# MonsterSounds rules
# One rule per line:
#   nameMatch | soundfile | volume | stepDistance | minWalkSpeed | pitchVariation | maxHearingDistance
#
#   nameMatch          : case-insensitive substring matched against the enemy's
#                        internal name. With Debug on, every enemy name is
#                        logged at spawn so you can find the right value.
#   soundfile          : a file in this folder (.wav, .ogg, .mp3, .aiff)
#   volume             : optional 0.0 - 1.0            (default 0.35)
#   stepDistance       : optional meters between plays (default 1.8)
#   minWalkSpeed       : optional m/s before it plays   (default 0.4)
#   pitchVariation     : optional random pitch wobble   (default 0.2)
#   maxHearingDistance : optional meters, how far it carries (default 25)
#
# Only nameMatch and soundfile are required; the rest fall back to the
# defaults above. The first matching rule wins, so list more specific names
# before broader ones. Lines starting with # are ignored.
#
# All three sounds below ship with the mod and are enabled. Drop your own
# audio files into this folder and add as many other monsters as you like on
# their own lines. With Debug on, every enemy name is logged at spawn, so
# check the log to confirm a nameMatch.
#
# A clip longer than one step (the flip-flops and the crying baby both are)
# isn't restarted while it's still playing, so it runs as a loop that stops
# when the monster does. stepDistance then just sets how soon it can restart
# after finishing, so a small value keeps a long clip going continuously.

Clown    | clown-squeak.mp3       | 0.35 | 1.4 | 0.4 | 0.2 | 25
Upscream | upscream-flipflops.mp3 | 0.45 | 1.8 | 0.4 | 0.1 | 30
Rugrat   | crying-baby.mp3        | 0.5  | 2.0 | 0.3 | 0.1 | 25
