# MonsterSounds rules
# One rule per line:
#   nameMatch | soundfile(s) | 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(s)       : a file in this folder (.wav, .ogg, .mp3, .aiff), or
#                        several separated by commas. With several, each play
#                        picks one at random (never the same one twice in a
#                        row), so the monster shuffles through the set.
#                        "chef-*.mp3" style wildcards work too and expand to
#                        every matching file in this folder.
#   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(s) 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 the 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.
#
# Every rule also gets an on/off switch in BepInEx/config/MonsterSounds.cfg
# under [Monsters], keyed by its nameMatch, so you can silence a monster
# (it keeps the game's own sounds) without editing this file. The switches
# appear after the first run with the rule present, and flipping one
# in-game takes effect right away. [General] Enabled turns them all off.
#
# A clip longer than one step (the Upscream, Rugrat, Spewer, Loom, Robe,
# Mentalist, and Gambit clips all 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.
#
# The shipped clips are all leveled to the same loudness, so volume is a
# per-monster taste knob, not a fix for a hot or quiet file. The Rugrat sits
# lower because a continuous loop reads louder than one-shot steps; the
# Upscream sits higher because its slaps are too peaky to level all the way.
#
# The Chef line shuffles three clips. It could also be written as
#   Chef | chef-*.mp3 | ...

Clown     | clown.mp3                          | 0.3  | 1.4 | 0.4 | 0.2  | 25
Upscream  | upscream.mp3                       | 0.44 | 1.8 | 0.4 | 0.1  | 30
Rugrat    | rugrat.mp3                         | 0.2  | 2.0 | 0.3 | 0.1  | 25
Spewer    | spewer.mp3                         | 0.3  | 2.0 | 0.4 | 0.0  | 30
Chef      | chef-1.mp3, chef-2.mp3, chef-3.mp3 | 0.3  | 1.8 | 0.4 | 0.15 | 25
Loom      | loom.mp3                           | 0.25 | 2.0 | 0.3 | 0.0  | 30
Robe      | robe.mp3                           | 0.25 | 2.0 | 0.3 | 0.0  | 30
Mentalist | mentalist.mp3                      | 0.25 | 2.0 | 0.3 | 0.0  | 30
Oogly     | oogly.mp3                          | 0.35 | 2.0 | 0.4 | 0.0  | 30
Gambit    | gambit.mp3                         | 0.25 | 2.0 | 0.3 | 0.0  | 30
