--[[
[phrases_bar_veteran_mlr]
type = npc
npc_prefix = false
path = characters_phrases\bar\bar_veteran_
shuffle = seq
idle = 3,5,100 --]]

; Mercenary Radio
[ds_killer_base_st]
type = 3d
path = mlr\mercs\cit_mers_music_mlr_
shuffle = rnd
idle = 7,21,100

[bar_informer_1_mlr]
type                                     = npc
path                                     = scenario\bar\bar_informer_1
shuffle                                  = rnd
idle                                     = 100,100,100
play_always                              = true
story_ids = bar_informator_mlr

[jup_night_sound_mlr]
type = 3d
path = mlr\marsh_radio_1
shuffle = loop
idle = 5,15,100

[escape_sr_rupor_mlr_sound]
type = 3d
path = characters_voice\scenario\escape\megafon_
shuffle = loop
idle = 5,15,100

[escape_sr_rupor_mlr_alarm]
type = 3d
path = characters_voice\scenario\escape\megafon_alarm_
shuffle = rnd
idle = 0,0,100

[mil_freebase_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = rnd
idle = 5,15,100

[mil_freebase_mlr_propaganda]
type = 3d
path = mlr\freedom\val_freedom_megafon_
shuffle = rnd
idle = 5,15,100

[no_sound_mlr]
type = 3d
path = mlr\no_sound
shuffle = loop
idle = 5,15,100

[broken_radio_mlr]
type = 3d
path = mlr\broken_radio
shuffle = loop
idle = 5,15,100

;TEST
[sounds_tech_yan_sci_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = rnd
idle = 5,15,100

[sounds_tech_yan_sci_mlr2]
type = 3d
path = mlr\scientists\marsh_beep_
shuffle = loop
idle = 5,15,100