#--------------------------------------------------------------------------
# XRSound Configuration File -- overrides for SR71r vessels.
#
# For XRSound Version 1.00.
#
# Any values altered will not take effect until Orbiter is relaunched via the launchpad.
#
# D. Beachy, 24-Jan-2018
#--------------------------------------------------------------------------
#==========================================================================
# This section defines vessel-specific settings that apply only to this
# vessel class; i.e., the SR71r in this case.
#==========================================================================
[VESSEL]
#==========================================================================
# This section defines sounds that override the default sounds in
# XRSound.cfg. These overrides only apply to this vessel class; i.e.,
# the SR71r in this case.
#==========================================================================
[SOUND_FILES]
#--------------------------------------------------------------------------
# Callout played when the ship's landing gear touches down.
# Sound ID = 10021
# Default (for DG) = XRSound\Default\Wheels Down.wav
#--------------------------------------------------------------------------
Touchdown = XRSound\Default\Wheels Down.wav
#--------------------------------------------------------------------------
# Callout played when the ship's landing gear lifts off.
# Sound ID = 10022
# Default (for DG) = XRSound\Default\Wheels Up.wav
#--------------------------------------------------------------------------
Liftoff = XRSound\Default\Wheels Up.wav
#==========================================================================
# This section defines which sounds should play when a given animation
# event occurs. Orbiter assigns animation IDs to a vessel as the vessel
# creates them. To determine what animation ID Orbiter assigns to a given
# animation for a given vessel, set 'LogVesselAnimations = 1' in XRVessel.cfg.
# Then launch the vessel in Orbiter and activate the animation (e.g., landing gear)
# for which you want to assign sounds. Then use the ID listed in XRSound.log for
# that animation to define which sounds to use in the this file.
#
# Also, you may add/define *additional* animation sounds however you wish for any vessel
# you wish. You may also manipluate these sounds via their sound IDs from your
# C++ vessel code via the XRSound API (see $ORBITER_ROOT\Orbitersdk\XRSound.h).
#
# Each [animation_#] section applies to an animation with the supplied ID.
# For example, section [animation_52] applies to animation ID 52 for this vessel, the SR71r
# in Orbiter.
#
# Each setting is optional. However, if OpenCloseSoundID is missing, then the
# Opening / Open / Closing / Closed sounds cannot play. Similarly, if MovingSoundID
# is missing, then the Moving sound cannot play. This is not an error, however: it
# simply disables those sounds.
#
# OpenCloseSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Opening/Open/Closing/Closed sounds are tied to.
# MovingSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Moving sound is tied to.
# Opening = <file> # Plays when the animation starts opening.
# Open = <file> # Plays when the animation finishes opening.
# Moving = <file> # Plays in a loop whenever the animation is moving.
# Closing = <file> # Plays when the animation starts closing.
# Closed = <file> # Plays when the animation finishes closing.
# IsLandingGear = 0 (false, the default) or 1 (true): used by XRSound to treat this animation as the vessel's gear for playing gear-related sounds.
#--------------------------------------------------------------------------
# PlaybackType = BothViewClose # Determines how and where the sounds for this animation are played (see valid values below); if not set, the default is BothViewClose.
#
# Valid PlaybackType values are:
# InternalOnly = In cockpit view only, always full volume. (Implies the vessel has focus, as well).
# BothViewFar = Full volume in internal view, faded (less) by distance and pressure in external view (this will be silent in vacuum). Vessel does not need focus.
# BothViewMedium = Full volume in internal view, faded (middle) by distance and pressure in external view (this will be silent in vacuum). Vessel does not need focus.
# BothViewClose = Full volume in internal view, faded (more) by distance and pressure in external view (this will be silent in vacuum). Vessel does not need focus.
# Radio = Full volume in both internal and external view (vessel must have focus).
# Wind = External view only, faded by static pressure but not distance.
#
# Note that all <file> paths above are relative to $ORBITER_ROOT.
# To disable a custom sound, simply delete or comment out the line.
#==========================================================================
# Landing Gear
[animation_52]
OpenCloseSoundID = 12002
MovingSoundID = 12003
PlaybackType = BothViewClose
Opening = XRSound\Default\Gear Down.wav
Open = XRSound\Default\Gear Down and Locked.wav
Moving = XRSound\Default\Gear Whine.wav
Closing = XRSound\Default\Gear Up.wav
Closed = XRSound\Default\Gear Up and Locked.wav
IsLandingGear = 1
# Hover
[animation_82]
OpenCloseSoundID = 12006
MovingSoundID = 12007
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Thump.wav
# Hover2
[animation_83]
OpenCloseSoundID = 12006
MovingSoundID = 12007
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Thump.wav
# Retro Doors
[animation_85]
OpenCloseSoundID = 12008
MovingSoundID = 12009
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Thump.wav
# Canopy
[animation_48]
OpenCloseSoundID = 12010
MovingSoundID = 12011
Open = XRSound\Default\Hatch Open.wav
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Hatch Closed.wav
# Cargo
[animation_43]
OpenCloseSoundID = 12012
MovingSoundID = 12013
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Thump.wav
# Cargo2
[animation_45]
OpenCloseSoundID = 12014
MovingSoundID = 12015
Moving = XRSound\Default\Hydraulics1.wav
Closed = XRSound\Default\Thump.wav