; bar_arena_public_0011 bar_arena_comment_1 bar_arena_comment_1_0000 bar_arena_comment_1_0001

[logic]
active = ph_idle@1

[ph_idle@1]
on_info = {+bar_arena_fight_1} ph_sound@1

[ph_sound@1]
snd = bar_arena_fight_1
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@1_end

[ph_idle@1_end]
on_info = {+bar_arena_fight_1_done} ph_sound@1_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@1_end]
snd = bar_arena_fight_1_end
looped = false 
on_signal = sound_end| ph_idle@2 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_1%

[ph_idle@2]
on_info = {+bar_arena_fight_2} ph_sound@2

[ph_sound@2]
snd = bar_arena_fight_2
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@2_end

[ph_idle@2_end]
on_info = {+bar_arena_fight_2_done} ph_sound@2_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@2_end]
snd = bar_arena_fight_2_end
looped = false 
on_signal = sound_end| ph_idle@3 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_2%

[ph_idle@3]
on_info = {+bar_arena_fight_3} ph_sound@3

[ph_sound@3]
snd = bar_arena_fight_3
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@3_end

[ph_idle@3_end]
on_info = {+bar_arena_fight_3_done} ph_sound@3_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@3_end]
snd = bar_arena_fight_3_end
looped = false 
on_signal = sound_end| ph_idle@4 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_3%

[ph_idle@4]
on_info = {+bar_arena_fight_4} ph_sound@4

[ph_sound@4]
snd = bar_arena_fight_4
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@4_end

[ph_idle@4_end]
on_info = {+bar_arena_fight_4_done} ph_sound@4_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@4_end]
snd = bar_arena_fight_4_end
looped = false 
on_signal = sound_end| ph_idle@5 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_4%

[ph_idle@5]
on_info = {+bar_arena_fight_5} ph_sound@5

[ph_sound@5]
snd = bar_arena_fight_5
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@5_end

[ph_idle@5_end]
on_info = {+bar_arena_fight_5_done} ph_sound@5_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@5_end]
snd = bar_arena_fight_5_end
looped = false 
on_signal = sound_end| ph_idle@6 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_5%

[ph_idle@6]
on_info = {+bar_arena_fight_6} ph_sound@6

[ph_sound@6]
snd = bar_arena_fight_6
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@6_end

[ph_idle@6_end]
on_info = {+bar_arena_fight_6_done} ph_sound@6_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@6_end]
snd = bar_arena_fight_6_end
looped = false 
on_signal = sound_end| ph_idle@7 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_6%

[ph_idle@7]
on_info = {+bar_arena_fight_7} ph_sound@7

[ph_sound@7]
snd = bar_arena_fight_7
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@7_end

[ph_idle@7_end]
on_info = {+bar_arena_fight_7_done} ph_sound@7_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@7_end]
snd = bar_arena_fight_7_end
looped = false 
on_signal = sound_end| ph_idle@8 %=m_arena.bar_arena_teleport_2 -bar_arena_fight_7%

[ph_idle@8]
on_info = {+bar_arena_fight_8} ph_sound@8

[ph_sound@8]
snd = bar_arena_fight_8
min_idle = 1000
max_idle = 1000
looped = false 
on_signal = sound_end| ph_idle@8_end

[ph_idle@8_end]
on_info = {+bar_arena_fight_8_done} ph_sound@8_end
on_info2 = {=actor_dead} ph_idle@actor_dead

[ph_sound@8_end]
snd = bar_arena_fight_8_end
looped = false 
on_signal = sound_end| ph_idle@addition_fight %=m_arena.bar_arena_teleport_2 -bar_arena_fight_8%

[ph_idle@addition_fight]
on_info = {=m_arena.check_snd_theme(snork)} ph_sound@snork, {=m_arena.check_snd_theme(default)} ph_idle@intro_def


[ph_idle@actor_dead]
on_timer = 1200| ph_sound@actor_dead

[ph_sound@actor_dead]
path = characters_voice\scenario\bar\arena_megafon\mega_arena_dead
looped = false
on_signal = sound_end| ph_idle@addition_fight

; SOUNDS BEGIN
; TEMPLATE
[snd_template]
min_idle = 1000
max_idle = 1000
on_signal = sound_end| ph_idle@addition_fight_end

; THEMES
[ph_sound@snork]:snd_template
snd = arena_introduce_snork

; DEFAULT
[ph_idle@intro_def]
on_game_timer = 35| ph_sound@intro_def

[ph_sound@intro_def]
snd = aem_fight_begin
on_signal = sound_end| ph_idle@addition_fight_end
; SOUNDS END

[ph_idle@addition_fight_end]
on_info = {=m_arena.bar_arena_fight_addition_end_condition} ph_sound@addition_fight_end %=m_arena.bar_arena_fight_addition_end%

[ph_sound@addition_fight_end]
snd = arena_fight_victory
looped = false 
on_signal = sound_end| ph_idle@addition_fight %=m_arena.bar_arena_fight_addition_final%