RacingGame.xap 68 KB

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  1. Signature = XACT3;
  2. Version = 18;
  3. Content Version = 46;
  4. Release = February 2010;
  5. Options
  6. {
  7. Verbose Report = 0;
  8. Generate C/C++ Headers = 1;
  9. }
  10. Global Settings
  11. {
  12. Xbox File = Xbox\RacingGameManager.xgs;
  13. Windows File = Win\RacingGameManager.xgs;
  14. Header File = RacingGame.h;
  15. Exclude Category Names = 0;
  16. Exclude Variable Names = 0;
  17. Last Modified Low = 2714263050;
  18. Last Modified High = 29816700;
  19. Category
  20. {
  21. Name = Global;
  22. Public = 1;
  23. Background Music = 0;
  24. Volume = 0;
  25. Category Entry
  26. {
  27. }
  28. Instance Limit
  29. {
  30. Max Instances = 255;
  31. Behavior = 0;
  32. Crossfade
  33. {
  34. Fade In = 0;
  35. Fade Out = 0;
  36. Crossfade Type = 0;
  37. }
  38. }
  39. }
  40. Category
  41. {
  42. Name = Default;
  43. Public = 1;
  44. Background Music = 0;
  45. Volume = 0;
  46. Category Entry
  47. {
  48. Name = Global;
  49. }
  50. Instance Limit
  51. {
  52. Max Instances = 255;
  53. Behavior = 0;
  54. Crossfade
  55. {
  56. Fade In = 0;
  57. Fade Out = 0;
  58. Crossfade Type = 0;
  59. }
  60. }
  61. }
  62. Category
  63. {
  64. Name = Music;
  65. Public = 1;
  66. Background Music = 1;
  67. Volume = -300;
  68. Category Entry
  69. {
  70. Name = Global;
  71. }
  72. Instance Limit
  73. {
  74. Max Instances = 1;
  75. Behavior = 4;
  76. Crossfade
  77. {
  78. Fade In = 500;
  79. Fade Out = 500;
  80. Crossfade Type = 1;
  81. }
  82. }
  83. }
  84. Category
  85. {
  86. Name = Gears;
  87. Public = 1;
  88. Background Music = 0;
  89. Volume = -400;
  90. Category Entry
  91. {
  92. Name = Global;
  93. }
  94. Instance Limit
  95. {
  96. Max Instances = 1;
  97. Behavior = 4;
  98. Crossfade
  99. {
  100. Fade In = 0;
  101. Fade Out = 0;
  102. Crossfade Type = 0;
  103. }
  104. }
  105. }
  106. Variable
  107. {
  108. Name = OrientationAngle;
  109. Public = 1;
  110. Global = 0;
  111. Internal = 0;
  112. External = 0;
  113. Monitored = 1;
  114. Reserved = 1;
  115. Read Only = 0;
  116. Time = 0;
  117. Value = 0.000000;
  118. Initial Value = 0.000000;
  119. Min = -180.000000;
  120. Max = 180.000000;
  121. }
  122. Variable
  123. {
  124. Name = DopplerPitchScalar;
  125. Public = 1;
  126. Global = 0;
  127. Internal = 0;
  128. External = 0;
  129. Monitored = 1;
  130. Reserved = 1;
  131. Read Only = 0;
  132. Time = 0;
  133. Value = 1.000000;
  134. Initial Value = 1.000000;
  135. Min = 0.000000;
  136. Max = 4.000000;
  137. }
  138. Variable
  139. {
  140. Name = SpeedOfSound;
  141. Public = 1;
  142. Global = 1;
  143. Internal = 0;
  144. External = 0;
  145. Monitored = 1;
  146. Reserved = 1;
  147. Read Only = 0;
  148. Time = 0;
  149. Value = 343.500000;
  150. Initial Value = 343.500000;
  151. Min = 0.000000;
  152. Max = 1000000.000000;
  153. }
  154. Variable
  155. {
  156. Name = ReleaseTime;
  157. Public = 1;
  158. Global = 0;
  159. Internal = 1;
  160. External = 1;
