#include "BIS_AddonInfo.hpp"
class cfgPatches
{
    class braf_weapons_sound
    {
        units[] = {};
        weapons[] = {};
        addonRootClass = "braf_weapons_sound";
        requiredVersion = 0;
        requiredaddons[] =
            {
                "a3_sounds_f",
                "a3_weapons_f",
                "a3_sounds_f_exp",
                "a3_weapons_f_exp",
                "braf_main"
            };
        author = "BRAF Team";
    };
};
class CfgSoundCurves
{
    class braf_basic
    {
        points[] =
            {
                {0, 1},
                {0.1, 0.75},
                {0.2, 0.5},
                {0.30000001, 0.2},
                {0.40000001, 0.1},
                {0.5, 0.050000001},
                {0.60000002, 0.0099999998},
                {0.69999999, 0.0074999998},
                {0.80000001, 0.0024999999},
                {0.89999998, 0.001},
                {1, 0}};
    };
    class braf_tailSoundCurve
    {
        points[] =
            {
                {0, 1},
                {0.2, 0.85000002},
                {0.5, 0.40000001},
                {0.80000001, 0.1},
                {1, 0}};
    };
    class braf_rifleSoundCurve
    {
        points[] =
            {
                {0, 1},
                {0.001, 0.92000002},
                {0.0049999999, 0.88999999},
                {0.1, 0.84750003},
                {0.2, 0.8096},
                {0.40000001, 0.75330001},
                {0.60000002, 0.63150001},
                {0.80000001, 0.49680001},
                {0.89999998, 0.39680001},
                {1, 0}};
    };
    class braf_silencedSoundCurve
    {
        points[] =
            {
                {0, 1},
                {0.001, 0.85000002},
                {0.0049999999, 0.69},
                {0.1, 0.54750001},
                {0.2, 0.4596},
                {0.40000001, 0.30329999},
                {0.60000002, 0.25150001},
                {0.80000001, 0.1268},
                {0.89999998, 0.046799999},
                {1, 0}};
    };
    class braf_grenade_SoundCurve
    {
        points[] =
            {
                {0, 1},
                {0.1, 0.85000002},
                {0.2, 0.625},
                {0.30000001, 0.55000001},
                {0.40000001, 0.28999999},
                {0.5, 0.145},
                {0.60000002, 0.1},
                {1, 0}};
    };
    class braf_fadeout_SoundCurve
    {
        points[] =
            {
                {0, 1},
                {1, 0}};
    };
};
class CfgDistanceFilters
{
    class braf_defaultDistanceFilter
    {
        type = "lowPassFilter";
        minCutoffFrequency = 150;
        qFactor = 1;
        innerRange = 400;
        range = 2600;
        powerFactor = 32;
    };
    class braf_rifleShotDistanceFilter
    {
        type = "lowPassFilter";
        minCutoffFrequency = 250;
        qFactor = 1.3;
        innerRange = 150;
        range = 1800;
        powerFactor = 32;
    };
    class braf_rifleTailDistanceFilter
    {
        type = "lowPassFilter";
        minCutoffFrequency = 150;
        qFactor = 1;
        innerRange = 350;
        range = 1800;
        powerFactor = 32;
    };
    class braf_grenade_filter
    {
        type = "lowpassfilter";
        mincutofffrequency = 165;
        qfactor = 1;
        innerrange = 30;
        range = 2000;
        powerfactor = 32;
    };
};
class CfgSound3DProcessors
{
    class braf_grenade_proc
    {
        type = "panner";
        innerrange = 10;
        range = 100;
        rangecurve = "braf_fadeout_SoundCurve";
    };
};
class cfgSoundShaders
{
    class braf_minimi_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_02",
                 1}};
        range = 5;
        volume = 0.63095737;
    };
    class braf_minimi_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\MINIMI\m249_fire_3p",
                 1}};
        volume = 0.63095737;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class braf_minimi_midShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_02",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_03",
                 1}};
        volume = 0.50118721;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0.2},
                {50, 1},
                {300, 0},
                {2000, 0}};
    };
    class braf_minimi_distShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_02",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_03",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {50, 0},
                {300, 1},
                {2000, 1}};
    };
    class braf_minimi_TailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Taildistant",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {600, 0.69999999},
                {2000, 1}};
        limitation = 1;
    };
    class braf_minimi_TailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_minimi_TailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1500;
        rangeCurve[] =
            {
                {0, 1},
                {250, 0.30000001},
                {1500, 0}};
        limitation = 1;
    };
    class braf_minimi_TailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailinterior",
                 1}};
        volume = "interior";
        range = 350;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.40000001},
                {100, 0.2},
                {350, 0}};
        limitation = 1;
    };
    class braf_minimi_TailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_minimi_TailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_minimi_silencerShot_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_01",
                 1},

