// Lightswitch
Object/LightSwitch/Switch1 Sounds/Enviromental/SFX/Objects/lightswitch.wav

// Keyboard
Object/Keyboard/Clicks1 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard1_clicks.wav
Object/Keyboard/Clicks2 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard2_clicks.wav
Object/Keyboard/Clicks3 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard3_clicks.wav
Object/Keyboard/Clicks4 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard4_clicks.wav
Object/Keyboard/Clicks5 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard5_clicks.wav
Object/Keyboard/Clicks6 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard6_clicks.wav
Object/Keyboard/Clicks7 Sounds/Enviromental/SFX/Objects/Keyboard/keyboard7_clicks.wav

$random Object/Keyboard/Clicks {
	Object/Keyboard/Clicks1
	Object/Keyboard/Clicks2
	Object/Keyboard/Clicks3
	Object/Keyboard/Clicks4
	Object/Keyboard/Clicks5
	Object/Keyboard/Clicks6
	Object/Keyboard/Clicks7
}

// SLENDERMAN
Slenderman/Stinger BOO
Slenderman/Kill1 Slnkill
Slenderman/Kill2 Slnkill2
Slenderman/Attack DSBOO
$random Slenderman/Kill {Slenderman/Kill1 Slenderman/Kill2}
Slenderman/Distorted1 Sounds/Ghosts/Slender/SFX_Slender_001.wav
Slenderman/Distorted2 Sounds/Ghosts/Slender/SFX_Slender_002.wav
Slenderman/Distorted3 Sounds/Ghosts/Slender/SFX_Slender_003.wav
Slenderman/Distorted4 Sounds/Ghosts/Slender/SFX_Slender_004.wav
Slenderman/Distorted5 Sounds/Ghosts/Slender/SFX_Slender_005.wav
Slenderman/Distorted6 Sounds/Ghosts/Slender/SFX_Slender_006.wav
Slenderman/Distorted7 Sounds/Ghosts/Slender/SFX_Slender_007.wav
Slenderman/Distorted8 Sounds/Ghosts/Slender/SFX_Slender_008.wav
Slenderman/Distorted9 Sounds/Ghosts/Slender/SFX_Slender_009.wav
Slenderman/Distorted10 Sounds/Ghosts/Slender/SFX_Slender_010.wav
Slenderman/Distorted11 Sounds/Ghosts/Slender/SFX_Slender_011.wav
Slenderman/Distorted12 Sounds/Ghosts/Slender/SFX_Slender_012.wav
Slenderman/Distorted13 Sounds/Ghosts/Slender/SFX_Slender_013.wav
Slenderman/Distorted14 Sounds/Ghosts/Slender/SFX_Slender_014.wav
Slenderman/Distorted15 Sounds/Ghosts/Slender/SFX_Slender_015.wav
Slenderman/Distorted16 Sounds/Ghosts/Slender/SFX_Slender_016.wav
Slenderman/Distorted17 Sounds/Ghosts/Slender/SFX_Slender_017.wav
Slenderman/Distorted18 Sounds/Ghosts/Slender/SFX_Slender_018.wav
Slenderman/Dollars Sounds/TwentyDollars.ogg

Glitch1 err1
Glitch2 err2
Glitch3 err3
Glitch4 err4
Glitch5 err5
Glitch6 err6
$random Glitch { Glitch1 Glitch2 Glitch3 Glitch4 Glitch5 Glitch6 }

// THE GIRL
Girl/Idle Crying
$volume Girl/Idle 0.3
$rolloff Girl/Idle 100 768

Girl/Boo girlatt
Girl/Kill1 GrlKill
Girl/Kill2 GrlKill2
Girl/See BABCRY
Girl/Active1 GirlSee
Girl/Active2 GirlSee2
Girl/Active3 GirlSee3

Girl/ShadowClose GirlSc
$rolloff Girl/ShadowClose 64 384
$volume Girl/ShadowClose 0.3