  161. Monitored = 1;
  162. Reserved = 1;
  163. Read Only = 1;
  164. Time = 1;
  165. Value = 0.000000;
  166. Initial Value = 0.000000;
  167. Min = 0.000000;
  168. Max = 15000.000000;
  169. }
  170. Variable
  171. {
  172. Name = AttackTime;
  173. Public = 1;
  174. Global = 0;
  175. Internal = 1;
  176. External = 1;
  177. Monitored = 1;
  178. Reserved = 1;
  179. Read Only = 1;
  180. Time = 1;
  181. Value = 0.000000;
  182. Initial Value = 0.000000;
  183. Min = 0.000000;
  184. Max = 15000.000000;
  185. }
  186. Variable
  187. {
  188. Name = NumCueInstances;
  189. Public = 1;
  190. Global = 0;
  191. Internal = 1;
  192. External = 1;
  193. Monitored = 1;
  194. Reserved = 1;
  195. Read Only = 1;
  196. Time = 0;
  197. Value = 0.000000;
  198. Initial Value = 0.000000;
  199. Min = 0.000000;
  200. Max = 1024.000000;
  201. }
  202. Variable
  203. {
  204. Name = Distance;
  205. Public = 1;
  206. Global = 0;
  207. Internal = 0;
  208. External = 0;
  209. Monitored = 1;
  210. Reserved = 1;
  211. Read Only = 0;
  212. Time = 0;
  213. Value = 0.000000;
  214. Initial Value = 0.000000;
  215. Min = 0.000000;
  216. Max = 1000000.000000;
  217. }
  218. Variable
  219. {
  220. Name = Pitch;
  221. Public = 1;
  222. Global = 0;
  223. Internal = 0;
  224. External = 0;
  225. Monitored = 1;
  226. Reserved = 0;
  227. Read Only = 0;
  228. Time = 0;
  229. Value = 0.000000;
  230. Initial Value = 0.000000;
  231. Min = -12.000000;
  232. Max = 12.000000;
  233. }
  234. RPC
  235. {
  236. Name = RPC Pitch;
  237. RPC Curve
  238. {
  239. Name = Sound::b4ef276e-366d-4934-bb21-1205b6c4750f;
  240. Property = 1;
  241. Sound = 1;
  242. Viewable = 1;
  243. Variable Entry
  244. {
  245. Name = Pitch;
  246. }
  247. RPC Point
  248. {
  249. X = -12.000000;
  250. Y = -1200.000000;
  251. Curve = 0;
  252. }
  253. RPC Point
  254. {
  255. X = 12.000000;
  256. Y = 1200.000000;
  257. Curve = 0;
  258. }
  259. }
  260. }
  261. Compression Preset
  262. {
  263. Name = Music Compression;
  264. Xbox Format Tag = 357;
  265. Target Sample Rate = 48000;
  266. XMA Quality = 75;
  267. Find Best Quality = 0;
  268. High Freq Cut = 0;
  269. Loop = 0;
  270. PC Format Tag = 0;
  271. }
  272. Compression Preset
  273. {
  274. Name = MotorSounds Compression;
  275. Xbox Format Tag = 357;
  276. Target Sample Rate = 48000;
  277. XMA Quality = 80;
  278. Find Best Quality = 0;
  279. High Freq Cut = 0;
  280. Loop = 0;
  281. PC Format Tag = 0;
  282. }
  283. }
  284. Wave Bank
  285. {
  286. Name = Wave Bank;
  287. Xbox File = Xbox\Wave Bank.xwb;
  288. Windows File = Win\Wave Bank.xwb;
  289. Xbox Bank Path Edited = 1;
  290. Windows Bank Path Edited = 1;
  291. Seek Tables = 1;
  292. Compression Preset Name = Music Compression;
  293. Header Last Modified Low = 0;
  294. Header Last Modified High = 0;
  295. Bank Last Revised Low = 1047087721;
  296. Bank Last Revised High = 30581574;
  297. Wave
  298. {
  299. Name = menu_buttonclick;
  300. File = waves\menu_buttonclick.wav;
