Add Contracts Audio
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DATA/AUDIO/Rem_Audio/Contracts/ana_bui.wav
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DATA/AUDIO/Rem_Audio/Contracts/ana_bui.wav
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DATA/AUDIO/Rem_Audio/Contracts/don_harris.wav
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DATA/AUDIO/Rem_Audio/Contracts/don_harris.wav
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DATA/AUDIO/Rem_Audio/Contracts/franklin_roth.wav
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DATA/AUDIO/Rem_Audio/Contracts/franklin_roth.wav
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DATA/AUDIO/Rem_Audio/Contracts/fritz_schneider.wav
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DATA/AUDIO/Rem_Audio/Contracts/fritz_schneider.wav
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DATA/AUDIO/contract_sounds.ini
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DATA/AUDIO/contract_sounds.ini
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; REM Story Arc Audio Entries
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[Sound]
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nickname = dx_REM_0101_ana_bui
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type = voice
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is_2d = true
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attenuation = 0
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file = Audio\Rem_Audio\Contracts\ana_bui.wav
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[Sound]
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nickname = dx_REM_0101_don_harris
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type = voice
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is_2d = true
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attenuation = 0
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file = Audio\Rem_Audio\Contracts\don_harris.wav
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[Sound]
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nickname = dx_REM_0101_fritz_schneider
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type = voice
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is_2d = true
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attenuation = 0
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file = Audio\Rem_Audio\Contracts\fritz_schneider.wav
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[Sound]
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nickname = dx_REM_0101_franklin_roth
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type = voice
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is_2d = true
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attenuation = 0
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file = Audio\Rem_Audio\Contracts\franklin_roth.wav
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@@ -89,6 +89,7 @@ DLL = remres.dll ; Dynamic Infocards
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sounds = audio\music.ini
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sounds = audio\music.ini
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sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
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sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
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sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
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sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
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sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts
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sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
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sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
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; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
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; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
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voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
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voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
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