;(define S_DEFAULT              0)
;(define S_AMBIENT              1)
;(define S_WORK_TREE            2)
;(define S_WORK_ROCK            3)
;(define S_WORK_BUILD           4)
;(define S_WORK_ICNET           5)
;(define S_WORK_SONG            6)
;(define S_BATTLE               7)
;(define S_REPPLY_UNITS         8)
;(define S_REPPLY_BUILDINGS     9)
;(define S_REPPLY_MASTER        10)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		 		 Missing sounds			  	  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


(load-sound MIS_MASTER   "data\\sound\\missing\\missing1.wav"  S_REPPLY_MASTER    1)
(load-sound MIS_BUILDING "data\\sound\\missing\\missing1.wav"  S_REPPLY_BUILDINGS 1)
(load-sound MIS_UNIT     "data\\sound\\missing\\missing1.wav"  S_REPPLY_UNITS     1)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		Incarca sunetele pentru master(player)			  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;-------->COMUNE

(load-sound M_GROUP  	 "data\\sound\\master\\my servants.wav" 	S_REPPLY_MASTER 1)

(load-sound M_GROUPMAKE1 "data\\sound\\master\\group\\group 1.wav" 	S_REPPLY_MASTER 1)
(load-sound M_GROUPMAKE2 "data\\sound\\master\\group\\group2.wav" 	S_REPPLY_MASTER 1)

(load-sound M_BUILD1    "data\\sound\\master\\peace\\build1.wav" 	S_REPPLY_MASTER 1)
(load-sound M_BUILD2    "data\\sound\\master\\peace\\build2.wav" 	S_REPPLY_MASTER 1)
(load-sound M_BUILD3    "data\\sound\\master\\peace\\build here.wav" 	S_REPPLY_MASTER 1)

(load-sound M_ATACK1    "data\\sound\\master\\war\\atack.wav" 		S_REPPLY_MASTER 1)
(load-sound M_ATACK2    "data\\sound\\master\\war\\atack2.wav" 		S_REPPLY_MASTER 1)
(load-sound M_ATACK3    "data\\sound\\master\\war\\atack3.wav" 		S_REPPLY_MASTER 1)

;-------->PEACE

(load-sound M_PSELECT1   "data\\sound\\master\\peace\\you.wav"		S_REPPLY_MASTER 1)
(load-sound M_PSELECT2   "data\\sound\\master\\peace\\hei human.wav" 	S_REPPLY_MASTER 1)

(load-sound M_PGROUP1  	"data\\sound\\master\\peace\\all of you.wav" 	S_REPPLY_MASTER 1)

(load-sound M_PGO1   	"data\\sound\\master\\peace\\go there.wav" 	S_REPPLY_MASTER 1)
(load-sound M_PGO2   	"data\\sound\\master\\peace\\go there2.wav" 	S_REPPLY_MASTER 1)

;chop e cu go

;-------->WAR

(load-sound M_WSELECT1   "data\\sound\\master\\war\\you.wav"		S_REPPLY_MASTER 1)
(load-sound M_WSELECT2   "data\\sound\\master\\war\\you2.wav"		S_REPPLY_MASTER 1)
(load-sound M_WSELECT3   "data\\sound\\master\\war\\hei you.wav" 	S_REPPLY_MASTER 1)

(load-sound M_WANOTHER1  "data\\sound\\master\\war\\and you.wav" 	S_REPPLY_MASTER 1)

(load-sound M_WGROUP1  	"data\\sound\\master\\war\\all of you2.wav" 	S_REPPLY_MASTER 1)

(load-sound M_WGO1   	"data\\sound\\master\\war\\go there.wav" 	S_REPPLY_MASTER 1)
(load-sound M_WGO2   	"data\\sound\\master\\war\\go.wav" 		S_REPPLY_MASTER 1)

;chop e cu go

(define_sound   SOUNDS_MASTER_PEACE
        (selection      M_PSELECT1 M_PSELECT2 )
        (re-selection   M_PSELECT1 M_PSELECT2 M_WSELECT1 M_WSELECT3 )
	(another	M_GROUP M_PGROUP1 M_WANOTHER1 M_PSELECT1 M_PSELECT2)
	(group		M_PGROUP1 M_GROUP M_PSELECT2 )
	(group-make	MIS_MASTER M_GROUPMAKE1 M_GROUPMAKE2 MIS_MASTER MIS_MASTER MIS_MASTER     MIS_MASTER MIS_MASTER MIS_MASTER MIS_MASTER)
        (go             M_PGO1 M_PGO2 )
        (build          M_BUILD1 M_BUILD2 M_BUILD3 )
        (chop           M_PGO1 M_PGO2 )
        (atack          M_ATACK1 M_ATACK2 M_ATACK3 )
)