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_02",
                 1},

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_03",
                 1}};
        volume = 0.56234133;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class braf_minimi_silencerTailForest_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailForest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_minimi_silencerTailHouses_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailHouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0}};
        limitation = 1;
    };
    class braf_minimi_silencerTailInterior_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailInterior",
                 1}};
        volume = "interior";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.30000001},
                {150, 0}};
        limitation = 1;
    };
    class braf_minimi_silencerTailMeadows_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailMeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_minimi_silencerTailTrees_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailTrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_50_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_01",
                 1},

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_02",
                 1}};
        range = 5;
        volume = 0.44668359;
    };
    class braf_50_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p",
                 1},

                {"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p",
                 1}};
        volume = 1;
        range = 100;
        rangeCurve = "closeShotCurve";
    };
    class braf_50_MidShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_01",
                 1},

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_02",
                 1},

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_03",
                 1}};
        volume = 1;
        range = 1700;
        rangeCurve[] =
            {
                {0, 0.5},
                {100, 1},
                {300, 0},
                {1700, 0}};
    };
    class braf_50_distShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\HMG\50_distant",
                 1},

                {"\braf\braf_weapons_sound\weapons\HMG\50_distant",
                 1},

                {"\braf\braf_weapons_sound\weapons\HMG\50_distant",
                 1}};
        volume = 1;
        range = 1700;
        rangeCurve[] =
            {
                {0, 0},
                {100, 0},
                {300, 1},
                {1700, 1}};
    };
    class braf_50_tailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_taildistant",
                 1}};
        volume = 1;
        range = 1700;
        rangeCurve[] =
            {
                {0, 0},
                {600, 1},
                {1700, 1}};
        limitable = 1;
    };
    class braf_50_tailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 1700;
        rangeCurve[] =
            {
                {0, 1},
                {1700, 0.30000001}};
        limitable = 1;
    };
    class braf_50_tailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1000;
        rangeCurve[] =
            {
                {0, 1},
                {400, 0.5},
                {1000, 0.30000001}};
        limitable = 1;
    };
    class braf_50_tailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 1700;
        rangeCurve[] =
            {
                {0, 1},
                {1700, 0.30000001}};
        limitable = 1;
    };
    class braf_50_tailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 1700;
        rangeCurve[] =
            {
                {0, 1},
                {1700, 0.30000001}};
        limitable = 1;
    };
    class Braf_fal_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
                 1}};
        range = 5;
        volume = 0.44668359;
    };
    class Braf_fal_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\FAL\fal_fire_1p",
                 1},

                {"\braf\braf_weapons_sound\weapons\FAL\fal_fire_3p",
                 1}};
        volume = 1;
        range = 100;
        rangeCurve = "closeShotCurve";
    };
    class Braf_fal_midShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03",
                 1}};
        volume = 0.50118721;
        range = 2500;
        rangeCurve[] =
            {
                {0, 0.2},
                {50, 1},
                {300, 0},
                {2500, 0}};
    };
    class Braf_fal_distShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03",
                 1}};
        volume = 1;
        range = 2500;
        rangeCurve[] =
            {
                {0, 0},
                {50, 0},
                {300, 1},
                {2500, 1}};
    };
    class Braf_fal_tailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {600, 0.69999999},
                {2000, 1}};
        limitation = 1;
    };
    class Braf_fal_tailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_fal_tailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1500;
        rangeCurve[] =
            {
                {0, 1},
                {250, 0.30000001},
                {1500, 0}};
        limitation = 1;
    };
    class Braf_fal_tailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior",
                 1}};
        volume = "interior";
        range = 350;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.40000001},
                {50, 0.2},
                {350, 0}};
        limitation = 1;
    };
    class Braf_fal_tailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_fal_tailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_fal_silencerShot_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01",
                 1},

