﻿NJominiEars = {
	RANGE_MIN = 10.0
	RANGE_MAX = 2000.0
}

NGameAudioEffects = {
	SELECT_PROVINCE = "event:/SFX/UI/Generic/sfx_ui_generic_region_select"
	SELECT_ARMY = "event:/SFX/UI/Unit/Army/sfx_ui_unit_army_select_army"
	SELECT_FLEET = "event:/SFX/UI/Unit/Fleet/sfx_ui_unit_fleet_select_fleet"
	MOVE_ARMY = "event:/SFX/UI/Unit/Army/sfx_ui_unit_army_move_order"
	MOVE_FLEET = "event:/SFX/UI/Unit/Fleet/sfx_ui_unit_fleet_select_fleet"
	DEFAULT_IMPORTANT_ACTION = "event:/SFX/UI/Notifications/TopBar/sfx_ui_notifications_topbar_alert" # A fallback sound for important actions with so sound defined, see common/important_actions for specific alert sounds
	CREATE_ACCOLADE = "event:/DLC/EP2/SFX/UI/Knighthood/ep2_ui_knighthood_lineage_creation" # when creating a new accolade from an acclaimed knight
	DIALOG_CONFIRM = "event:/SFX/UI/Generic/sfx_ui_generic_confirm" # default clicksound used for game dialogs when clicking "confirm"
}

NTextLinkAudio = { # Sounds that should play when clicking text links
	CHARACTER = "event:/SFX/UI/Character/sfx_ui_character_portrait_select"
	TITLE = "event:/SFX/UI/Generic/sfx_ui_generic_select"
	GEOGRAPHICAL_REGION = "event:/SFX/UI/Generic/sfx_ui_generic_region_select"
	FAITH = "event:/SFX/UI/Generic/sfx_ui_generic_select"
	CULTURE = "event:/SFX/UI/Generic/sfx_ui_generic_culture"
	DYNASTY_HOUSE = "event:/SFX/UI/Generic/sfx_ui_generic_select"
	DYNASTY = "event:/SFX/UI/Generic/sfx_ui_generic_select"
	EPIDEMIC = "event:/SFX/UI/Generic/sfx_ui_generic_select"
	LEGEND = "event:/SFX/UI/Generic/sfx_ui_generic_select"
}

NGameAudio = {
	BUSES_TO_STOP_WHEN_NOT_IN_GAME = { "bus:/SFX/Ambience" }	# Those buses will have all their events stopped when leaving the map (to main menu, loading a save...)
}

NPlayerMessage = {
	FEED_DEFAULT = "event:/SFX/UI/Notifications/Messages/sfx_ui_message_theme_generic"
	FEED_NEUTRAL = "event:/SFX/UI/Notifications/Messages/sfx_ui_message_theme_neutral"
	FEED_GOOD = "event:/SFX/UI/Notifications/Messages/sfx_ui_message_theme_positive"
	FEED_BAD = "event:/SFX/UI/Notifications/Messages/sfx_ui_message_theme_negative"
	TOAST_DEFAULT = "event:/SFX/UI/Notifications/Toasts/sfx_ui_notification_toast_generic"
	TOAST_NEUTRAL = "event:/SFX/UI/Notifications/Toasts/sfx_ui_notifications_toast_neutral"
	TOAST_GOOD = "event:/SFX/UI/Notifications/Toasts/sfx_ui_notifications_toast_positive"
	TOAST_BAD = "event:/SFX/UI/Notifications/Toasts/sfx_ui_notifications_toast_negative"
	POPUP_DEFAULT = "event:/SFX/UI/Notifications/Popup/sfx_ui_popup_theme_generic"
	POPUP_NEUTRAL = "event:/SFX/UI/Notifications/Popup/sfx_ui_popup_theme_neutral"
	POPUP_GOOD = "event:/SFX/UI/Notifications/Popup/sfx_ui_popup_theme_positive"
	POPUP_BAD = "event:/SFX/UI/Notifications/Popup/sfx_ui_popup_theme_negative"
}

NCourtScene = {
	MAX_CROWD = 20 # how many characters in the royal court scene will trigger max ambient crowd sound intensity
}

NDeclareWar = {
	# Custom click sound for declare war button. 
	# Format of the the array: { "default" "sfx_path" "key_0" "value_0" "key_1" "value_1" ... "key_N "value_N" }
	# The array must have "default" value otherwise the declare button won't have any sounds
	DECLARE_BUTTON = { "default" "event:/SFX/UI/War/sfx_ui_war_declare_war" "shogunate_sengoku_struggle" "event:/DLC/FP2/SFX/UI/fp2_ui_war_declare_war" }
}
