter /freq:5 /time:0-5}
{1605}{ambient\wolf_howl2.wav /scatter /freq:5 /time:18-23}
{1606}{ambient\wolf_howl2.wav /scatter /freq:5 /time:0-5}

§§§ SWAMP RANDOM ENCOUNTERS MUSIC §§§

{1700}{music\moathouse_first_exterior.mp3 /VOL:40 /loop}
{1701}{ambient\insects1.wav /scatter /freq:10 /time:6-17}
{1702}{ambient\insects2.wav /scatter /freq:10 /time:6-17}
{1703}{ambient\frog_croaking2.wav /loop}
{1704}{ambient\bubbling_swamp.wav /loop}

§§§ RIVER RANDOM ENCOUNTERS MUSIC §§§

{1800}{music\moathouse_first_exterior.mp3 /VOL:50 /loop}
{1801}{ambient\seagull.wav /scatter /freq:10 /time:6-17}
{1802}{ambient\bird1.wav /scatter /freq:10 /time:6-17}

§§§ CAVE MUSIC §§§

{1900}{music\moathouse_first_exterior.mp3 /VOL:50 /loop}
{1901}{ambient\water_drip2.wav /scatter /freq:5}

§§§ HOMMLET EXTERIOR MUSIC §§§

{2000}{music\Hommlet_Level_loop.mp3 /VOL:50 /loop}
{2001}{ambient\dog_bark.wav /scatter /freq:10 /vol:50 /time:6-17}
{2002}{ambient\sheep_baaing.wav /scatter /freq:10 /vol:50 /time:6-17}
{2003}{ambient\rooster_crow.wav /scatter /freq:1 /time:6-7}
{2004}{music\hommlet_combat_Rev1_loop.mp3 /VOL:60 /combatmusic}

§§§ NULB EXTERIOR MUSIC §§§

{2100}{music\nulb_level_looped.mp3 /VOL:50 /loop}
{2101}{music\Moathouse_Combat_Loop.mp3 /VOL:50 /combatmusic}
{2102}{ambient\seagull.wav /scatter /freq:10 /time:6-17}
{2103}{ambient\insects3.wav /scatter /freq:10 /time:6-17}
{2104}{ambient\frogs_croaking3.wav /loop /time:18-23}
{2105}{ambient\frogs_croaking3.wav /loop /time:0-5}

§§§ HOMMLET INN MUSIC §§§

{2200}{music\Hommlet_Level_loop.mp3 /VOL:40 /loop}
{2201}{ambient\inn_ambience_nice.wav /VOL:50 /loop}
{2202}{music\hommlet_combat_Rev1_loop.mp3 /VOL:50 /combatmusic}

§§§ NULB INN MUSIC §§§

{2300}{music\nulb_level_looped.mp3 /VOL:40 /loop}
{2301}{music\Moathouse_Combat_Loop.mp3 /VOL:50 /combatmusic}
{2302}{ambient\inn_ambience_hostile.wav /VOL:50 /loop}

§§§ ZUGGTMOY LAIR MUSIC §§§

{2400}{music\Zuggtmoy_Level.mp3 /VOL:50 /loop}
{2401}{music\Zuggtmoy_Combat.mp3 /VOL:50 /combatmusic}

§§§ GOOD VIGNETTE MUSIC §§§

{2500}{music\good_vignette.mp3 /VOL:50 /loop}

§§§ EVIL VIGNETTE MUSIC §§§

{2600}{music\Evil_vignette_loop.mp3 /VOL:50 /loop}

§§§ NEUTRAL VIGNETTE MUSIC §§§

{2700}{music\neutral_vignette_loop.mp3 /VOL:50 /loop}

§§§ PLEASANT NATURE SOUNDS §§§

{2800}{ambient\owl_hoot.wav /scatter /freq:20 /time:18-23}
{2801}{ambient\owl_hoot.wav /scatter /freq:20 /time:0-5}
{2802}{ambient\crickets.wav /loop /time:18-23}
{2803}{ambient\crickets.wav /loop /time:0-5}
{2804}{ambient\bird1.wav /scatter /freq:10 /time:6-17}
{2805}{ambient\bird2.wav /scatter /freq:10 /time:6-17}
{2806}{ambient\bird4.wav /scatter /freq:10 /time:6-17}
{2807}{ambient\bird6.wav /scatter /freq:10 /time:6-17}

§§§ SHOP MAP MAIN MENU §§§

{2900}{music\pregame_credits_loop.mp3 /VOL:50 /loop}

§§§ COLOSSEUM §§§

{3000}{ambient\Cheering_Crowd.wav /loop}

§§§ TUTORIAL §§§

{3100}{music\Zuggtmoy_Level.mp3 /VOL:50 /loop}

§§§ FRANK'S HOUSE §§§

{3200}{music\cave_short.mp3 /VOL:90 /loop}

§§§ RENTON HOUSE §§§

{3300}{music\Hommlet_Level_loop.mp3 /VOL:50 /loop}
{3301}{music\hommlet_combat_Rev1_loop.mp3 /VOL:50 /combatmusic}
{3302}{ambient\Witchl.wav /scatter:100 /freq:90 /time:1-23}

§§§ LBR §§§

{3400}{music\lbr_short.mp3 /VOL:100 /loop}
{3401}{music\u3combat.mp3 /VOL:70 /combatmusic}

§§§ CLARISSE §§§

{3500}{music\exorcist.mp3 /VOL:100 /loop}
{3501}{music\t_bells_combat.mp3 /VOL:90 /combatmusic}

§§§ TENANTS §§§

{3600}{music\t_bells_combat.mp3 /VOL:100 /loop}
{3601}{music\hommlet_combat_Rev1_loop.mp3 /VOL:60 /combatmusic}

§§§ TEMPLE DUNGEON MUSIC 2 §§§

{3700}{music\Hommlet_temple.mp3 /VOL:50 /loop}
{3701}{ambient\yelling.wav /scatter /freq:1}
{3702}{ambient\yelling2.wav /scatter /freq:1}
{3703}{ambient\yelling3.wav /scatter /freq:1}
{3704}{ambient\scream_male.wav /scatter /freq:5}
{3705}{ambient\scream_male01.wav /scatter /freq:5}
{3706}{ambient\Footsteps_hallway.wav /scatter /freq:5}
{3707}{ambient\Scratching_at_door.wav /scatter /freq:5}
{3708}{music\temple_top_combat_intro.mp3 /VOL:50 /combatintro}
{3709}{music\temple_topside_combat.mp3 /VOL:50 /combatmusic}

§§§ MOATHOUSE INTERIOR MUSIC §§§

{3800}{music\Moathouse_exterior_level.mp3 /VOL:50 /loop}
{3801}{music\Moathouse_combat_R3.mp3 /VOL:50 /combatmusic}
