Signature = XACT3; Version = 18; Content Version = 46; Release = February 2010; Options { Verbose Report = 0; Generate C/C++ Headers = 1; } Global Settings { Xbox File = Xbox\RPGAudio.xgs; Windows File = Win\RPGAudio.xgs; Header File = RPGAudio.h; Exclude Category Names = 0; Exclude Variable Names = 0; Last Modified Low = 0; Last Modified High = 0; Category { Name = Global; Public = 1; Background Music = 0; Volume = 0; Category Entry { } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 0; Fade Out = 0; Crossfade Type = 0; } } } Category { Name = Default; Public = 1; Background Music = 0; Volume = 0; Category Entry { Name = Global; } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 0; Fade Out = 0; Crossfade Type = 0; } } } Category { Name = Music; Public = 1; Background Music = 1; Volume = -500; Category Entry { Name = Global; } Instance Limit { Max Instances = 255; Behavior = 0; Crossfade { Fade In = 0; Fade Out = 0; Crossfade Type = 0; } } } Variable { Name = OrientationAngle; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = -180.000000; Max = 180.000000; } Variable { Name = DopplerPitchScalar; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 1.000000; Initial Value = 1.000000; Min = 0.000000; Max = 4.000000; } Variable { Name = SpeedOfSound; Public = 1; Global = 1; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 343.500000; Initial Value = 343.500000; Min = 0.000000; Max = 1000000.000000; } Variable { Name = ReleaseTime; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 1; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 15000.000000; } Variable { Name = AttackTime; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 1; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 15000.000000; } Variable { Name = NumCueInstances; Public = 1; Global = 0; Internal = 1; External = 1; Monitored = 1; Reserved = 1; Read Only = 1; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 1024.000000; } Variable { Name = Distance; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 1; Read Only = 0; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 1000000.000000; } Variable { Name = RpgCueVolume; Public = 1; Global = 0; Internal = 0; External = 0; Monitored = 1; Reserved = 0; Read Only = 0; Time = 0; Value = 0.000000; Initial Value = 0.000000; Min = 0.000000; Max = 100.000000; } Compression Preset { Name = NormalCompression; Xbox Format Tag = 357; Target Sample Rate = 48000; XMA Quality = 80; Find Best Quality = 0; High Freq Cut = 0; Loop = 0; PC Format Tag = 2; Samples Per Block = 128; } } Wave Bank { Name = Wave Bank; Xbox File = Xbox\Wave Bank.xwb; Windows File = Win\Wave Bank.xwb; Xbox Bank Path Edited = 1; Windows Bank Path Edited = 1; Seek Tables = 1; Compression Preset Name = NormalCompression; Xbox Bank Last Modified Low = 0; Xbox Bank Last Modified High = 0; PC Bank Last Modified Low = 0; PC Bank Last Modified High = 0; Header Last Modified Low = 0; Header Last Modified High = 0; Bank Last Revised Low = 2728908422; Bank Last Revised High = 29919018; Wave { Name = BattleTheme; File = Waves\BattleTheme.wav; Build Settings Last Modified Low = 2705158422; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 3906408; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2511704064; Last Modified High = 29878966; } } Wave { Name = DungeonTheme; File = Waves\DungeonTheme.wav; Build Settings Last Modified Low = 2705158422; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 5080268; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 298138624; Last Modified High = 29877481; } } Wave { Name = ForestTheme; File = Waves\ForestTheme.wav; Build Settings Last Modified Low = 2705158422; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 4515788; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 728204032; Last Modified High = 29877483; } } Wave { Name = MainTheme; File = Waves\MainTheme.wav; Build Settings Last Modified Low = 2705158422; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 7130220; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1071866880; Last Modified High = 29877595; } } Wave { Name = Continue; File = Waves\Continue.wav; Build Settings Last Modified Low = 2705158422; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 4608; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2781769472; Last Modified High = 29878968; } } Wave { Name = Death; File = Waves\Death.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 38462; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2521769472; Last Modified High = 29878968; } } Wave { Name = FireballCreate; File = Waves\FireballCreate.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 43824; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2086671360; Last Modified High = 29878965; } } Wave { Name = FireballHit; File = Waves\FireballHit.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 88200; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1922586368; Last Modified High = 29877617; } } Wave { Name = HealCreate; File = Waves\HealCreate.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 88200; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2001769472; Last Modified High = 29878968; } } Wave { Name = HealImpact; File = Waves\HealImpact.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 87712; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1741769472; Last Modified High = 29878968; } } Wave { Name = HealPotion; File = Waves\HealPotion.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 46158; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1441769472; Last Modified High = 29878968; } } Wave { Name = LevelUp; File = Waves\LevelUp.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 673476; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2816736768; Last Modified High = 29878967; } } Wave { Name = LoseTheme; File = Waves\LoseTheme.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 1117572; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3929038080; Last Modified High = 29874145; } } Wave { Name = MenuMove; File = Waves\MenuMove.