Girl/Pain GirlPain
$rolloff Girl/Pain 1200 5000

Girl/Tension grltens
$volume Girl/Tension 0.25
$rolloff Girl/Tension 128 1536

Girl/Step1 Sounds/Ghosts/Shadow/Shadow_Step1.ogg
Girl/Step2 Sounds/Ghosts/Shadow/Shadow_Step2.ogg
Girl/Step3 Sounds/Ghosts/Shadow/Shadow_Step3.ogg
Girl/Step4 Sounds/Ghosts/Shadow/Shadow_Step4.ogg
$rolloff Girl/Step 100 700
$volume Girl/Step 0.15
$random Girl/Step { Girl/Step1 Girl/Step2 Girl/Step3 Girl/Step4}

$volume Girl/Active 0.75
$random Girl/Active {Girl/Active1 Girl/Active2 Girl/Active3}
$random Girl/Kill {Girl/Kill1 Girl/Kill2}

// SKELETON
Man/Enraged manatck
Man/Sees1 sklla1
Man/Sees2 sklla2
Man/Sees3 sklla3
Skeleton/Enraged manatck
Skeleton/Stinger1 SLSTAB2
Skeleton/Stinger2 SLSTAB3
Skeleton/Kill	skkill
Skeleton/Bones	bones
Skeleton/Chasing1 sklatt1
Skeleton/Chasing2 sklatt2
Skeleton/Chasing3 sklatt3
Skeleton/Chasing4 sklatt4
Skeleton/Chasing5 sklatt5
Skeleton/Chasing6 sklatt6
Skeleton/Chasing7 sklatt7
$random Skeleton/Chasing {
	Skeleton/Chasing1
	Skeleton/Chasing2
	Skeleton/Chasing3
	Skeleton/Chasing4
	Skeleton/Chasing5
	Skeleton/Chasing6
	Skeleton/Chasing7
}
$random Skeleton/Stinger { Skeleton/Stinger1 Skeleton/Stinger2 }

$rolloff Man/Sees1 256 1200
$rolloff Man/Sees2 256 1200
$rolloff Man/Sees3 256 1200
$random Man/Sees {Man/Sees1 Man/Sees2 Man/Sees3}

doors/scp_open		d1_open
doors/scp_close		d1_close

doors/metal_open	d2_open
doors/metal_close1	d2_close
doors/metal_close2	d2_clos2
$random doors/metal_close {doors/metal_close1 doors/metal_close2}

doors/d3_open	d3_open
doors/d3_close	d3_close
doors/d4_open	d4_open
doors/d4_move	d4_move
doors/d4_close	d4_close
doors/d5_open	d5_open
doors/d5_move	d5_move
doors/d5_close	d5_close

map05/train			trainl
map05/train2		trainl2

$limit map05/train	64
$limit map05/train2 64

engine/start		enstrt
elevator/start		elstart
elevator/move		elmove
elevator/stop		elstop

$volume elevator/move 0.2

//Shadow
Shadow/Angry1		Sounds/Ghosts/Shadow/Shadow_Angry.ogg
Shadow/Angry2		Sounds/Ghosts/Shadow/Shadow_Angry2.ogg
$random Shadow/Angry {Shadow/Angry1 Shadow/Angry2}

Shadow/Step1		Sounds/Ghosts/Shadow/Shadow_Step1.ogg
Shadow/Step2		Sounds/Ghosts/Shadow/Shadow_Step2.ogg
Shadow/Step3		Sounds/Ghosts/Shadow/Shadow_Step3.ogg
Shadow/Step4		Sounds/Ghosts/Shadow/Shadow_Step4.ogg
Shadow/Step5		Sounds/Ghosts/Shadow/Shadow_Step5.ogg
Shadow/Step6		Sounds/Ghosts/Shadow/Shadow_Step6.ogg
Shadow/Step7		Sounds/Ghosts/Shadow/Shadow_Step7.ogg
Shadow/Step8		Sounds/Ghosts/Shadow/Shadow_Step8.ogg
$rolloff Shadow/Step 100 600
$volume Shadow/Step 0.1
$random Shadow/Step { Shadow/Step1 Shadow/Step2 Shadow/Step3 Shadow/Step4 }

Shadow/Frightened1	Sounds/Ghosts/Shadow/Shadow_Frightened.ogg
Shadow/Frightened2	Sounds/Ghosts/Shadow/Shadow_Frightened2.ogg
$random Shadow/Frightened {Shadow/Frightened1 Shadow/Frightened2}