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02",
                 1},

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03",
                 1}};
        volume = 1;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class Braf_fal_silencerTailForest_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_fal_silencerTailHouses_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0}};
        limitation = 1;
    };
    class Braf_fal_silencerTailInterior_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior",
                 1}};
        volume = "interior";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.30000001},
                {150, 0}};
        limitation = 1;
    };
    class Braf_fal_silencerTailMeadows_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_fal_silencerTailTrees_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_boito_Close_SoundShader
    {
        samples[] =
            {

                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close1.ogg",
                 1},
                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close2.ogg",
                 1},
        };
        volume = "1 * (1 - interior)";
        range = 50;
        rangeCurve[] =
            {
                {0, 1},
                {25, 0.7},
                {50, 0}};
    };
    class Braf_ia2_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_02",
                 1}};
        range = 5;
        volume = 0.44668359;
    };
    class Braf_ia2_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\ia2\ia2_1p",
                 1},

                {"\braf\braf_weapons_sound\weapons\ia2\ia2_3p",
                 1}};
        volume = 1;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class Braf_ia2_midShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_02",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_03",
                 1}};
        volume = 0.50118721;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0.2},
                {50, 1},
                {300, 0},
                {2000, 0}};
    };
    class Braf_ia2_distShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_01",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_02",
                 1},

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_03",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {50, 0},
                {300, 1},
                {2000, 1}};
    };
    class Braf_ia2_tailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_taildistant",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {600, 0.69999999},
                {2000, 1}};
        limitation = 1;
    };
    class Braf_ia2_tailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_ia2_tailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1500;
        rangeCurve[] =
            {
                {0, 1},
                {250, 0.30000001},
                {1500, 0}};
        limitation = 1;
    };
    class Braf_ia2_tailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailinterior",
                 1}};
        volume = "interior";
        range = 350;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.40000001},
                {100, 0.2},
                {350, 0}};
        limitation = 1;
    };
    class Braf_ia2_tailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_ia2_tailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_ia2_silencerShot_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_01",
                 1},

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_02",
                 1},

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_03",
                 1}};
        volume = 0.56234133;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class Braf_ia2_silencerTailForest_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailForest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_ia2_silencerTailHouses_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailHouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0}};
        limitation = 1;
    };
    class Braf_ia2_silencerTailInterior_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailInterior",
                 1}};
        volume = "interior";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.30000001},
                {150, 0}};
        limitation = 1;
    };
    class Braf_ia2_silencerTailMeadows_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailMeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_ia2_silencerTailTrees_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailTrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_boito_Distant_SoundShader
    {
        samples[] =
            {

                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant1.ogg",
                 1},
                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant2.ogg",
                 1},
        };
        volume = "1 * (1 - interior)";
        range = 200;
        rangeCurve[] =
            {
                {0, 0},
                {25, 0},
                {50, 1},
                {200, 0}};
    };
    class braf_boito_Far_SoundShader
    {
        samples[] =
            {
                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far1.ogg",
                 1},
                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far2.ogg",
                 1},
        };
        volume = "1 * (1 - interior)";
        range = 1500;
        rangecurve[] =
            {
                {0, 0},
                {150, 0},
                {200, 1},
                {800, 0.7},
                {1500, 0}};
    };
    class braf_boito_Indoor_SoundShader
    {
        samples[] =
            {

                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_close.ogg",
                 1},
        };
        volume = "1 * interior";
        range = 50;
        rangeCurve[] =
            {
                {0, 1},
                {25, 0.7},
                {50, 0}};
    };
    class braf_boito_Indoor_Distant_SoundShader
    {
        samples[] =
            {

