# soundtype connected to a texture # this is used to choose the right type # of sound when something hits a object # there are 4 soundgroups/materials # wood, metal, concrete and sand -WOOD ant_war1 ant_war2 box_bike_2 box_dirt elevator_roof trash_bag -METAL 1st_locker beam beam_2 cardreader corridor_pillar_light corridor_pillar_wall_light crane_house decending_fence elevator_floor_02 elevator_galler elevator_hitech_03 elevator_hitech_04 elevator_light_01 elevator_panel_01 elevator_panel_02 elevator_pipe_01 elevator_pipe_02 elevator_rail_01 elevator_top_1 elevator_top_2 elevator_top_3 lab_corridor_standard_thing Main_misc pipe pr_main_fan_grid pr_main_fan_metal pr_main_fan_metal_2 pr_main_fan_metal_2 pr_main_roof01 pr_main_roof02 pr_main_wall01 shaft_box shaft_container sideroom_stuff sideroom_wall_net2 trash_can wall_screen_border vent_box_metal vent_bridge vent_floor_3 vent_racke vent_racke_small vent_stairs vent_stairs_alpha I-wall_screen -CONCRETE sideroom_wall sideroom_wall_hole broken_wall corr_nopill_floor_light corridor_pillar_floor_light corridor_pillar_roof corridor_pillar_roof_light edge elevator_floor_01 elevator_floor_03 elevator_floor_04 elevator_floor_05 elevator_hitech_01 elevator_hitech_01 elevator_hitech_05 elevator_rock_01 elevator_rock_01 elevator_wall_01 elevator_wall_02 lab_corridor_sta_floor_lght lab_corridor_sta_floor_lght lab_corridor_wall lab_corridor_wall_light Liberty_elevator_texture_01 pr_main_floor01 pr_main_wall03 S-alpha_nopill_floor_light S-alpha_pillar_floor_light shaft_pipe_wall sideroom_wall_01_light sideroom_wall_01_nolight sideroom_wall_floor sideroom_wall_floor_nolight weak_wall weak_wall_stentextur vent_pipe vent_floor_2 vent_floor vent_wall_1 vent_wall_1tech vent_wall_2 vent_wall_2dirt vent_wall_2tech vent_wall_3 vent_wall_3dirt vent_wall_4dirt vent_wall_high vent_wall_rock vent_wall_stone vent_wall_stone02 ventil_wallstone04 -SAND