  301. Build Settings Last Modified Low = 1022565127;
  302. Build Settings Last Modified High = 30581574;
  303. Compression Preset Name = <none>;
  304. Cache
  305. {
  306. Format Tag = 0;
  307. Channels = 2;
  308. Sampling Rate = 44100;
  309. Bits Per Sample = 1;
  310. Play Region Offset = 44;
  311. Play Region Length = 77616;
  312. Loop Region Offset = 0;
  313. Loop Region Length = 0;
  314. File Type = 1;
  315. Last Modified Low = 264529224;
  316. Last Modified High = 29811381;
  317. }
  318. }
  319. Wave
  320. {
  321. Name = menu_screenback;
  322. File = waves\menu_screenback.wav;
  323. Build Settings Last Modified Low = 1022565127;
  324. Build Settings Last Modified High = 30581574;
  325. Compression Preset Name = <none>;
  326. Cache
  327. {
  328. Format Tag = 0;
  329. Channels = 2;
  330. Sampling Rate = 44100;
  331. Bits Per Sample = 1;
  332. Play Region Offset = 44;
  333. Play Region Length = 63504;
  334. Loop Region Offset = 0;
  335. Loop Region Length = 0;
  336. File Type = 1;
  337. Last Modified Low = 1931149862;
  338. Last Modified High = 29811378;
  339. }
  340. }
  341. Wave
  342. {
  343. Name = menu_screenclick;
  344. File = waves\menu_screenclick.wav;
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  1958. Relative = 0;
  1959. Random Recurrence = 0;
  1960. Random Offset = 0;
  1961. }
  1962. Wave Entry
  1963. {
  1964. Bank Name = Wave Bank;
  1965. Bank Index = 0;
  1966. Entry Name = CheckpointBetter;
  1967. Entry Index = 24;
  1968. Weight = 255;
  1969. Weight Min = 0;
  1970. }
  1971. }
  1972. }
  1973. }
  1974. Sound
  1975. {
  1976. Name = CheckpointWorse;
  1977. Volume = -800;
  1978. Pitch = 0;
  1979. Priority = 0;
  1980. Category Entry
  1981. {
  1982. Name = Default;
  1983. }
  1984. Track
  1985. {
  1986. Volume = 0;
  1987. Use Filter = 0;
  1988. Play Wave Event
  1989. {
  1990. Break Loop = 0;
  1991. Use Speaker Position = 0;
  1992. Use Center Speaker = 1;
  1993. New Speaker Position On Loop = 1;
  1994. Speaker Position Angle = 0.000000;
  1995. Speaker Position Arc = 0.000000;
  1996. Event Header
  1997. {
  1998. Timestamp = 0;
  1999. Relative = 0;
  2000. Random Recurrence = 0;
  2001. Random Offset = 0;
  2002. }
  2003. Wave Entry
  2004. {
  2005. Bank Name = Wave Bank;
  2006. Bank Index = 0;
  2007. Entry Name = CheckpointWorse;
  2008. Entry Index = 25;
  2009. Weight = 255;
  2010. Weight Min = 0;
  2011. }
  2012. }
  2013. }
  2014. }
  2015. Sound
  2016. {
  2017. Name = Bleep;
  2018. Volume = -1200;
  2019. Pitch = 0;
  2020. Priority = 0;
  2021. Category Entry
  2022. {
  2023. Name = Default;
  2024. }
  2025. Track
  2026. {
  2027. Volume = 0;
  2028. Use Filter = 0;
  2029. Play Wave Event
  2030. {
  2031. Break Loop = 0;
  2032. Use Speaker Position = 0;
  2033. Use Center Speaker = 1;
  2034. New Speaker Position On Loop = 1;
  2035. Speaker Position Angle = 0.000000;
  2036. Speaker Position Arc = 0.000000;
  2037. Event Header
  2038. {
  2039. Timestamp = 0;
  2040. Relative = 0;
  2041. Random Recurrence = 0;
  2042. Random Offset = 0;
  2043. }