(define_sound   SOUNDS_MASTER_WAR
        (selection      M_WSELECT1 M_WSELECT2 M_WSELECT3)
        (re-selection   M_WSELECT1 M_WSELECT2 M_WSELECT3 M_GROUP )
	(another	M_GROUP M_WGROUP1 M_WANOTHER1 M_WSELECT1 M_WSELECT2 M_WSELECT3)
	(group		M_WGROUP1 M_GROUP M_WSELECT2 M_WSELECT3 )
	(group-make	MIS_MASTER M_GROUPMAKE1 M_GROUPMAKE2 MIS_MASTER MIS_MASTER MIS_MASTER     MIS_MASTER MIS_MASTER MIS_MASTER MIS_MASTER)
        (go             M_WGO1 M_WGO2 )
        (build          M_BUILD1 M_BUILD2 M_BUILD3 )
        (chop           M_WGO1 M_WGO2 )
        (atack          M_ATACK1 M_ATACK2 M_ATACK3 )
)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		Incarca sunetele pentru grup(unit)			  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(load-sound G_SEL1   	"data\\sound\\group\\selectie1.wav" 	S_REPPLY_UNITS )
(load-sound G_ATACK1   	"data\\sound\\group\\atack1.wav" 	S_REPPLY_UNITS )
(load-sound G_GO1   	"data\\sound\\group\\go1.wav" 		S_REPPLY_UNITS )
(load-sound G_GO2   	"data\\sound\\group\\go2.wav" 		S_REPPLY_UNITS )

(define_sound   SOUNDS_GROUP
        (selection      G_SEL1)
        (re-selection   G_SEL1)
	(another	G_SEL1)
        (go             G_GO1 G_GO2)
        (atack          G_ATACK1)
)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;				GAIA			  		  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(load-sound GAIA_BIRD1   "data\\sound\\gaia\\birds\\bird1.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD2   "data\\sound\\gaia\\birds\\bird2.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD3   "data\\sound\\gaia\\birds\\bird3.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD4   "data\\sound\\gaia\\birds\\bird4.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD5   "data\\sound\\gaia\\birds\\bird5.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD6   "data\\sound\\gaia\\birds\\bird6.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD7   "data\\sound\\gaia\\birds\\bird7.wav" 	S_AMBIENT )
(load-sound GAIA_BIRD8   "data\\sound\\gaia\\birds\\bird8.wav" 	S_AMBIENT )

(load-sound GAIA_WATER1  "data\\sound\\gaia\\water\\ocean1.wav" S_AMBIENT )
(load-sound GAIA_WATER2  "data\\sound\\gaia\\water\\ocean2.wav" S_AMBIENT )
(load-sound GAIA_WATER3  "data\\sound\\gaia\\water\\ocean3.wav" S_AMBIENT )
(load-sound GAIA_WATER4  "data\\sound\\gaia\\water\\ocean4.wav" S_AMBIENT )
(load-sound GAIA_WATER5  "data\\sound\\gaia\\water\\ocean5.wav" S_AMBIENT )

(load-sound GAIA_WIND1   "data\\sound\\gaia\\wind\\wind1.wav" S_AMBIENT )
(load-sound GAIA_WIND2   "data\\sound\\gaia\\wind\\wind2.wav" S_AMBIENT )
(load-sound GAIA_WIND3   "data\\sound\\gaia\\wind\\wind3.wav" S_AMBIENT )

(load-sound GAIA_WOLF1   "data\\sound\\gaia\\wolfs\\lup1.wav" S_AMBIENT )

(define_sound   SOUNDS_GAIA
        (selection      GAIA_BIRD1 GAIA_BIRD2 GAIA_BIRD3 GAIA_BIRD4 GAIA_BIRD5 GAIA_BIRD6 GAIA_BIRD7)
        (re-selection   GAIA_WATER1 GAIA_WATER2 GAIA_WATER3 GAIA_WATER4 GAIA_WATER5)
        (go             GAIA_WIND1 GAIA_WIND2 GAIA_WIND3)  
        (work           GAIA_WOLF1)
	(atack		GAIA_BIRD5 GAIA_BIRD8)
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;				INTERFACE		  		  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(load-sound INT1   "data\\sound\\interface\\button1.wav" 	S_DEFAULT 1)
(define_sound   SOUNDS_INTERFACE
        (selection      INT1)
)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;*************************************************************************;
;				UNITATI					  ;
;*************************************************************************;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

				;;;;;;;;;;
				; COMUNE ;
				;;;;;;;;;;


(load-sound DIE1        "data\\sound\\common\\die\\die1.wav" 	   S_BATTLE 2)
(load-sound DIE2        "data\\sound\\common\\die\\die2.wav" 	   S_BATTLE 2)
(load-sound DIE3        "data\\sound\\common\\die\\die3.wav" 	   S_BATTLE 2)
(load-sound DIE4        "data\\sound\\common\\die\\die4.wav" 	   S_BATTLE 2)

(load-sound TOPOR1      "data\\sound\\common\\topor\\1.wav" 	   S_WORK_TREE 2)
(load-sound TOPOR2      "data\\sound\\common\\topor\\2.wav"  	   S_WORK_TREE 2)
(load-sound TOPOR3      "data\\sound\\common\\topor\\3.wav" 	   S_WORK_TREE 2)
(load-sound TOPOR4      "data\\sound\\common\\topor\\4.wav" 	   S_WORK_TREE 2)
(load-sound TOPOR5      "data\\sound\\common\\topor\\5.wav" 	   S_WORK_TREE 2)

