//
// 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 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.
//	/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}

§§§ WILDERNESS (NICE) MUSIC §§§

{100}{..\..\arcanum\sound\music\music\Wilderness.mp3 /loop /vol:50}

       
§§§ WILDERNESS (EVIL) MUSIC §§§

{200}{..\..\arcanum\sound\music\music\Wilderness.mp3 /loop /vol:50}


§§§ VILLAGE MUSIC §§§

{300}{..\..\arcanum\sound\music\Villages.mp3 /loop /vol:50}


§§§ TOWN MUSIC MUSIC §§§

{400}{..\..\arcanum\sound\music\Towns.mp3 /loop /vol:50}



§§§ CITY TARRANT MUSIC §§§

{500}{..\..\arcanum\sound\music\Tarant.mp3 /loop /vol:50}



§§§ CITY CALADON MUSIC §§§

{600}{..\..\arcanum\sound\music\Caladon.mp3 /loop /vol:50}



§§§ CITY DERHOLM MUSIC §§§

{700}{..\..\arcanum\sound\music\Cities.mp3 /loop /vol:50}



§§§ ELVEN MUSIC §§§

{800}{..\..\arcanum\sound\music\Qintara.mp3 /loop /vol:50}



§§§ DARK ELVEN MUSIC §§§

{900}{..\..\arcanum\sound\music\Qintara.mp3 /loop /vol:50}



§§§ DWARVEN MUSIC §§§

{1000}{..\..\arcanum\sound\music\DwarvenMusic.mp3 /loop /vol:50}



§§§ CHAMBER DARK 1 MUSIC §§§

{1100}{..\..\arcanum\sound\music\Mines.mp3 /loop /vol:50}

 
§§§ CHAMBER DARK 2 MUSIC §§§

{1200}{..\..\arcanum\sound\music\Dungeons.mp3 /loop /vol:50}


§§§ CHAMBER CHASE MUSIC §§§

{1300}{..\..\arcanum\sound\music\Caladon_Catacombs.mp3 /loop /vol:50}


§§§ DARK AMBIENT (HEAVY) MUSIC §§§

{1400}{..\..\arcanum\sound\music\Void.mp3 /loop /vol:50}


§§§ DARK AMBIENT (LIGHT) MUSIC §§§

{1500}{..\..\arcanum\sound\music\Void.mp3 /loop /vol:50}


§§§ CRASH SITE MUSIC §§§

{1600}{..\..\arcanum\sound\music\Wilderness.mp3 /loop /vol:50}


§§§ MIN'GOURAD'S LIAR MUSIC §§§

{1700}{..\..\arcanum\sound\music\Void.mp3 /loop /vol:50}


§§§ KREE MUSIC §§§

{1800}{..\..\arcanum\sound\music\Isle_of_Despair.mp3 /loop /vol:50}


§§§ TEMPLE OF THE DERIAN KA MUSIC §§§

{1900}{..\..\arcanum\sound\music\Void.mp3 /loop /vol:50}


§§§ THE DREDGE/IRON CLAN MUSIC §§§

{2000}{..\..\arcanum\sound\music\Void.mp3 /loop /vol:50}


§§§ THE VOID MUSIC §§§

{2100}{..\..\arcanum\sound\music\Void.mp3 /loop}


§§§ KERGHAN'S LIAR MUSIC §§§

{2200}{..\..\arcanum\sound\music\Kerghan.mp3 /loop /vol:50}


§§§ ISLE OF DESPAIR MUSIC §§§

{2300}{..\..\arcanum\sound\music\Isle_of_Despair.mp3 /loop /vol:50}


§§§ TULLA MUSIC §§§

{2400}{..\..\arcanum\sound\music\Tulla.mp3 /loop /vol:50}


RESERVED{2500}{..\..\arcanum\sound\music\Arcanum.mp3 /loop /vol:50}
RESERVED{2600}{..\..\arcanum\sound\music\Arcanum.mp3 /loop /vol:50}
RESERVED{2700}{..\..\arcanum\sound\music\Arcanum.mp3 /loop /vol:50}
RESERVED{2800}{..\..\arcanum\sound\music\Arcanum.mp3 /loop /vol:50}
RESERVED{2900}{}


*** VILLAGE GENERAL ***

{3000}{village_day.wav /loop}


*** VILLAGE (ELVEN) ***

{3100}{elf_village_day.wav /loop}


*** VILLAGE (FARMING) ***

{3200}{village_day.wav /loop}


*** CITY ***

{3300}{city_day.wav /loop}


*** BAD PART OF TOWN ***

{3400}{city_night.wav /loop}


*** BUSY INTERIOR ***

{3500}{pub_slow.wav /loop}


*** MINE (ACTIVE) ***

{3600}{mine_active.wav /loop}


*** MINE (DESERTED) ***

{3700}{mine_deserted.wav /loop}
{3701}{DRIP1.WAV /bal:1-100 /vol:10-20 /freq:10}
{3702}{DRIP2.WAV /bal:1-100 /vol:10-20 /freq:10}
{3703}{DRIP3.WAV /bal:1-100 /vol:10-20 /freq:10}
{3704}{DRIP4.WAV /bal:1-100 /vol:10-20 /freq:10}
{3705}{DRIP5.WAV /bal:1-100 /vol:10-20 /freq:10}
{3706}{DRIP6.WAV /bal:1-100 /vol:10-20 /freq:10}
{3707}{ambient-howl01.wav /vol:10 /bal:1-100 /freq:5}


