

{
	title = Bad command
	text = Played when the deck recieves an invalid command. This is basically a bleep-bloop version of "uh oh."
	model = sound\\badcommand
}

{
	title = Blink
	text = One of the initial ideas that started Quadrilateral Cowboy was blinking your eyes to run a program. I love the concept of mechanical eyelids.
	model = sound\\blink
}

{
	title = Breathing
	text = The breathing when wearing the oxygen mask is of long, shallow, calm breaths. This was inspired by that iconic casual drawl of pilots even when all hell is breaking loose.
	model = sound\\air_breathing
}


{
	title = Clamber
	text = The clamber noise is the rustling of a firefighter's jacket.
	model = sound\\clamber3
}

{
	title = Deck
	text = I wanted the deck hum to sound like my first computer: a big beige XT from the late 80s.
	model = sound\\deckhum
}

{
	title = Door
	text = Almost all of the doors are sliding doors. This is because swinging doors are an absolute nightmare to work with.
	model = sound\\d1_open
}

{
	title = Fast forward
	text = It was important for the fast-forward sound effect to vaguely sound like a small woodland animal.
	model = sound\\fastforward
}

{
	title = Gun arm
	text = The gun arm spinning is the sound of a bicycle gear.\n\nI love bicycles.
	model = sound\\gunarm_spin
}

{
	title = Grab
	text = The sound of picking up something is an audio clip of leather being squeezed.
	model = sound\\grab
}

{
	title = Growl
	text = When doing acrobatics as the greaser, you growl like a jungle cat. It raises the question: does this just play in the character's head, or do the cyber-legs actually produce cat growls?
	model = sound\\growl9
}

{
	title = Helpbot
	text = The various orange robots all play this ambient noise. It is meant to signify one thing: these robots are pretty janky.
	model = sound\\robot_chatter

}

{
	title = Helpbot talking
	text = The robot speech is basically the equivalent of a Charlie Brown adult talking through a fast food drive-through speaker.
	model = sound\\wah_robot1

}

{
	title = Jump
	text = Choosing a jump audio clip is always tricky. It's needs to be something that does not drive you bananas after hearing it for the 500th time.
	model = sound\\jump1
}

{
	title = Keystroke
	text = The keystrokes are just quiet audio clips of someone hitting the enter key.
	model = sound\\return2
}

{
	title = Motorcycle
	text = One thing I learned from developing Thirty Flights of Loving is having audio "bleed" between scenes. In this case, the motorcycle audio from the train sequence continues after transitioning to the crew's hideout.
	model = sound\\motorcycle
}

{
	title = Placer
	text = The audio for placing an insertion or extraction point is meant to sound like the internal PC speakers on old computers.
	model = sound\\placer
}




{
	title = Room tone
	text = This is one of the room tones. Room tone is basically the sound a silent room makes.
	model = sound\\roomtone

}

{
	title = Slam
	text = If you're going to use title cards, might as well lay an extravagant amount of flourish on them.
	model = sound\\slam
}

{
	title = Ticking
	text = Since timers in the game are basically invisible, they were instead depicted with audio.
	model = sound\\tickfast
}

{
	title = Tunnel rumble
	text = This is the rumbling audio during the introductory motorcycle ride.\n\nThe rumble ducks for a bit when putting on the headphones, then reaches a crescendo before cutting out completely when the motorcycles exit the tunnel.
	model = sound\\tunnelrumble
}

{
	title = Weevil
	text = The weevil is meant to sound like an electronic squirrel.
	model = sound\\weevil1
}