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 9042; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2202497280; Last Modified High = 29873945; } } Wave { Name = Money; File = Waves\Money.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 81628; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1201769472; Last Modified High = 29878968; } } Wave { Name = QuestComplete; File = Waves\QuestComplete.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 623644; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 116736768; Last Modified High = 29878967; } } Wave { Name = SpellBlock; File = Waves\SpellBlock.wav; Build Settings Last Modified Low = 2705314672; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 23674; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 481769472; Last Modified High = 29878968; } } Wave { Name = SpellCreate; File = Waves\SpellCreate.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 88200; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1786460834; Last Modified High = 29878794; } } Wave { Name = StaffBlock; File = Waves\StaffBlock.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 9838; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 81769472; Last Modified High = 29878968; } } Wave { Name = StaffHit; File = Waves\StaffHit.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 45132; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 301769472; Last Modified High = 29878968; } } Wave { Name = StaffSwing; File = Waves\StaffSwing.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 23246; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 4156736768; Last Modified High = 29878967; } } Wave { Name = SwordSwing; File = Waves\SwordSwing.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 66150; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3436736768; Last Modified High = 29878967; } } Wave { Name = WinTheme; File = Waves\WinTheme.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 817804; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 396736768; Last Modified High = 29878967; } } Wave { Name = VillageTheme; File = Waves\VillageTheme.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 2; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 6773708; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 1076736768; Last Modified High = 29878967; } } Wave { Name = SwordHit; File = Waves\SwordHit.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 42300; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 3836736768; Last Modified High = 29878967; } } Wave { Name = FireballTravel; File = Waves\FireballTravel.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 44100; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 44100; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 2714736491; Last Modified High = 29879793; } } Wave { Name = SwordBlock; File = Waves\SwordBlock.wav; Build Settings Last Modified Low = 2705470922; Build Settings Last Modified High = 29919018; Cache { Format Tag = 0; Channels = 1; Sampling Rate = 22050; Bits Per Sample = 1; Play Region Offset = 44; Play Region Length = 17012; Loop Region Offset = 0; Loop Region Length = 0; File Type = 1; Last Modified Low = 4036736768; Last Modified High = 29878967; } } } Sound Bank { Name = Sound Bank; Xbox File = Xbox\Sound Bank.xsb; Windows File = Win\Sound Bank.xsb; Xbox Bank Path Edited = 1; Windows Bank Path Edited = 1; Header Last Modified High = 0; Header Last Modified Low = 0; Sound { Name = BattleTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = BattleTheme; Entry Index = 0; Weight = 255; Weight Min = 0; } } } } Sound { Name = DungeonTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = DungeonTheme; Entry Index = 1; Weight = 255; Weight Min = 0; } } } } Sound { Name = ForestTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = ForestTheme; Entry Index = 2; Weight = 255; Weight Min = 0; } } } } Sound { Name = MainTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = MainTheme; Entry Index = 3; Weight = 255; Weight Min = 0; } } } } Sound { Name = Continue; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Continue; Entry Index = 4; Weight = 255; Weight Min = 0; } } } } Sound { Name = Death; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Death; Entry Index = 5; Weight = 255; Weight Min = 0; } } } } Sound { Name = FireballCreate; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = FireballCreate; Entry Index = 6; Weight = 255; Weight Min = 0; } } } } Sound { Name = FireballHit; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = FireballHit; Entry Index = 7; Weight = 255; Weight Min = 0; } } } } Sound { Name = HealCreate; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = HealCreate; Entry Index = 8; Weight = 255; Weight Min = 0; } } } } Sound { Name = HealImpact; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = HealImpact; Entry Index = 9; Weight = 255; Weight Min = 0; } } } } Sound { Name = HealPotion; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = HealPotion; Entry Index = 10; Weight = 255; Weight Min = 0; } } } } Sound { Name = LevelUp; Volume = -750; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = LevelUp; Entry Index = 11; Weight = 255; Weight Min = 0; } } } } Sound { Name = LoseTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = LoseTheme; Entry Index = 12; Weight = 255; Weight Min = 0; } } } } Sound { Name = MenuMove; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = MenuMove; Entry Index = 13; Weight = 255; Weight Min = 0; } } } } Sound { Name = Money; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = Money; Entry Index = 14; Weight = 255; Weight Min = 0; } } } } Sound { Name = QuestComplete; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = QuestComplete; Entry Index = 15; Weight = 255; Weight Min = 0; } } } } Sound { Name = SpellBlock; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = SpellBlock; Entry Index = 16; Weight = 255; Weight Min = 0; } } } } Sound { Name = SpellCreate; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = SpellCreate; Entry Index = 17; Weight = 255; Weight Min = 0; } } } } Sound { Name = StaffBlock; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = StaffBlock; Entry Index = 18; Weight = 255; Weight Min = 0; } } } } Sound { Name = StaffHit; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = StaffHit; Entry Index = 19; Weight = 255; Weight Min = 0; } } } } Sound { Name = StaffSwing; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = StaffSwing; Entry Index = 20; Weight = 255; Weight Min = 0; } } } } Sound { Name = SwordSwing; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = SwordSwing; Entry Index = 21; Weight = 255; Weight Min = 0; } } } } Sound { Name = WinTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = WinTheme; Entry Index = 22; Weight = 255; Weight Min = 0; } } } } Sound { Name = VillageTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = VillageTheme; Entry Index = 23; Weight = 255; Weight Min = 0; } } } } Sound { Name = BeachTheme; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Music; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Loop Count = 255; Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = MainTheme; Entry Index = 3; Weight = 255; Weight Min = 0; } } } } Sound { Name = SwordHit; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = FireballTravel; Entry Index = 25; Weight = 255; Weight Min = 0; } } } } Sound { Name = SwordBlock; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; } } Sound { Name = FireballTravel; Volume = -1200; Pitch = 0; Priority = 0; Category Entry { Name = Default; } Track { Volume = 0; Use Filter = 0; Play Wave Event { Break Loop = 0; Use Speaker Position = 0; Use Center Speaker = 1; New Speaker Position On Loop = 1; Speaker Position Angle = 0.000000; Speaker Position Arc = 0.000000; Event Header { Timestamp = 0; Relative = 0; Random Recurrence = 0; Random Offset = 0; } Wave Entry { Bank Name = Wave Bank; Bank Index = 0; Entry Name = SwordBlock; Entry Index = 26; Weight = 255; Weight Min = 0; } } } } Cue { Name = BattleTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = BattleTheme; Index = 0; Weight Min = 0; Weight Max = 255; } } Cue { Name = DungeonTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = DungeonTheme; Index = 1; Weight Min = 0; Weight Max = 255; } } Cue { Name = ForestTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = ForestTheme; Index = 2; Weight Min = 0; Weight Max = 255; } } Cue { Name = MainTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = MainTheme; Index = 3; Weight Min = 0; Weight Max = 255; } } Cue { Name = Continue; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Continue; Index = 4; Weight Min = 0; Weight Max = 255; } } Cue { Name = Death; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Death; Index = 5; Weight Min = 0; Weight Max = 255; } } Cue { Name = FireballCreate; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = FireballCreate; Index = 6; Weight Min = 0; Weight Max = 255; } } Cue { Name = FireballHit; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = FireballHit; Index = 7; Weight Min = 0; Weight Max = 255; } } Cue { Name = HealCreate; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = HealCreate; Index = 8; Weight Min = 0; Weight Max = 255; } } Cue { Name = HealImpact; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = HealImpact; Index = 9; Weight Min = 0; Weight Max = 255; } } Cue { Name = HealPotion; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = HealPotion; Index = 10; Weight Min = 0; Weight Max = 255; } } Cue { Name = LevelUp; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = LevelUp; Index = 11; Weight Min = 0; Weight Max = 255; } } Cue { Name = LoseTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = LoseTheme; Index = 12; Weight Min = 0; Weight Max = 255; } } Cue { Name = MenuMove; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = MenuMove; Index = 13; Weight Min = 0; Weight Max = 255; } } Cue { Name = Money; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = Money; Index = 14; Weight Min = 0; Weight Max = 255; } } Cue { Name = QuestComplete; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = QuestComplete; Index = 15; Weight Min = 0; Weight Max = 255; } } Cue { Name = SpellBlock; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = SpellBlock; Index = 16; Weight Min = 0; Weight Max = 255; } } Cue { Name = SpellCreate; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = SpellCreate; Index = 17; Weight Min = 0; Weight Max = 255; } } Cue { Name = StaffBlock; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = StaffBlock; Index = 18; Weight Min = 0; Weight Max = 255; } } Cue { Name = StaffHit; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = StaffHit; Index = 19; Weight Min = 0; Weight Max = 255; } } Cue { Name = StaffSwing; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = StaffSwing; Index = 20; Weight Min = 0; Weight Max = 255; } } Cue { Name = SwordSwing; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = SwordSwing; Index = 21; Weight Min = 0; Weight Max = 255; } } Cue { Name = WinTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = WinTheme; Index = 22; Weight Min = 0; Weight Max = 255; } } Cue { Name = VillageTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = VillageTheme; Index = 23; Weight Min = 0; Weight Max = 255; } } Cue { Name = BeachTheme; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = BeachTheme; Index = 24; Weight Min = 0; Weight Max = 255; } } Cue { Name = SwordHit; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = SwordHit; Index = 25; Weight Min = 0; Weight Max = 255; } } Cue { Name = SwordBlock; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = SwordBlock; Index = 26; Weight Min = 0; Weight Max = 255; } } Cue { Name = FireballTravel; Variation { Variation Type = 3; Variation Table Type = 1; New Variation on Loop = 0; } Sound Entry { Name = FireballTravel; Index = 27; Weight Min = 0; Weight Max = 255; } } }