Shadow/Lurking1		Sounds/Ghosts/Shadow/Shadow_Lurking.ogg
Shadow/Lurking2		Sounds/Ghosts/Shadow/Shadow_Lurking2.ogg
$random Shadow/Lurking {Shadow/Lurking1	Shadow/Lurking2}
$volume Shadow/Lurking 0.35
$rolloff Shadow/Lurking 1024 3000

Shadow/Teleport		Sounds/Ghosts/Shadow/Shadow_Teleport.ogg

Shadow/Idle			Sounds/Ghosts/Shadow/Shadow_Idle.ogg
$volume	Shadow/Idle 0.06
$rolloff Shadow/Idle 256 1200

Shadow/Hurt1	Sounds/Ghosts/Shadow/Shadow_Hurt.ogg
Shadow/Hurt2	Sounds/Ghosts/Shadow/Shadow_Hurt2.ogg
Shadow/Hurt3	Sounds/Ghosts/Shadow/Shadow_Hurt3.ogg
Shadow/Hurt4	Sounds/Ghosts/Shadow/Shadow_Hurt4.ogg
Shadow/Hurt5	Sounds/Ghosts/Shadow/Shadow_Hurt5.ogg
Shadow/Hurt6	Sounds/Ghosts/Shadow/Shadow_Hurt6.ogg
$random Shadow/Hurt { Shadow/Hurt1 Shadow/Hurt2 Shadow/Hurt3 Shadow/Hurt4 Shadow/Hurt5 Shadow/Hurt6 }
$rolloff Shadow/Hurt 32 600

Female/HelpMe	helpme
Female/OverHere	overhere

Global/Hello Sounds/Ghosts/Hello.ogg
Global/Sorry Sounds/Ghosts/Sorry.ogg

PlayerFaker/Taunt PFTAUNT
PlayerFaker/Death PDIEHI
PlayerFaker/Talk Talk
$random PlayerFaker/Scream { PlayerFaker/Scream1 PlayerFaker/Scream2 PlayerFaker/Scream3 }

PlayerFaker/Scream1 PSCRM
PlayerFaker/Scream2 PSCRM2
PlayerFaker/Scream3 PSCRM3
$volume PlayerFaker/Scream 0.5
$limit PlayerFaker/Scream 256

Player/Heartbeat HBeat
$rolloff Player/Heartbeat 256 3500


Faceless/Idle Sounds/Ghosts/Shadow/Shadow_Idle.ogg


Player/Breath1 PBTH 
Player/Breath2 PBTH2
$random Player/Breath { Player/Breath1 Player/Breath2}

Gore/Gib		GIB
//Blood
Gore/BloodHit1 DSBLOOD1
Gore/BloodHit2 DSBLOOD2
Gore/BloodHit3 DSBLOOD2
Gore/BloodSplat1 DSBLUD01
Gore/BloodSplat2 DSBLUD02
Gore/BloodSplat3 DSBLUD03
$random Gore/BloodHit {Gore/BloodHit1 Gore/BloodHit2 Gore/BloodHit3}
$random Gore/BloodSplat {Gore/BloodSplat1 Gore/BloodSplat2 Gore/BloodSplat3}
$volume Gore/BloodSplat 0.2
$volume Gore/BloodHit 0.7

//Pages
Present/Pick DSPRST
Buck/Pick CHING
Page/Pick DSPGPC
Page/Whisper1 DSPW1
Page/Whisper2 DSPW2
Page/Whisper3 DSPW3
$random Page/Whisper {Page/Whisper1 Page/Whisper2 Page/Whisper3}
$volume Page/Whisper1 0.25
$rolloff Page/Whisper1 32 256
$volume Page/Whisper2 0.25
$rolloff Page/Whisper2 32 256
$volume Page/Whisper3 0.25
$rolloff Page/Whisper3 32 256

//Lights
Lights/Off spd
$volume Lights/Off 0.85
$rolloff Lights/Off 128 1500

Lights/Active lactive
$volume Lights/Active 0.025
$rolloff Lights/Active 0 1

Lights/Flick lflick
$volume Lights/Flick 0.4

Lights/Flickering1 CLIGHT1
Lights/Flickering2 CLIGHT2
Lights/Flickering3 CLIGHT3
$random Lights/Flickering {Lights/Flickering1 Lights/Flickering2 Lights/Flickering3}
$volume Lights/Flickering 0.7
$rolloff Lights/Flickering 128 600