  2044. Wave Entry
  2045. {
  2046. Bank Name = Wave Bank;
  2047. Bank Index = 0;
  2048. Entry Name = Bleep;
  2049. Entry Index = 26;
  2050. Weight = 255;
  2051. Weight Min = 0;
  2052. }
  2053. }
  2054. }
  2055. }
  2056. Sound
  2057. {
  2058. Name = Beep;
  2059. Volume = -1200;
  2060. Pitch = 0;
  2061. Priority = 0;
  2062. Category Entry
  2063. {
  2064. Name = Default;
  2065. }
  2066. Track
  2067. {
  2068. Volume = 0;
  2069. Use Filter = 0;
  2070. Play Wave Event
  2071. {
  2072. Break Loop = 0;
  2073. Use Speaker Position = 0;
  2074. Use Center Speaker = 1;
  2075. New Speaker Position On Loop = 1;
  2076. Speaker Position Angle = 0.000000;
  2077. Speaker Position Arc = 0.000000;
  2078. Event Header
  2079. {
  2080. Timestamp = 0;
  2081. Relative = 0;
  2082. Random Recurrence = 0;
  2083. Random Offset = 0;
  2084. }
  2085. Wave Entry
  2086. {
  2087. Bank Name = Wave Bank;
  2088. Bank Index = 0;
  2089. Entry Name = Beep;
  2090. Entry Index = 27;
  2091. Weight = 255;
  2092. Weight Min = 0;
  2093. }
  2094. }
  2095. }
  2096. }
  2097. Cue
  2098. {
  2099. Name = Highlight;
  2100. Variation
  2101. {
  2102. Variation Type = 3;
  2103. Variation Table Type = 1;
  2104. New Variation on Loop = 0;
  2105. }
  2106. Sound Entry
  2107. {
  2108. Name = menu_highlight;
  2109. Index = 3;
  2110. Weight Min = 0;
  2111. Weight Max = 255;
  2112. }
  2113. }
  2114. Cue
  2115. {
  2116. Name = ButtonClick;
  2117. Variation
  2118. {
  2119. Variation Type = 3;
  2120. Variation Table Type = 1;
  2121. New Variation on Loop = 0;
  2122. }
  2123. Sound Entry
  2124. {
  2125. Name = menu_buttonclick;
  2126. Index = 2;
  2127. Weight Min = 0;
  2128. Weight Max = 255;
  2129. }
  2130. }
  2131. Cue
  2132. {
  2133. Name = ScreenClick;
  2134. Variation
  2135. {
  2136. Variation Type = 3;
  2137. Variation Table Type = 1;
  2138. New Variation on Loop = 0;
  2139. }
  2140. Sound Entry
  2141. {
  2142. Name = menu_screenclick;
  2143. Index = 0;
  2144. Weight Min = 0;
  2145. Weight Max = 255;
  2146. }
  2147. }
  2148. Cue
  2149. {
  2150. Name = ScreenBack;
  2151. Variation
  2152. {
  2153. Variation Type = 3;
  2154. Variation Table Type = 1;
  2155. New Variation on Loop = 0;
  2156. }
  2157. Sound Entry
  2158. {
  2159. Name = menu_screenback;
  2160. Index = 1;
  2161. Weight Min = 0;
  2162. Weight Max = 255;
  2163. }
  2164. }
  2165. Cue
  2166. {
  2167. Name = GameMusic;
  2168. Variation
  2169. {
  2170. Variation Type = 2;
  2171. Variation Table Type = 1;
  2172. New Variation on Loop = 0;
  2173. }
  2174. Sound Entry
  2175. {
  2176. Name = RacingGameGameMusic1;
  2177. Index = 5;
  2178. Weight Min = 0;
  2179. Weight Max = 255;
  2180. }
  2181. Sound Entry
  2182. {
  2183. Name = RacingGameGameMusic2;
  2184. Index = 4;
  2185. Weight Min = 0;
  2186. Weight Max = 255;
  2187. }
  2188. Instance Limit
  2189. {
  2190. Max Instances = 1;
  2191. Behavior = 4;
  2192. Crossfade
  2193. {
  2194. Fade In = 500;
  2195. Fade Out = 500;
  2196. Crossfade Type = 1;
  2197. }
  2198. }
