sound m01_introcin { minDistance 100000 maxDistance 300000 volumeDb -2 sound/ambience/m01/m01_introcin } //large hectic battlefield ambience sound trench_ambientbattle_01 { minDistance 1000 maxDistance 3000 looping sound/ambience/trench/q4x_trench_1c.ogg } //large hectic battlefield ambience sound trench_ambientmachinegun_01 { minDistance 1000 maxDistance 3000 looping sound/ambience/trench/q4x_trench_mgunfire1_22.wav } sound trench_ambientmachinegun_02 { minDistance 1000 maxDistance 3000 looping sound/ambience/trench/q4x_trench_mgunfire2_22.wav } sound medium_battleloop1 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/medium_battleloop1 } sound close_battleloop1 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/close_battleloop1 } sound close_battleloop2 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/close_battleloop2 } sound close_battleloop3 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/close_battleloop3 } sound distant_battle_loop1 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/distant_battle_loop1 } sound interior_battleloop1 { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/interior_battleloop1 } sound flyovers { minDistance 1000 maxDistance 3000 looping sound/ambience/m01/flyovers.ogg }