// Note to self
//--------------
// ) indicates spacialized stereo. W/o it stereo sounds like its always in front of you
//	mono wav files are automatically spacialized and don't need this character

// ^ indicates that it will use the left channel for close range, and right if it is far away
//	used on such weapons as the silenced pp7. From far away you'll only hear clicks
//	theres a mix inbetween depending on distance.



//==================================
//Weapon Sounds for Goldeneye Source
//==================================

//----------------
//Universal Sounds
//----------------

	"Weapon.Empty"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
		"soundlevel"		"SNDLVL_NORM"
		"wave"			")weapons/pistol/pistol_empty.wav"
	}

	"Weapon.Reload"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_NORM"
		"wave"			")weapons/common/reload1.wav"
	}

	//These Specials are for use for temporary weapon testing usually
	//Otherwise they are just useless

	"Weapon.Special1"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
		"soundlevel"		"SNDLVL_NORM"
		"wave"			")weapons/smg1/switch_single.wav"
	}

	"Weapon.Special2"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
		"soundlevel"		"SNDLVL_NORM"
		"wave"			")weapons/smg1/switch_burst.wav"
	}


//-----------------
//Kf7 Assault Rifle
//-----------------


	"Weapon_kf7.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"95,105"
		"wave"			"^weapons/kf7/kf7_fire1.wav"
	}


//------------
//Silenced PP7
//------------


	"Weapon_pp7_silenced.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_NORM"
		"pitch"			"100,110"
		"wave"			"^weapons/pp7/pp7_silenced_fire1.wav"
	}

//------------
//Unsilenced PP7
//------------


	"Weapon_pp7.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_NORM"
		"pitch"			"100,110"
		"wave"			"^weapons/pp7/pp7_fire1.wav"
	}

//----------
//Golden Gun
//----------

	"Weapon_gg.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.8"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"98,102"

		"rndwave"
		{
			"wave"	")weapons/goldengun/gg_fire1.wav"
		}
	}
	"Weapon_gg.Reload"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
		"soundlevel"		"SNDLVL_NORM"
		"wave"			")weapons/goldengun/gg_reload1.wav"
	}


//----------
// ZMG
//----------

	"Weapon_zmg.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"98,102"
		"wave"			")weapons/zmg/zmg_fire1.wav"
	}
	"Weapon_zmg.AltSingle"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_NORM"
		"pitch"			"100,110"
		"wave"			")weapons/zmg/zmg_silenced_fire1.wav"
	}
//TODO: These need sounds and definitions.
// "Weapon_zmg.Special1"//Silencer Attach
// "Weapon_zmg.Special2"//Silencer Detach

//-------------
// Auto Shotgun
//-------------

	"Weapon_autoshotgun.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"98,102"

		"rndwave"
		{
			"wave"	")weapons/autoshotgun/autoshot_fire1.wav"
		}
	}

//-------------
//Hunting Knife
//-------------


	"Weapon_knife.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_60dB"
		"pitch"			"98,102"
		"wave"			")weapons/knife/knife_swing1.wav"
	}

//--------------
//Throwing Knife
//--------------


	"weapon_knife_throwing.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_60dB"
		"pitch"			"98,102"
		"wave"			")weapons/knife/knife_throw1.wav"
	}

//-------------
//Slappers
//-------------


	"Weapon_slappers.Swing"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.7"
		"soundlevel"		"SNDLVL_40dB"
		"pitch"			"98,102"
		"rndwave"
		{
			"wave"	")weapons/slappers/slappers_fire1.WAV"
		}
	}

	"Weapon_slappers.Smack"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"1"
		"soundlevel"		"SNDLVL_85dB"
		"pitch"			"98,102"
		"wave"			")weapons/slappers/slappers_smack1.WAV"
	}

//-------------
//Mines
//-------------

	"weapon_mines.Throw"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"98,102"
		"wave"			")weapons/mines/mine_throw1.wav"
	}


//------------
//    DD44
// TODO: Added by scott, this is temp, someone verify/correct it when the real sound is added.
//------------

	"Weapon_dd44.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"100,110"
		"wave"			"^weapons/dd44/dd44_fire1.wav"
	}

//------------
//    Moonraker
// TODO: Added by Enzo, this is temp, someone verify/correct it when the real sound is added.
//------------

	"Weapon_moonraker.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"100,110"
		"wave"			"^weapons/moonraker/laser.wav"
	}


//------------
//    Cougar Magnum
//------------

	"Weapon_mag.Single"
	{
		"channel"		"CHAN_WEAPON"
		"volume"		"0.55"
		"soundlevel"		"SNDLVL_GUNFIRE"
		"pitch"			"100,110"
		"wave"			"^weapons/mag/cmag_fire1.wav"
	}

//yargh here be some text
//oh look heres some more
//yargh thar be a pigeon in your butt
//oh shutup Scott
//oh look more text. bass does more than music!