  2199. }
  2200. Cue
  2201. {
  2202. Name = MenuMusic;
  2203. Variation
  2204. {
  2205. Variation Type = 2;
  2206. Variation Table Type = 1;
  2207. New Variation on Loop = 0;
  2208. }
  2209. Sound Entry
  2210. {
  2211. Name = RacingGameMenuMusic2;
  2212. Index = 6;
  2213. Weight Min = 0;
  2214. Weight Max = 255;
  2215. }
  2216. Instance Limit
  2217. {
  2218. Max Instances = 1;
  2219. Behavior = 4;
  2220. Crossfade
  2221. {
  2222. Fade In = 500;
  2223. Fade Out = 500;
  2224. Crossfade Type = 1;
  2225. }
  2226. }
  2227. }
  2228. Cue
  2229. {
  2230. Name = Gear5;
  2231. Variation
  2232. {
  2233. Variation Type = 3;
  2234. Variation Table Type = 1;
  2235. New Variation on Loop = 0;
  2236. }
  2237. Sound Entry
  2238. {
  2239. Name = Gear5;
  2240. Index = 7;
  2241. Weight Min = 0;
  2242. Weight Max = 255;
  2243. }
  2244. Instance Limit
  2245. {
  2246. Max Instances = 1;
  2247. Behavior = 2;
  2248. Crossfade
  2249. {
  2250. Fade In = 0;
  2251. Fade Out = 0;
  2252. Crossfade Type = 0;
  2253. }
  2254. }
  2255. }
  2256. Cue
  2257. {
  2258. Name = Gear4ToGear5;
  2259. Variation
  2260. {
  2261. Variation Type = 3;
  2262. Variation Table Type = 1;
  2263. New Variation on Loop = 0;
  2264. }
  2265. Sound Entry
  2266. {
  2267. Name = Gear4ToGear5;
  2268. Index = 21;
  2269. Weight Min = 0;
  2270. Weight Max = 255;
  2271. }
  2272. Instance Limit
  2273. {
  2274. Max Instances = 1;
  2275. Behavior = 2;
  2276. Crossfade
  2277. {
  2278. Fade In = 0;
  2279. Fade Out = 0;
  2280. Crossfade Type = 0;
  2281. }
  2282. }
  2283. }
  2284. Cue
  2285. {
  2286. Name = BrakeCurveMajor;
  2287. Variation
  2288. {
  2289. Variation Type = 3;
  2290. Variation Table Type = 1;
  2291. New Variation on Loop = 0;
  2292. }
  2293. Sound Entry
  2294. {
  2295. Name = BrakeCurveMajor;
  2296. Index = 8;
  2297. Weight Min = 0;
  2298. Weight Max = 255;
  2299. }
  2300. }
  2301. Cue
  2302. {
  2303. Name = BrakeCurveMinor;
  2304. Variation
  2305. {
  2306. Variation Type = 3;
  2307. Variation Table Type = 1;
  2308. New Variation on Loop = 0;
  2309. }
  2310. Sound Entry
  2311. {
  2312. Name = BrakeCurveMinor;
  2313. Index = 9;
  2314. Weight Min = 0;
  2315. Weight Max = 255;
  2316. }
  2317. }
  2318. Cue
  2319. {
  2320. Name = BrakeMajor;
  2321. Variation
  2322. {
  2323. Variation Type = 3;
  2324. Variation Table Type = 1;
  2325. New Variation on Loop = 0;
  2326. }
  2327. Sound Entry
  2328. {
  2329. Name = BrakeMajor;
  2330. Index = 10;
  2331. Weight Min = 0;
  2332. Weight Max = 255;
  2333. }
  2334. }
  2335. Cue
  2336. {
  2337. Name = BrakeMinor;
  2338. Variation
  2339. {
  2340. Variation Type = 3;
  2341. Variation Table Type = 1;
  2342. New Variation on Loop = 0;
  2343. }
  2344. Sound Entry
  2345. {
  2346. Name = BrakeMinor;
  2347. Index = 11;
  2348. Weight Min = 0;
  2349. Weight Max = 255;
  2350. }
  2351. }
  2352. Cue
  2353. {
  2354. Name = CarCrashMinor;
  2355. Variation
  2356. {
  2357. Variation Type = 3;
  2358. Variation Table Type = 1;
