// <npc_aggsound> returns value of aggressive NPC/animal sample. 
// <npc_sound> returns value of peaceful NPC/animal sample.
// these values are fixed within creature data.
// the according sample in audio/ will be played when {<npc_aggsound>} or {<npc_sound>} hear-tag is used.

// present tense form of NPC sound strings. eg. "The dog barks in pain."
// these are just the verbal expression of animal/NPC sounds based on <npc_sound> and <npc_aggsound>.
//
.SND_PRES.
[BAWL:bawls]
[BARK:barks]
[BELLOW:bellows]
[COO:coos]
[COUGH:coughs]
[CROW:crows]
[BLEAT:bleats]
[SNARL:snarls]
[SNORT:snorts]
[SNUFFLE:snuffles]
[SWEAR:swears]
[SQUEAK:squeaks]
[MEOW:meows]
[GNAW:gnaws]
[GRUNT:grunts]
[GROWL:growls]
[GUFFAW:guffaws]
[HISS:hisses]
[ROAR:roars]
[HOWL:howls]
[YELP:yelps]
[WHIMPER:whimpers]
[SING:sings]
[CROAK:croaks]
[CALL:calls]
[SQUAWK:squawks]
[WHISTLE:whistles]
[*:cries]

// present continuous form of NPC sound strings. eg. "You hear a dog barking in the distance."
//
.SND_CONT.
[BAWL:bawling]
[BARK:barking]
[BELLOW:bellowing]
[COO:cooing]
[COUGH:coughing]
[CROW:crowing]
[BLEAT:bleating]
[SNARL:snarling]
[SNORT:snorting]
[SNUFFLE:snuffling]
[SWEAR:swearing]
[SQUEAK:squeaking]
[MEOW:meowing]
[GNAW:gnawing]
[GRUNT:grunting]
[GROWL:growling]
[GUFFAW:guffawing]
[HISS:hissing]
[ROAR:roaring]
[HOWL:howling]
[YELP:yelping]
[WHIMPER:whimpering]
[SING:singing]
[CROAK:croaking]
[CALL:calling]
[SQUAWK:squawking]
[WHISTLE:whistling]
[*:crying]

// noun form of NPC sound strings. eg. "You hear a cry of pain."
//
.SND_NOUN.
[BAWL:bawl]
[BARK:bark]
[BELLOW:bellow]
[COO:coo]
[COUGH:cough]
[CROW:crow]
[CROAK:croak]
[BLEAT:bleat]
[SNARL:snarl]
[SNORT:snort]
[SNUFFLE:snuffle]
[SWEAR:swear]
[SQUEAK:squeak]
[MEOW:meow]
[GNAW:gnaw]
[GRUNT:grunt]
[GROWL:growl]
[GUFFAW:guffaw]
[HISS:hiss]
[ROAR:roar]
[HOWL:howl]
[YELP:yelp]
[WHIMPER:whimper]
[SING:song]
[CALL:call]
[SQUAWK:squawk]
[WHISTLE:whistle]
[*:cry]

// when NPC cries in pain - usually from being wounded.
// {<npc_aggsound>} plays the aggressive sample of NPC.
//
.SOUND_PAIN.(who)
[*:{<npc_aggsound>}!<npc_defdesc> [SND_PRES:<npc_aggsound>] in pain.]
[HEAR:{<npc_aggsound>}You hear a [SND_NOUN:<npc_aggsound>] of pain from the [IN_DIR:<npc_direction>].]

// NPC threaten sound - this is always targeted at somebody, and that somebody is set as 'defender'
// - use <defender*> values for target specific message 
//
.SOUND_THREATEN.(who)
[*:{<npc_aggsound>}<npc_defdesc> [SND_PRES:<npc_aggsound>] at <defender_desc>.]
[HEAR:{<npc_aggsound>}You hear a [SND_NOUN:<npc_aggsound>] from the [IN_DIR:<npc_direction>].]

// NPC peaceful sound
// {<npc_sound>} plays the normal sample of NPC.
//
.SOUND_NORMAL.(who)
[*:{<npc_sound>}<npc_defdesc> [SND_PRES:<npc_sound>].]
[HEAR:{<npc_sound>}You hear a [SND_NOUN:<npc_sound>] from the [IN_DIR:<npc_direction>].]


// of bird sounds it's always revealed which bird it is
// 
.BIRDSOUND_NORMAL.(who)
[*:{<npc_sound>}<npc_defdesc> [SND_PRES:<npc_sound>].]
[HEAR:{<npc_sound>}You hear <npc_desc> [SND_CONT:<npc_sound>] in the [IN_DIR:<npc_direction>].]


// NPC (mostly pets) gives a sound for being hungry
//
.SOUND_HUNGRY.(who)
[*:{<npc_sound>}<npc_defdesc> [SND_PRES:<npc_sound>] in hunger.]
[HEAR:{<npc_sound>}You hear a creature [SND_CONT:<npc_sound>] in hunger in the [IN_DIR:<npc_direction>].]

// NPC (mostly pets) gives a sound in alarm
//
.SOUND_ALARM.(who)
[*:{<npc_sound>}<npc_defdesc> [SND_PRES:<npc_sound>] in alarm.]
[HEAR:{<npc_sound>}You hear a creature [SND_CONT:<npc_sound>] in alarm in the [IN_DIR:<npc_direction>].]

// NPC (mostly pets) gives a sound for disagreement 
//
.SOUND_DISAGREEMENT.(who)
[*:{<npc_sound>}!<npc_defdesc> [SND_PRES:<npc_sound>] in disagreement.]
[HEAR:{<npc_sound>}You hear a creature [SND_CONT:<npc_sound>] in disagreement in the [IN_DIR:<npc_direction>].]

.SOUND_AGREEMENT.(who)
[*:{<npc_sound>}<npc_defdesc> [SND_PRES:<npc_sound>] in agreement.]
[HEAR:{<npc_sound>}You hear a creature [SND_CONT:<npc_sound>] in agreement in the [IN_DIR:<npc_direction>].]

.SOUND_WOUNDED_DISAGREEMENT.(who)
[*:{<npc_sound>}!<npc_defdesc> only [SND_PRES:<npc_sound>] miserably and refuses to obey.]
[HEAR:{<npc_sound>}You hear a creature [SND_CONT:<npc_sound>] miserably in the [IN_DIR:<npc_direction>].]

// when player hears an animal making sound in distance on the wilderness map.
// <direction> gets value of direction of the sound (N,NE,E etc.) which can be used to form a string of the according compass point.
// {<npc_sound>} makes the game play NPC basic sound.
// This message is always generated on HEAR-basis, but using a general message also rules out bug-potential.
//
.SOUND_IN_DISTANCE.(who)
[*:{<npc_sound>}You hear <npc_desc> [SND_CONT:<npc_sound>] nearby in the [IN_DIR:<direction>].]
[HEAR:{<npc_sound>}You hear <npc_desc> [SND_CONT:<npc_sound>] nearby in the [IN_DIR:<direction>].]



