// Sound emitters which replace the ambient monster sounds in DECA and DECA 2

Actor LexiconDM_DECA_GeneratorSoundEmitter : LexiconAmbientSoundEmitter
{
	States
	{
		Spawn:
			TNT1 A 4
			TNT1 A 0 A_Jump(3, "MakeSound")
			Loop
		MakeSound:
			TNT1 A 155 A_PlaySound("DECA/GENERATOR", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Spawn
	}
}

Actor LexiconDM_DECA_Wind2SoundEmitter : LexiconAmbientSoundEmitter
{
	States
	{
		Spawn:
			TNT1 A 6
			TNT1 A 0 A_Jump(3, "MakeSound")
			Loop
		MakeSound:
			TNT1 A 122 A_PlaySound("DECA/WIND2", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Spawn
	}
}

Actor LexiconDM_DECA_Water2SoundEmitter : LexiconAmbientSoundEmitter
{
	States
	{
		Spawn:
			TNT1 A 3
			TNT1 A 0 A_Jump(3, "MakeSound")
			Loop
		MakeSound:
			TNT1 A 174 A_PlaySound("DECA/WATER2", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Spawn
	}
}

Actor LexiconDM_DECA_ComputerSoundEmitter : LexiconAmbientSoundEmitter
{
	States
	{
		Spawn:
			TNT1 A 2
			TNT1 A 0 A_Jump(3, "MakeSound")
			Loop
		MakeSound:
			TNT1 A 197 A_PlaySound("DECA/COMPUTER", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Spawn
	}
}

Actor LexiconDM_DECA_Wind1SoundEmitter : LexiconDM_DECA_GeneratorSoundEmitter
{
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Jump(169, 1)
			Goto Super::Spawn
			TNT1 A 29 A_PlaySound("DECA/WIND1START", CHAN_VOICE, 1.0, false, ATTN_NORM)
			Goto Super::Spawn
		MakeSound:
			TNT1 A 167 A_PlaySound("DECA/WIND1", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Super::Spawn
	}
}

Actor LexiconDM_DECA_Water1SoundEmitter : LexiconDM_DECA_Wind2SoundEmitter
{
	States
	{
		MakeSound:
			TNT1 A 122 A_PlaySound("DECA/WATER1", CHAN_VOICE, 1.0, false, ATTN_IDLE)
			Goto Super::Spawn
	}
}
