// ---------------------------------------------------------------------------
// Open Surge Engine
// http://opensurge2d.org
//
// File:   config/samples.def
// Desc:   this file specifies the default sound effects used in the game
// Author: script by Alexandre
// ---------------------------------------------------------------------------

// ---------------------------------------------------------------------------
// Player
// ---------------------------------------------------------------------------
sample "jump"
{
    source_file         "samples/jump.wav"
}

sample "brake"
{
    source_file         "samples/brake.wav"
}

sample "death"
{
    source_file         "samples/death.wav"
}

sample "damaged"
{
    source_file         "samples/damaged.wav"
}

sample "collectible loss"
{
    source_file         "samples/collectible_loss.wav"
}

sample "drown"
{
    source_file         "samples/drown.wav"
}

sample "breathing"
{
    source_file         "samples/bubbleget.wav"
}

sample "charge"
{
    source_file         "samples/charge.wav"
}

sample "release"
{
    source_file         "samples/release.wav"
}

sample "roll"
{
    source_file         "samples/roll.wav"
}

sample "enter water"
{
    source_file         "samples/water_in.wav"
}

sample "leave water"
{
    source_file         "samples/water_out.wav"
}


// ---------------------------------------------------------------------------
// Items
// ---------------------------------------------------------------------------
sample "collectible"
{
    source_file         "samples/collectible.wav"
}

sample "super collectible"
{
    source_file         "samples/collectible.wav"
}

sample "ring"
{
    source_file         "samples/collectible.wav"
}

sample "blue ring"
{
    source_file         "samples/collectible.wav"
}

sample "big ring"
{
    source_file         "samples/bigring.wav"
}

sample "bumper"
{
    source_file         "samples/bumper.wav"
}

sample "checkpoint orb"
{
    source_file         "samples/checkpoint.wav"
}

sample "switch"
{
    source_file         "samples/switch.wav"
}

sample "open door"
{
    source_file         "samples/door1.wav"
}

sample "close door"
{
    source_file         "samples/door2.wav"
}

sample "teleporter"
{
    source_file         "samples/teleporter.wav"
}

sample "end sign"
{
    source_file         "samples/endsign.wav"
}

sample "spikes appearing"
{
    source_file         "samples/spikes_appearing.wav"
}

sample "spikes disappearing"
{
    source_file         "samples/spikes_disappearing.wav"
}

sample "spikes hit"
{
    source_file         "samples/spikes.wav"
}

sample "spring"
{
    source_file         "samples/spring.wav"
}

sample "shield"
{
    source_file         "samples/shield.wav"
}

sample "fire shield"
{
    source_file         "samples/fireshield.wav"
}

sample "thunder shield"
{
    source_file         "samples/thundershield.wav"
}

sample "water shield"
{
    source_file         "samples/watershield.wav"
}

sample "acid shield"
{
    source_file         "samples/acidshield.wav"
}

sample "wind shield"
{
    source_file         "samples/windshield.wav"
}

sample "jetpack"
{
    source_file         "samples/neon_jetpack.wav"
}

sample "power up"
{
    source_file         "samples/powerup.wav"
}

// ---------------------------------------------------------------------------
// Enemies
// ---------------------------------------------------------------------------
sample "destroy"
{
    source_file         "samples/destroypop.wav"
}

sample "boss hit"
{
    source_file         "samples/bosshit.wav"
}

sample "explode"
{
    source_file         "samples/bosshit.wav"
}

// ---------------------------------------------------------------------------
// User Interface
// ---------------------------------------------------------------------------
sample "bonus count"
{
    source_file         "samples/collectible_count.wav"
}

sample "cash"
{
    source_file         "samples/cash.wav"
}

sample "choose"
{
    source_file         "samples/choose.wav"
}

sample "deny"
{
    source_file         "samples/deny.wav"
}

sample "glasses"
{
    source_file         "samples/glasses.wav"
}

sample "return"
{
    source_file         "samples/return.wav"
}

sample "select"
{
    source_file         "samples/select.wav"
}

sample "level saved"
{
    source_file         "samples/glasses.wav"
}

sample "pause"
{
    source_file         "samples/select_2.wav"
}

sample "secret"
{
    source_file         "samples/secret.wav"
}

// ---------------------------------------------------------------------------
// Other sample effects
// ---------------------------------------------------------------------------
sample "1up"
{
    source_file         "samples/1up.ogg"
}

sample "goal"
{
    source_file         "samples/goal.ogg"
}

sample "break"
{
    source_file         "samples/break.wav"
}