Lights/Idle1 Sounds/Enviromental/SFX/Lights/loop_neonlight_01.ogg
Lights/Idle2 Sounds/Enviromental/SFX/Lights/loop_neonlight_02.ogg
Lights/Idle3 Sounds/Enviromental/SFX/Lights/loop_neonlight_03.ogg
$random Lights/Idle {Lights/Idle1 Lights/Idle2 Lights/Idle3}
$limit Lights/Idle 4096
$rolloff Lights/Idle 70 500
$volume Lights/Idle 0.6

Lights/Legacy/Idle1 Sounds/Enviromental/SFX/Lights/loop_on_01.ogg
Lights/Legacy/Idle2 Sounds/Enviromental/SFX/Lights/loop_on_02.ogg
$random Lights/Legacy/Idle {Lights/Legacy/Idle1 Lights/Legacy/Idle2}

$limit Lights/Legacy/Idle 4096
$rolloff Lights/Legacy/Idle 100 450
$volume Lights/Legacy/Idle 0.025

BREAK1 DSLBRE1
BREAK2 DSLBRE2
BREAK3 DSLBRE3
$rolloff BREAK1 512 3000
$rolloff BREAK2 512 3000
$rolloff BREAK3 512 3000
$random Lights/Break {BREAK1 BREAK2 BREAK3}
$rolloff Lights/Break 128 1200

Lights/Lamp/Break dslbre4
$rolloff Lights/Lamp/Break 128 1200

droplet Sounds/Enviromental/SFX/Water/drop.wav
$volume droplet 0.05
$rolloff droplet 20 1200

menu/activate		msel	// Activate a new menu
menu/backup			scklik	// Backup to previous menu
menu/prompt			glbrk	// Activate a prompt "menu"
menu/cursor			msel2	// Move cursor up/down
menu/change			LISTNEXT	// Select new value for option
menu/invalid		dsoof	// Menu not available
menu/dismiss		glbrk	// Dismiss a prompt message
menu/choose			msel3	// Choose a menu item
menu/clear			msel	// Close top menu

//WEAPONS
weapons/lighter_open DSZOPEN
weapons/lighter_click DSZIP
weapons/lighter_close DSZCLOSE

$volume weapons/lighter_open 0.95
$volume weapons/lighter_close 0.95

weapons/glowstick_throw DSTHROW
weapons/glowstick_pick DSGPICK
weapons/glowstick_pick2 DSTHROW
weapons/glowstick_switch DSTHROW
weapons/glowstick_bounce GLBM2
weapons/glowstick_break glbrk
weapons/glowstick_splash1 dsblud01
weapons/glowstick_splash2 dsblud01
weapons/glowstick_splash3 dsblud01
$random weapons/glowstick_splash {weapons/glowstick_splash1 weapons/glowstick_splash2 weapons/glowstick_splash3}
$volume weapons/glowstick_splash 0.5
$volume weapons/glowstick_break 0.9
$rolloff weapons/glowstick_break 256 1536
$rolloff weapons/glowstick_splash 128 1024

$volume weapons/glowstick_pick2 0.3
$volume weapons/glowstick_bounce 0.25

Weapons/flashlight_switch DSFLSW
Weapons/flashlight_switch_quiet DSFLSW
$volume Weapons/flashlight_switch_quiet 0.2
$rolloff Weapons/flashlight_switch_quiet 32 150

Weapons/Flashlight_Drain fldrain

Weapons/Matches_Ignite2 Sounds/Matchbox_ignite2.ogg
Weapons/Matches_Ignite1 Sounds/Matchbox_ignite1.ogg
$random Weapons/Matches_Ignite { Weapons/Matches_Ignite1 Weapons/Matches_Ignite2 }
Weapons/Matches_IgniteTip Sounds/Matchbox_tip.ogg


Weapons/Matches_Drop Sounds/Matches_Drop.wav
Weapons/Matches_Select Sounds/Matchbox_Select.wav
$random Weapons/Matches_Pickup { Weapons/Matches_Pickup1 Weapons/Matches_Pickup2 }

$rolloff Weapons/Matches_Select 64 300
$volume Weapons/Matches_Select 0.55

Weapons/Matches_Pickup1 Sounds/Matches_Pick.wav
Weapons/Matches_Pickup2 Sounds/Matches_Pick2.wav


