--[[ example Source DEFinition file

-- INCLUDE:
inherit = ""
-- name of .sdef to get settings from


-- SAMPLE:
wave = "default"
-- the sound sample file to use
-- relative to /Sounds/ directory
-- if no .ext given, .wav and .ogg are tried
-- 1/2 channels, any pcm format (stored as 16-bit)


-- VOLUME:
gain = 1.0
-- gain multiplier (linear)


-- FREQUENCY:
pitch = 1.0
-- source frequency multiplier


-- POSITION:
position = {0, 0, 0}
-- position relative to the host in meters {forward, up, right}


-- RADIUS:

inner_radius = 1
-- inside this radius the gain is at maximum (as given in gain field)
-- is also called 'reference distance', i.e. distance where source has nominal gain

outer_radius = 256
-- outside this radius the source is not heard

-- if ONLY one of the radiuses is set, the other one is calculated automatically
-- outer_radius = inner_radius / silence_threshold
-- silence_threshold is set to 1/256 (-24dB)


-- CONE:

direction = {0, 0, 0}
-- the direction relative to the host {forward, up, right}

cone_inner_angle = 0
-- inside this cone (given as halfangle in degrees 0-180) the gain is at maximum (as set in gain field)

cone_outer_angle = 0
-- outside this cone (given as halfangle in degrees 0-180) the gain is at cone_outer_gain

cone_outer_gain = 1
-- the gain outside cone_outer_angle

cone_outer_lowpass = 24000
-- the cutoff frequency outside cone_outer_angle


]]

-- PLAYMODE:
trigger = false
-- set to true if the sound should always play the whole sample (explosions, gunshots etc.)
