# 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 -METAL 1st_pipe_02 1st_pipe_04 1st_yard_details 1st_yard_stuff battle_royal_sign blackwhite hanging hitech_objects laser_fair_box laser_fair_box_01 laser_fair_box_red laser_fair_sign laser_fair_wall_low laser_fair_wall_low_red liberty_sign lightsign_01 lightsign_02 lightsign_03 lightsign_04 lightsign_05 lightsign_06 lightsign_07 lightsign_08 lightsign_09 lightsign_10 lightsign_11 pipe railmachine S-cellglass sewer_grating speakerfront spotlight Studio_spotramp the_maze_barbwire the_maze_pole_01 the_maze_pole_02 the_maze_pole_03 the_maze_pole_04 the_maze_pole_05 the_maze_pole_06 the_maze_sign the_maze_trigger the_maze_trigger_lit the_maze_trigger_off the_maze_wall the_maze_wall_dark tunnel_misc I-lamp_2_wall_lightsign I-lamp_light_row I-lamp_light_row_yel I-lamp_lightsign I-lamp_spotlight I-lamp_the_maze_pole I-lamp_the_maze_sign I-lamp_the_maze_wall I-laser_fair_box I-light_row I-light_row_red I-light_row_yel I-lightsign I-star I-the_maze_pole I-the_maze_trigger IS-lamp_the_maze_floor -CONCRETE box_top_trigger celing cell_bed cell_floor Cell_misc cell_wall_02 cell_wall_04 dark floor_hitech_2 light_row_01 light_row_02 light_row_03 light_row_04 light_row_red_01 light_row_red_02 light_row_red_03 light_row_red_04 light_row_yel_01 light_row_yel_02 light_row_yel_03 light_row_yel_04 S-floor_star01 S-king_hill_floor_01 S-king_hill_floor_02 S-king_hill_floor_03 S-king_hill_floor_04 S-laser_fair_floor_01 S-laser_fair_floor_02 S-laser_fair_floor_03 S-laser_fair_floor_04 S-the_maze_floor star_01 star_02 star_03 star_04 star_05 the_maze_corr_floor the_maze_floor_dark wall_01 wall_01_light I-lamp_2_wall I-lamp_2_wall_trans -SAND