  2359. New Variation on Loop = 0;
  2360. }
  2361. Sound Entry
  2362. {
  2363. Name = CarCrashMinor;
  2364. Index = 12;
  2365. Weight Min = 0;
  2366. Weight Max = 255;
  2367. }
  2368. }
  2369. Cue
  2370. {
  2371. Name = CarCrashTotal;
  2372. Variation
  2373. {
  2374. Variation Type = 3;
  2375. Variation Table Type = 1;
  2376. New Variation on Loop = 0;
  2377. }
  2378. Sound Entry
  2379. {
  2380. Name = CarCrashTotal;
  2381. Index = 13;
  2382. Weight Min = 0;
  2383. Weight Max = 255;
  2384. }
  2385. }
  2386. Cue
  2387. {
  2388. Name = Gear1;
  2389. Variation
  2390. {
  2391. Variation Type = 3;
  2392. Variation Table Type = 1;
  2393. New Variation on Loop = 0;
  2394. }
  2395. Sound Entry
  2396. {
  2397. Name = Gear1;
  2398. Index = 14;
  2399. Weight Min = 0;
  2400. Weight Max = 255;
  2401. }
  2402. Instance Limit
  2403. {
  2404. Max Instances = 1;
  2405. Behavior = 2;
  2406. Crossfade
  2407. {
  2408. Fade In = 0;
  2409. Fade Out = 0;
  2410. Crossfade Type = 0;
  2411. }
  2412. }
  2413. }
  2414. Cue
  2415. {
  2416. Name = Gear1ToGear2;
  2417. Variation
  2418. {
  2419. Variation Type = 3;
  2420. Variation Table Type = 1;
  2421. New Variation on Loop = 0;
  2422. }
  2423. Sound Entry
  2424. {
  2425. Name = Gear1ToGear2;
  2426. Index = 15;
  2427. Weight Min = 0;
  2428. Weight Max = 255;
  2429. }
  2430. Instance Limit
  2431. {
  2432. Max Instances = 1;
  2433. Behavior = 2;
  2434. Crossfade
  2435. {
  2436. Fade In = 0;
  2437. Fade Out = 0;
  2438. Crossfade Type = 0;
  2439. }
  2440. }
  2441. }
  2442. Cue
  2443. {
  2444. Name = Gear2;
  2445. Variation
  2446. {
  2447. Variation Type = 3;
  2448. Variation Table Type = 1;
  2449. New Variation on Loop = 0;
  2450. }
  2451. Sound Entry
  2452. {
  2453. Name = Gear2;
  2454. Index = 16;
  2455. Weight Min = 0;
  2456. Weight Max = 255;
  2457. }
  2458. Instance Limit
  2459. {
  2460. Max Instances = 1;
  2461. Behavior = 2;
  2462. Crossfade
  2463. {
  2464. Fade In = 0;
  2465. Fade Out = 0;
  2466. Crossfade Type = 0;
  2467. }
  2468. }
  2469. }
  2470. Cue
  2471. {
  2472. Name = Gear2ToGear3;
  2473. Variation
  2474. {
  2475. Variation Type = 3;
  2476. Variation Table Type = 1;
  2477. New Variation on Loop = 0;
  2478. }
  2479. Sound Entry
  2480. {
  2481. Name = Gear2ToGear3;
  2482. Index = 17;
  2483. Weight Min = 0;
  2484. Weight Max = 255;
  2485. }
  2486. Instance Limit
  2487. {
  2488. Max Instances = 1;
  2489. Behavior = 2;
  2490. Crossfade
  2491. {
  2492. Fade In = 0;
  2493. Fade Out = 0;
  2494. Crossfade Type = 0;
  2495. }
  2496. }
  2497. }
  2498. Cue
  2499. {
  2500. Name = Gear3;
  2501. Variation
  2502. {
  2503. Variation Type = 3;
  2504. Variation Table Type = 1;
  2505. New Variation on Loop = 0;
  2506. }
  2507. Sound Entry
  2508. {
  2509. Name = Gear3;
  2510. Index = 18;
  2511. Weight Min = 0;
  2512. Weight Max = 255;
  2513. }
  2514. Instance Limit
  2515. {
  2516. Max Instances = 1;
  2517. Behavior = 2;
  2518. Crossfade
  2519. {
  2520. Fade In = 0;
  2521. Fade Out = 0;