                {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_distant.ogg",
                 1},
        };
        volume = "1 * interior";
        range = 200;
        rangeCurve[] =
            {
                {0, 0},
                {25, 0},
                {50, 1},
                {200, 0}};
    };
    class braf_shotgun_shells_SoundShader
    {
        samples[] =
            {
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil1.ogg",
                 1},
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil2.ogg",
                 1},
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil3.ogg",
                 1},
        };
        volume = "1 * (1 - interior)";
        range = 35;
        rangeCurve = "braf_basic";
    };
    class braf_shotgun_shells_indor_SoundShader
    {
        samples[] =
            {
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood1.ogg",
                 1},
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood2.ogg",
                 1},
                {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood3.ogg",
                 1},
        };
        volume = "1.4 * interior";
        range = 35;
        rangeCurve = "braf_basic";
    };
    class braf_AGLC_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
                 1}};
        range = 5;
        volume = 0.44668359;
    };
    class braf_AGLC_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\AGLC\m24_3p",
                 1}};
        volume = 1;
        range = 100;
        rangeCurve = "closeShotCurve";
    };
    class braf_AGLC_midShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03",
                 1}};
        volume = 0.50118721;
        range = 2500;
        rangeCurve[] =
            {
                {0, 0.2},
                {50, 1},
                {300, 0},
                {2500, 0}};
    };
    class braf_AGLC_distShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03",
                 1}};
        volume = 1;
        range = 2500;
        rangeCurve[] =
            {
                {0, 0},
                {50, 0},
                {300, 1},
                {2500, 1}};
    };
    class braf_AGLC_tailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {600, 0.69999999},
                {2000, 1}};
        limitation = 1;
    };
    class braf_AGLC_tailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_AGLC_tailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1500;
        rangeCurve[] =
            {
                {0, 1},
                {250, 0.30000001},
                {1500, 0}};
        limitation = 1;
    };
    class braf_AGLC_tailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior",
                 1}};
        volume = "interior";
        range = 350;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.40000001},
                {50, 0.2},
                {350, 0}};
        limitation = 1;
    };
    class braf_AGLC_tailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_AGLC_tailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class braf_AGLC_silencerShot_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01",
                 1},

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02",
                 1},

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03",
                 1}};
        volume = 1;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class braf_AGLC_silencerTailForest_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_AGLC_silencerTailHouses_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0}};
        limitation = 1;
    };
    class braf_AGLC_silencerTailInterior_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior",
                 1}};
        volume = "interior";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.30000001},
                {150, 0}};
        limitation = 1;
    };
    class braf_AGLC_silencerTailMeadows_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class braf_AGLC_silencerTailTrees_SoundShader
    {
        samples[] =
            {

                {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_MAG_Closure_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_03",
                 1}};
        range = 5;
        volume = 0.44668359;
    };
    class Braf_MAG_closeShot_SoundShader
    {
        samples[] =
            {

                {"\braf\braf_weapons_sound\weapons\MAG\mag_fire_3p",
                 1}};
        volume = 1;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class Braf_MAG_midShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_03",
                 1}};
        volume = 0.50118721;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0.2},
                {50, 1},
                {300, 0},
                {2000, 0}};
    };
    class Braf_MAG_distShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_03",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {50, 0},
                {300, 1},
                {2000, 1}};
    };
    class Braf_MAG_tailDistant_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_taildistant",
                 1}};
        volume = 1;
        range = 2000;
        rangeCurve[] =
            {
                {0, 0},
                {600, 0.69999999},
                {2000, 1}};
        limitation = 1;
    };
    class Braf_MAG_tailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailforest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_MAG_tailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailhouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 1500;
        rangeCurve[] =
            {
                {0, 1},
                {250, 0.30000001},
                {1500, 0}};
        limitation = 1;
    };
    class Braf_MAG_tailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailinterior",
                 1}};
        volume = "interior";
        range = 350;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.40000001},
                {100, 0.2},
                {350, 0}};
        limitation = 1;
    };
    class Braf_MAG_tailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailmeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_MAG_tailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailtrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 2000;
        rangeCurve[] =
            {
                {0, 1},
                {2000, 0}};
        limitation = 1;
    };
    class Braf_MAG_silencerShot_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_01",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_02",
                 1},

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_03",
                 1}};
        volume = 1;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class Braf_MAG_silencerTailForest_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailForest",
                 1}};
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_MAG_silencerTailHouses_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailHouses",
                 1}};
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0}};
        limitation = 1;
    };
    class Braf_MAG_silencerTailInterior_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailInterior",
                 1}};
        volume = "interior";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {50, 0.30000001},
                {150, 0}};
        limitation = 1;
    };
    class Braf_MAG_silencerTailMeadows_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailMeadows",
                 1}};
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
    class Braf_MAG_silencerTailTrees_SoundShader
    {
        samples[] =
            {

