﻿<configs>
    <!-- For stealth purposes I am putting sounds into 5 buckets so I can search&massReplace.
	1 minor sounds, earth/cloth hit
	6 brief mechanical noises like gun sighting
	2 loud steps, trash, hitting stone/wood, silenced MP5
	3 hit glass / Metal, heavy impacts, iron doors, pistol
	4 Auger loop, death screams, Gunshot small?
	5 Gunshot loud, EXPLOSIONS

        <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
        <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/>
        <Noise ID="2" noise="11" time="4" muffled_when_crouched="0.5"/>
        <Noise ID="3" noise="30" time="3" muffled_when_crouched="0.65" heat_map_strength="0.05" heat_map_time="60"/>
        
        <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
	- ID: I just made that one up so it would be easier to use search&massReplace
	- (deprecated)volume: volume of the sound which can trigger AI wake
	- noise: the cumulative volume/range value that goes into the player's stealth meter.
	- time: game time seconds until noise is removed
	- muffled_when_crouched: scales noise range when entity is crouched
	- heat_map_strength: how much to add to heat map (once 100 is hit, horde scout is spawned)
	- heat_map_time: how long this heat "event" will stick around and add to the local heat map strength. (60 equals about 100 seconds)
-->
    
    <append xpath="/Sounds">
        <SoundDataNode name="SCoreMediumLoop">
            <Noise ID="1" noise="1" heat_map_strength="0.1" heat_map_time="2" />
            <AudioSource name="@:Sounds/Prefabs/AudioSource_Amb_Small.prefab"/>
            <AudioClip ClipName="@:Sounds/Ambient_Loops/a_fire_med_lp.wav" Loop="true"/>
            <LocalCrouchVolumeScale value="1.0"/> 
            <CrouchNoiseScale value="0.5"/> 
            <NoiseScale value="1"/> 
            <MaxVoices value="18"/> 
            <MaxRepeatRate value="0.001"/> 
        </SoundDataNode>
    </append>
</configs>