// Items
Items/Battery/Pickup Sounds/Items/Battery_Pickup.ogg
Items/Battery/Use Sounds/Items/Battery_Use.ogg

Items/Stimpack/Pickup Sounds/Items/Stimpack_Pickup.ogg
Items/Stimpack/Use Sounds/Items/Stimpack_Use.ogg

Items/Medikit/Pickup Sounds/Items/Medikit_Pickup.ogg
Items/Medikit/Use Sounds/Items/Medikit_Use.ogg

// Selector
Selector/Answered moveold

// Check: Is this somewhere???
noise lflick
$volume noise 0.5

// Misc sounds
countdown_eight eight
Wanderer moveold
Pent Pent
Pot/Break      POTBRK

// Sounds played when player gets killed
Player/Death1 death
Player/Death2 death2
Player/Death3 death3
Player/Death4 death4
Player/Death5 death5
Player/Death6 death6
$random Player/Death {Player/Death1 Player/Death2 Player/Death3 Player/Death4 Player/Death5 Player/Death6}

Global/Ghosted Sounds/Ghosts/Ghosted.ogg

Global/Bass1 Move1
Global/Bass2 Move2
Global/Bass3 Move3
Global/Bass4 Move4
Global/Tense Tense
$volume Global/Tense 0.3
Ghosted2/Intro INTRO
Ghosted2/Gamemode gamemode
Ghosted2/Play play
Ghosted2/PlayChristmas1 chplay
Ghosted2/PlayChristmas2 chplay2
$random Ghosted2/PlayChristmas {Ghosted2/PlayChristmas1 Ghosted2/PlayChristmas2}
$random Ghosted2/Tension {Ghosted2/Tension1 Ghosted2/Tension2}
Ghosted2/Tension1 tension
Ghosted2/Tension2 tension2
Ghosted2/Page page
Ghosted2/AllPages1 Sounds/Enviromental/SFX/MISC/SFX_AllPageGot_001.wav
//Ghosted2/AllPages2 Sounds/Enviromental/SFX/MISC/SFX_AllPageGot_002.wav
//Ghosted2/AllPages3 Sounds/Enviromental/SFX/MISC/SFX_AllPageGot_003.wav
$random Ghosted2/AllPages {Ghosted2/AllPages1}
Ghosted2/Achievement ACH
Ghosted2/Menu/Fade LISTEND
Ghosted2/Menu/Click LISTNEXT
Ghosted2/Inventory/Open INVOPEN
Ghosted2/Inventory/Select LISTNEXT
Ghosted2/Inventory/Use LISTNEXT
Ghosted2/Inventory/Drop DSTHROW

//Scoreboard
Scoreboard/ShowEntry		SCSHOW
Scoreboard/ShowStart		SCBEGIN
Scoreboard/ShowEnd			play
Scoreboard/Tick				scklik
Scoreboard/Countdown		cink2

Map03/TrainBreaks trnbrks
$rolloff Map03/TrainBreaks 1200 10000
$volume Map03/TrainBreaks 0.2

Global/Wind1 WIND01
$rolloff Global/Wind1 200 1900
$ambient 4 Global/Wind1 point 0.75 continuous 0.3

Global/RunningWater1 rnwtr
$rolloff Global/RunningWater1 250 1000
$ambient 5 Global/RunningWater1 point 0.6 continuous 0.05

Global/MachineNoise1 mchnose
$rolloff Global/MachineNoise1 250 1300
$ambient 6 Global/MachineNoise1 point 0.55 continuous 0.8

Global/Atmosphere1 atmpsh
$rolloff Global/Atmosphere1 500 2000
$pitchshift Global/Atmosphere1 7
$ambient 7 Global/Atmosphere1 point 0.75 continuous 0.8

Global/RunningWater2 wtrfl
$rolloff Global/RunningWater2 200 1100
$ambient 8 Global/RunningWater2 point 0.75 continuous 0.4

Global/MachineNoise2 mchnose2
$rolloff Global/MachineNoise2 250 1300
$ambient 9 Global/MachineNoise2 point 0.75 continuous 0.8

Global/MachineHum  Sounds/Enviromental/SFX/Industrial/MachineryHum.wav
$AMBIENT 10 Global/MachineHum Point continuous 0.6