                {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailTrees",
                 1}};
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] =
            {
                {0, 1},
                {150, 0.30000001}};
        limitation = 1;
    };
};
class CfgSoundSets
{
    class Rifle_Shot_Base_SoundSet;
    class Rifle_Tail_Base_SoundSet;
    class Rifle_InteriorTail_Base_SoundSet;
    class Rifle_silencerShot_Base_SoundSet;
    class Rifle_silencerTail_Base_SoundSet;
    class Rifle_silencerInteriorTail_Base_SoundSet;
    class Pistol_Shot_Base_SoundSet;
    class Pistol_Tail_Base_SoundSet;
    class Pistol_InteriorTail_Base_SoundSet;
    class Pistol_silencerShot_Base_SoundSet;
    class Pistol_silencerTail_Base_SoundSet;
    class Pistol_silencerInteriorTail_Base_SoundSet;
    class braf_50_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_50_closeShot_SoundShader",
                "braf_50_midShot_SoundShader",
                "braf_50_distShot_SoundShader",
                "braf_50_Closure_SoundShader"};
        volumeFactor = 1.2;
        volumeCurve = "InverseSquare2Curve";
        spatial = 1;
        doppler = 0;
        loop = 0;
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
        occlusionFactor = 0.5;
        obstructionFactor = 0.30000001;
    };
    class braf_50_tail_SoundSet
    {
        soundShaders[] =
            {
                "braf_50_tailDistant_SoundShader",
                "braf_50_tailTrees_SoundShader",
                "braf_50_tailForest_SoundShader",
                "braf_50_tailMeadows_SoundShader",
                "braf_50_tailHouses_SoundShader"};
        volumeFactor = 1;
        volumeCurve = "InverseSquare2Curve";
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 3;
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter";
        occlusionFactor = 0.30000001;
        obstructionFactor = 0;
    };
    class braf_FAL_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_fal_Closure_SoundShader",
                "Braf_fal_closeShot_SoundShader",
                "Braf_fal_midShot_SoundShader",
                "Braf_fal_distShot_SoundShader"};
    };
    class Braf_fal_Tail_SoundSet : Rifle_Tail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_fal_tailDistant_SoundShader",
                "Braf_fal_tailForest_SoundShader",
                "Braf_fal_tailHouses_SoundShader",
                "Braf_fal_tailMeadows_SoundShader",
                "Braf_fal_tailTrees_SoundShader"};
    };
    class braf_FAL_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_Fal_tailInterior_SoundShader"};
    };
    class braf_FAL_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_FAL_Closure_SoundShader",
                "braf_FAL_silencerShot_SoundShader"};
        volumeFactor = 1.4;
    };
    class braf_FAL_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_FAL_silencerTailTrees_SoundShader",
                "braf_FAL_silencerTailForest_SoundShader",
                "braf_FAL_silencerTailMeadows_SoundShader",
                "braf_FAL_silencerTailHouses_SoundShader"};
    };
    class braf_FAL_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_FAL_silencerTailInterior_SoundShader"};
    };
    class braf_AGLC_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_Closure_SoundShader",
                "braf_AGLC_closeShot_SoundShader",
                "braf_AGLC_midShot_SoundShader",
                "braf_AGLC_distShot_SoundShader"};
    };
    class braf_AGLC_Tail_SoundSet : Rifle_Tail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_tailDistant_SoundShader",
                "braf_AGLC_tailForest_SoundShader",
                "braf_AGLC_tailHouses_SoundShader",
                "braf_AGLC_tailMeadows_SoundShader",
                "braf_AGLC_tailTrees_SoundShader"};
    };
    class braf_AGLC_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_tailInterior_SoundShader"};
    };
    class braf_AGLC_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_Closure_SoundShader",
                "braf_AGLC_silencerShot_SoundShader"};
        volumeFactor = 1.4;
    };
    class braf_AGLC_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_silencerTailTrees_SoundShader",
                "braf_AGLC_silencerTailForest_SoundShader",
                "braf_AGLC_silencerTailMeadows_SoundShader",
                "braf_AGLC_silencerTailHouses_SoundShader"};
    };
    class braf_AGLC_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_AGLC_silencerTailInterior_SoundShader"};
    };
    class braf_ia2_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_ia2_Closure_SoundShader",
                "Braf_ia2_closeShot_SoundShader",
                "Braf_ia2_midShot_SoundShader",
                "Braf_ia2_distShot_SoundShader"};
    };