  2522. Crossfade Type = 0;
  2523. }
  2524. }
  2525. }
  2526. Cue
  2527. {
  2528. Name = Gear3ToGear4;
  2529. Variation
  2530. {
  2531. Variation Type = 3;
  2532. Variation Table Type = 1;
  2533. New Variation on Loop = 0;
  2534. }
  2535. Sound Entry
  2536. {
  2537. Name = Gear3ToGear4;
  2538. Index = 19;
  2539. Weight Min = 0;
  2540. Weight Max = 255;
  2541. }
  2542. Instance Limit
  2543. {
  2544. Max Instances = 1;
  2545. Behavior = 2;
  2546. Crossfade
  2547. {
  2548. Fade In = 0;
  2549. Fade Out = 0;
  2550. Crossfade Type = 0;
  2551. }
  2552. }
  2553. }
  2554. Cue
  2555. {
  2556. Name = Gear4;
  2557. Variation
  2558. {
  2559. Variation Type = 3;
  2560. Variation Table Type = 1;
  2561. New Variation on Loop = 0;
  2562. }
  2563. Sound Entry
  2564. {
  2565. Name = Gear4;
  2566. Index = 20;
  2567. Weight Min = 0;
  2568. Weight Max = 255;
  2569. }
  2570. Instance Limit
  2571. {
  2572. Max Instances = 1;
  2573. Behavior = 2;
  2574. Crossfade
  2575. {
  2576. Fade In = 0;
  2577. Fade Out = 0;
  2578. Crossfade Type = 0;
  2579. }
  2580. }
  2581. }
  2582. Cue
  2583. {
  2584. Name = CarLose;
  2585. Variation
  2586. {
  2587. Variation Type = 3;
  2588. Variation Table Type = 1;
  2589. New Variation on Loop = 0;
  2590. }
  2591. Sound Entry
  2592. {
  2593. Name = CarLose;
  2594. Index = 22;
  2595. Weight Min = 0;
  2596. Weight Max = 255;
  2597. }
  2598. }
  2599. Cue
  2600. {
  2601. Name = Victory;
  2602. Variation
  2603. {
  2604. Variation Type = 3;
  2605. Variation Table Type = 1;
  2606. New Variation on Loop = 0;
  2607. }
  2608. Sound Entry
  2609. {
  2610. Name = Victory;
  2611. Index = 23;
  2612. Weight Min = 0;
  2613. Weight Max = 255;
  2614. }
  2615. }
  2616. Cue
  2617. {
  2618. Name = CheckpointBetter;
  2619. Variation
  2620. {
  2621. Variation Type = 3;
  2622. Variation Table Type = 1;
  2623. New Variation on Loop = 0;
  2624. }
  2625. Sound Entry
  2626. {
  2627. Name = CheckpointBetter;
  2628. Index = 24;
  2629. Weight Min = 0;
  2630. Weight Max = 255;
  2631. }
  2632. }
  2633. Cue
  2634. {
  2635. Name = CheckpointWorse;
  2636. Variation
  2637. {
  2638. Variation Type = 3;
  2639. Variation Table Type = 1;
  2640. New Variation on Loop = 0;
  2641. }
  2642. Sound Entry
  2643. {
  2644. Name = CheckpointWorse;
  2645. Index = 25;
  2646. Weight Min = 0;
  2647. Weight Max = 255;
  2648. }
  2649. }
  2650. Cue
  2651. {
  2652. Name = Bleep;
  2653. Variation
  2654. {
  2655. Variation Type = 3;
  2656. Variation Table Type = 1;
  2657. New Variation on Loop = 0;
  2658. }
  2659. Sound Entry
  2660. {
  2661. Name = Bleep;
  2662. Index = 26;
  2663. Weight Min = 0;
  2664. Weight Max = 255;
  2665. }
  2666. }
  2667. Cue
  2668. {
  2669. Name = Beep;
  2670. Variation
  2671. {
  2672. Variation Type = 3;
  2673. Variation Table Type = 1;
  2674. New Variation on Loop = 0;
  2675. }
  2676. Sound Entry
  2677. {
  2678. Name = Beep;
  2679. Index = 27;
  2680. Weight Min = 0;
  2681. Weight Max = 255;
  2682. }
  2683. }
  2684. }