*** DUNGEON (BUSTLING) ***

{3800}{mine_deserted.wav /loop}


*** DUNGEON (DEAD) ***

{3900}{mine_deserted.wav /loop}


*** FOREST ***

// Day Time
{4000}{birds1.wav /scatter:100 /time:5-20 /freq:15}
{4001}{birds2.wav /scatter:100 /time:6-19 /freq:15}
{4002}{birds3.wav /scatter:100 /time:7-18 /freq:15}
{4003}{birds4.wav /scatter:100 /time:8-17 /freq:15}
{4004}{birds5.wav /scatter:100 /time:9-16 /freq:15}
{4005}{birds6.wav /scatter:100 /time:9-16 /freq:15}
{4006}{birds7.wav /scatter:100 /time:9-16 /freq:15}
{4007}{ambient-growl.wav /scatter:100 /freq:10}
{4008}{ambient-howl01.wav /scatter:100 /freq:10}
{4009}{ambient-howl02.wav /scatter:100 /freq:10}
{4010}{ambient-howl01.wav /scatter:100 /freq:10 /time:21-23}
{4011}{ambient-howl02.wav /scatter:100 /freq:10 /time:0-2}

// Night Time
{4012}{ambient-loop-crickets.wav /scatter:100 /time:19-23 /freq:80}
{4013}{ambient-loop-crickets.wav /scatter:100 /time:19-23 /freq:80}
{4014}{ambient-loop-crickets.wav /scatter:100 /time:0-6 /freq:80}
{4015}{ambient-loop-crickets.wav /scatter:100 /time:0-6 /freq:80}
{4016}{ambient-rooster-crow.wav /scatter:100 /freq:30 /time:6-8}
{4017}{ambient-bird-hoot.wav /time:0-6 /freq:10}
{4018}{ambient-bird-hoot.wav /time:19-23 /freq:10}   


*** MOORS ***

{4100}{highlands.wav /loop}


*** ELVEN FOREST ***

{4200}{dark_forest_day.wav /loop}


*** WASTES ***

{4300}{wastland_day.wav}


*** PLAINS ***

{4400}{grasslands_day.wav /loop}


*** SWAMPS ***

{4500}{swamp_day.wav /loop}


*** SNOW ***

{4600}{highlands.wav /loop}


*** JUNGLE ***

{4700}{dark_forest_night.wav /loop}


*** SHORELINE ***

{4800}{lakeside_day.wav /loop}


*** CRASH SITE ***

// Day Time
{4900}{birds1.wav /scatter:100 /time:5-20 /freq:15}
{4901}{birds2.wav /scatter:100 /time:6-19 /freq:15}
{4902}{birds3.wav /scatter:100 /time:7-18 /freq:15}
{4903}{birds4.wav /scatter:100 /time:8-17 /freq:15}
{4904}{birds5.wav /scatter:100 /time:9-16 /freq:15}
{4905}{birds6.wav /scatter:100 /time:9-16 /freq:15}
{4906}{birds7.wav /scatter:100 /time:9-16 /freq:15}
{4907}{ambient-growl.wav /scatter:100 /freq:10}
{4908}{ambient-howl01.wav /scatter:100 /freq:10}
{4909}{ambient-howl02.wav /scatter:100 /freq:10}
{4910}{ambient-howl01.wav /scatter:100 /freq:10 /time:21-23}
{4911}{ambient-howl02.wav /scatter:100 /freq:10 /time:0-2}


// Night Time
{4912}{ambient-loop-crickets.wav /scatter:100 /time:19-23 /freq:80}
{4913}{ambient-loop-crickets.wav /scatter:100 /time:19-23 /freq:80}
{4914}{ambient-loop-crickets.wav /scatter:100 /time:0-6 /freq:80}
{4915}{ambient-loop-crickets.wav /scatter:100 /time:0-6 /freq:80}
{4916}{ambient-rooster-crow.wav /scatter:100 /freq:30 /time:6-8}
{4917}{ambient-bird-hoot.wav /time:0-6 /freq:10}
{4918}{ambient-bird-hoot.wav /time:19-23 /freq:10}                              


*** MINES W/ WOLVES ***

{5000}{mine_deserted.wav /loop}
{5001}{DRIP1.WAV /bal:1-100 /vol:10-20 /freq:10}
{5002}{DRIP2.WAV /bal:1-100 /vol:10-20 /freq:10}
{5003}{DRIP3.WAV /bal:1-100 /vol:10-20 /freq:10}
{5004}{DRIP4.WAV /bal:1-100 /vol:10-20 /freq:10}
{5005}{DRIP5.WAV /bal:1-100 /vol:10-20 /freq:10}
{5006}{DRIP6.WAV /bal:1-100 /vol:10-20 /freq:10}
{5007}{ambient-growl.wav /scatter:100 /freq:5}
{5008}{ambient-howl01.wav /scatter:100 /freq:5}
{5009}{ambient-howl02.wav /scatter:100 /freq:5}


*** OceanShore ***

{5100}{seashore_day.wav /loop}