    class Braf_ia2_Tail_SoundSet : Rifle_Tail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_ia2_tailDistant_SoundShader",
                "Braf_ia2_tailForest_SoundShader",
                "Braf_ia2_tailHouses_SoundShader",
                "Braf_ia2_tailMeadows_SoundShader",
                "Braf_ia2_tailTrees_SoundShader"};
    };
    class braf_ia2_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_ia2_tailInterior_SoundShader"};
    };
    class braf_ia2_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_ia2_Closure_SoundShader",
                "braf_ia2_silencerShot_SoundShader"};
        volumeFactor = 1.4;
    };
    class braf_ia2_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_ia2_silencerTailTrees_SoundShader",
                "braf_ia2_silencerTailForest_SoundShader",
                "braf_ia2_silencerTailMeadows_SoundShader",
                "braf_ia2_silencerTailHouses_SoundShader"};
    };
    class braf_ia2_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_ia2_silencerTailInterior_SoundShader"};
    };
    class Braf_MAG_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_Closure_SoundShader",
                "Braf_MAG_closeShot_SoundShader",
                "Braf_MAG_midShot_SoundShader",
                "Braf_MAG_distShot_SoundShader"};
    };
    class Braf_MAG_Tail_SoundSet : Rifle_Tail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_tailDistant_SoundShader",
                "Braf_MAG_tailForest_SoundShader",
                "Braf_MAG_tailHouses_SoundShader",
                "Braf_MAG_tailMeadows_SoundShader",
                "Braf_MAG_tailTrees_SoundShader"};
    };
    class Braf_MAG_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_tailInterior_SoundShader"};
    };
    class Braf_MAG_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_Closure_SoundShader",
                "Braf_MAG_silencerShot_SoundShader"};
        volumeFactor = 1.4;
    };
    class Braf_MAG_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_silencerTailTrees_SoundShader",
                "Braf_MAG_silencerTailForest_SoundShader",
                "Braf_MAG_silencerTailMeadows_SoundShader",
                "Braf_MAG_silencerTailHouses_SoundShader"};
    };
    class Braf_MAG_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "Braf_MAG_silencerTailInterior_SoundShader"};
    };
    class braf_minimi_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_Closure_SoundShader",
                "braf_minimi_closeShot_SoundShader",
                "braf_minimi_midShot_SoundShader",
                "braf_minimi_distShot_SoundShader"};
    };
    class braf_minimi_Tail_SoundSet : Rifle_Tail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_TailDistant_SoundShader",
                "braf_minimi_TailForest_SoundShader",
                "braf_minimi_TailHouses_SoundShader",
                "braf_minimi_TailMeadows_SoundShader",
                "braf_minimi_TailTrees_SoundShader"};
    };
    class braf_minimi_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_TailInterior_SoundShader"};
    };
    class braf_minimi_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_Closure_SoundShader",
                "braf_minimi_silencerShot_SoundShader"};
    };
    class braf_minimi_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_silencerTailTrees_SoundShader",
                "braf_minimi_silencerTailForest_SoundShader",
                "braf_minimi_silencerTailMeadows_SoundShader",
                "braf_minimi_silencerTailHouses_SoundShader"};
    };
    class braf_minimi_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_minimi_silencerTailInterior_SoundShader"};
    };
    class braf_boito_Shot_SoundSet : Rifle_Shot_Base_SoundSet
    {
        soundShaders[] =
            {
                "braf_boito_Close_SoundShader",
                "braf_boito_Distant_SoundShader",
                "braf_boito_Far_SoundShader",
                "braf_boito_Indoor_SoundShader",
                "braf_boito_Indoor_Distant_SoundShader"};
    };
    class braf_shotgun_shells_SoundSet
    {
        soundShaders[] =
            {
                "braf_shotgun_shells_SoundShader",
                "braf_shotgun_shells_indor_SoundShader"};
        volumeFactor = 0.5;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "braf_Shot_light_3DProcessingType";
        distanceFilter = "braf_defaultDistanceFilter";
        occlusionFactor = 0;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
};
class CfgSounds
{
    class AMF_PGM_ULTIMA_RATIO_BOLT_SOUND
    {
        name = "AMF_PGM_ULTIMA_RATIO_BOLT_SOUND";
        Sound[] = {
            "\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO_Rechamber",
            1,
            1,
            15};
        titles[] = {};
    };
};