;Here you can edit some sound effects volumes
;A valid value is between 0 and 1.
;using larger numbers than 1 is ok , interal clamping!
;still all sounds are assigned to a specific volume controller ingame.
;

;Name							; Assigned to volume controller ingame

[AMP::SOUNDS]
Engine=1.0						; engine
EngineTransmission=0.35			; engine
TransmissionDiff=0.35			; engine
Turbo=0.2						; effects
BlowOffValve=1.0				; effects
DriveShaftBroken=1.0			; effects
GravelParticles=1.0				; effects
Squeeks=1.0						; effects
Suspension=1.0					; effects
Horn=0.5						; effects
Helicopter=0.3					; effects
Bird=0.25						; effects
Wind=0.5						; effects
EnviormentalReflections=1.0		; engine
Offtrack=1.0					; effects
Pop=0.5							; effects
ExhaustPop=0.5					; effects
Bang=0.5						; effects
Ignition=1.0					; effects
Enginefire=1.0					; effects
BrokenCooler=1.0				; effects
WiperEngine=0.25				; effects
Wiper=0.25						; effects
Impacts=1.0						; effects
ImpactScreams=0.5				; effects
Servicepark_BG=1.0				; effects
Servicepark_FX=1.0				; effects
Rain=1.0						; effects

[OPTIONS::SOUNDS]
NumberChannels=64				; 0 means use all hardware channels
								; 32 means 32 audiochannels
								; don't exceed your hardware spec in channels, slowdowns
EnableEQOnCars=false			; enable equlizer on the engine sound.

;Equalizer
; I have added a equalizer on the enginesound so you people can change and make the cars
; sound a little diffrent from eachother
; EQ_NOLOAD = No load on the engine eq
; EQ_FULLLOAD = Full load on the engine eq
; Eq changes depending on the engine load
; example: 50% load is 50% of the NOLOAD EQ and 50% of the FULLLOAD EQ
; example: 80% load is 20% of the NOLOAD EQ and 80% of the FULLLOAD EQ
; only available if EnableEQOnCars=true
; good values to use are between -1.0 to 2.0
; a value above 0.0 will boost the band.
; a value below 0.0 will reject the band.
; But as with all humans , if you give them a hand they'll take the arm.
; Use whatever values you want.
; I have an compressor running on the enginesound at around -6dB with 4:1 ratio.
; With 256x internal oversampling you should be able to crank up the frequencies pretty much.
; 
; I have played with the Subaru'03
; To enable it , set EnableEQOnCars=true
;
; have fun! :)

;Citroen
[EQ_NOLOAD::CAR1]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR1]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0

 ;Hyundai
[EQ_NOLOAD::CAR2]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR2]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0



;MG
[EQ_NOLOAD::CAR3]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR3]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0

;Mitsubishi
[EQ_NOLOAD::CAR4]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR4]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0

;Peugeot
[EQ_NOLOAD::CAR5]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR5]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0

;Subaru '03
[EQ_NOLOAD::CAR6]
31Hz=0.0
62Hz=1.0			; boost +6dB
125Hz=1.0			; boost +6dB
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR6]
31Hz=0.0
62Hz=5.0			; boost +30dB
125Hz=3.0			; boost +18dB
250Hz=0.0
500Hz=1.0			; boost +6dB
1KHz=2.0			; boost +12dB
2KHz=0.5			; boost +3dB
4KHz=0.25			; boost +1.5dB
8KHz=0.0
16KHz=0.0

 ;Toyota
[EQ_NOLOAD::CAR7]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR7]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0


;Subaru '00
[EQ_NOLOAD::CAR8] 
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0
[EQ_FULLLOAD::CAR8]
31Hz=0.0
62Hz=0.0
125Hz=0.0
250Hz=0.0
500Hz=0.0
1KHz=0.0
2KHz=0.0
4KHz=0.0
8KHz=0.0
16KHz=0.0



; Audio.DAT information!
; 1) Extract all Audio.dat files somewhere (with the directory structure)
;    I have seen tools around that extracts .dat files.
;    Try Richard  Burns Rally forums at www.bhmotorsports.com to find one.
; 2) Copy the extracted Audio directory to your installed RBR folder
;    creating a new folder called Audio
; 3) Rename the Audio.dat file to something else (audio.data works nice or whatever pleases you)
; 4) The game will now read audio data from the new Audio folder.
;
; This should make audiomoding a little bit easier.
; 