Global/CaveWind Sounds/Enviromental/SFX/Wind/CavernWind.wav
$AMBIENT 13 Global/CaveWind Point continuous 0.9

Global/DemonicTalking Sounds/Enviromental/SFX/MISC/SFX_DEMONSPEECH.wav
$AMBIENT 14 Global/DemonicTalking surround continuous 0.6

Global/Core Sounds/Enviromental/SFX/MISC/SFX_DEMONSPEECH.wav
$rolloff Global/Core 512 4000

Global/WorkingMachine1  Sounds/Enviromental/SFX/Industrial/WorkingMachines_001.wav
$AMBIENT 15 Global/WorkingMachine1 Point continuous 0.6
Global/WorkingMachine2  Sounds/Enviromental/SFX/Industrial/WorkingMachines_002.wav
$AMBIENT 16 Global/WorkingMachine1 Point continuous 0.6
Global/WorkingMachine3  Sounds/Enviromental/SFX/Industrial/WorkingMachines_003.wav
$AMBIENT 17 Global/WorkingMachine1 Point continuous 0.6

$ambient 18 map05/train surround continuous 1.0

Global/Fire firecrck
$rolloff Global/Fire 200 1000
$volume Global/Fire 0.4
$pitchshift Global/Fire 7

//FOOTSTEPS
FootSteps/Default1 dsstp1
FootSteps/Default2 dsstp2
FootSteps/Default3 dsstp3
FootSteps/Default4 dsstp4
$random FootSteps/Default {FootSteps/Default1 FootSteps/Default2 FootSteps/Default3 FootSteps/Default4}

FootSteps/Metal1 MET01
FootSteps/Metal2 MET02
FootSteps/Metal3 MET03
FootSteps/Metal4 MET04
FootSteps/Metal5 MET05
FootSteps/Metal6 MET06
$random FootSteps/Metal {FootSteps/Metal1 FootSteps/Metal2 FootSteps/Metal3 FootSteps/Metal4 FootSteps/Metal5 FootSteps/Metal6}

FootSteps/Dirt1 DIRT1
FootSteps/Dirt2 DIRT2
FootSteps/Dirt3 DIRT3
FootSteps/Dirt4 DIRT4
FootSteps/Dirt5 DIRT5
FootSteps/Dirt6 DIRT6
$random FootSteps/Dirt {FootSteps/Dirt1 FootSteps/Dirt2 FootSteps/Dirt3 FootSteps/Dirt4 FootSteps/Dirt5 FootSteps/Dirt6 }

FootSteps/Rock1 Rock1
FootSteps/Rock2 Rock2
FootSteps/Rock3 Rock3
FootSteps/Rock4 Rock4
FootSteps/Rock5 Rock5
FootSteps/Rock6 Rock6
FootSteps/Rock7 Rock7
FootSteps/Rock8 Rock8
$random FootSteps/Rock {FootSteps/Rock1 FootSteps/Rock2 FootSteps/Rock3 FootSteps/Rock4 FootSteps/Rock5 FootSteps/Rock6 FootSteps/Rock7 FootSteps/Rock8}

FootSteps/Carpet1 Carp1
FootSteps/Carpet2 Carp2
FootSteps/Carpet3 Carp3
$random FootSteps/Carpet {FootSteps/Carpet1 FootSteps/Carpet2 FootSteps/Carpet3}

FootSteps/Tile1 Tile01
FootSteps/Tile2 Tile02
FootSteps/Tile3 Tile03
FootSteps/Tile4 Tile04
FootSteps/Tile5 Tile05
FootSteps/Tile6 Tile06
$random FootSteps/Tile {FootSteps/Tile1 FootSteps/Tile2 FootSteps/Tile3 FootSteps/Tile4 FootSteps/Tile5 FootSteps/Tile6 }

FootSteps/Snow1 snowa
FootSteps/Snow2 snowb
FootSteps/Snow3 snowc
FootSteps/Snow4 snowd
FootSteps/Snow5 snowe
FootSteps/Snow6 snowf
$random FootSteps/Snow {FootSteps/Snow1 FootSteps/Snow2 FootSteps/Snow3 FootSteps/Snow4 FootSteps/Snow5 FootSteps/Snow6}


//TODO TILE and WOOD footsteps