(load-sound CIOCAN1     "data\\sound\\common\\ciocan\\cioc1.wav"   S_WORK_BUILD 2)
(load-sound CIOCAN2     "data\\sound\\common\\ciocan\\cioc2.wav"   S_WORK_BUILD 2)
(load-sound CIOCAN3     "data\\sound\\common\\ciocan\\cioc3.wav"   S_WORK_BUILD 2)
(load-sound CIOCAN4     "data\\sound\\common\\ciocan\\cioc4.wav"   S_WORK_BUILD 2)
(load-sound CIOCAN5     "data\\sound\\common\\ciocan\\cioc5.wav"   S_WORK_BUILD 2)

(load-sound SABIE1 	"data\\sound\\common\\sabii\\sabie1.wav"    	   S_BATTLE)
(load-sound SABIE2 	"data\\sound\\common\\sabii\\sabie2.wav"    	   S_BATTLE)
(load-sound SABIE3 	"data\\sound\\common\\sabii\\sabie3.wav"    	   S_BATTLE)
(load-sound SABIE4 	"data\\sound\\common\\sabii\\sabie4.wav"           S_BATTLE)
(load-sound SABIE5 	"data\\sound\\common\\sabii\\sabie5.wav"    	   S_BATTLE)
(load-sound SABIE6 	"data\\sound\\common\\sabii\\sabie6.wav"    	   S_BATTLE)

(load-sound FIER1     "data\\sound\\common\\fierastrau\\fier1.wav"   S_REPPLY_BUILDINGS 1)
(load-sound FIER2     "data\\sound\\common\\fierastrau\\fier2.wav"   S_REPPLY_BUILDINGS 1)
(load-sound FIER3     "data\\sound\\common\\fierastrau\\fier3.wav"   S_REPPLY_BUILDINGS 1)

(load-sound LANCE     	"data\\sound\\common\\lance.wav"   	   S_BATTLE )
(load-sound YES     	"data\\sound\\common\\yes.wav"   	   S_REPPLY_UNITS 2)


				;;;;;;;;;;
				; ROMANI ;
				;;;;;;;;;;

;sclavul roman

(load-sound SR-sel1     "data\\sound\\roman\\sclav_roman\\selectie1.wav" S_REPPLY_UNITS 2)
(load-sound SR-sel2     "data\\sound\\roman\\sclav_roman\\selectie2.wav" S_REPPLY_UNITS 2)
(load-sound SR-sel3     "data\\sound\\roman\\sclav_roman\\selectie3.wav" S_REPPLY_UNITS 2)
(load-sound SR-go1      "data\\sound\\roman\\sclav_roman\\go1.wav" 	 S_REPPLY_UNITS 2)
(load-sound SR-go2      "data\\sound\\roman\\sclav_roman\\go2.wav" 	 S_REPPLY_UNITS 2)
(load-sound SR-build1   "data\\sound\\roman\\sclav_roman\\build1.wav" 	 S_REPPLY_UNITS 2)
(load-sound SR-chop1    "data\\sound\\roman\\sclav_roman\\chop1.wav" 	 S_REPPLY_UNITS 2)
(load-sound SR-ready1   "data\\sound\\roman\\sclav_roman\\ready1.wav" 	 S_WORK_ICNET 2)

(define_sound   SOUNDS_ROMAN
        (selection      SR-sel1 SR-sel2 SR-sel3)
        (re-selection   SR-sel1)
        (go             SR-go1 SR-go2)
        (work           TOPOR1 TOPOR2 TOPOR3 TOPOR4 TOPOR5)
        (work2          CIOCAN1 CIOCAN2 CIOCAN3 CIOCAN4 CIOCAN5)
        (build          SR-build1)
        (chop           SR-chop1)
        (ready          SR-ready1)
        (atack          SR-chop1)
        (die            DIE1 DIE2 DIE3 DIE4)
)


;prastias

(load-sound SP-go1      "data\\sound\\roman\\prastias\\go1.wav"     S_REPPLY_UNITS)
(load-sound SP-atack1   "data\\sound\\roman\\prastias\\atack1.wav"  S_REPPLY_UNITS)
(load-sound SP-die1     "data\\sound\\roman\\prastias\\die1.wav"    S_BATTLE)
(load-sound SP-die2     "data\\sound\\roman\\prastias\\die2.wav"    S_BATTLE)
(load-sound SP-die3     "data\\sound\\roman\\prastias\\die3.wav"    S_BATTLE)
(load-sound SP-sel1     "data\\sound\\roman\\prastias\\select1.wav" S_REPPLY_UNITS)
(load-sound SP-sel2     "data\\sound\\roman\\prastias\\select2.wav" S_REPPLY_UNITS)
(load-sound SP-sel3     "data\\sound\\roman\\prastias\\select3.wav" S_REPPLY_UNITS)

(define_sound   SOUNDS_PRASTIAS
        (selection      SP-sel1 SP-sel2 SP-sel3)
        (re-selection   SP-sel1 SP-sel2 SP-sel3)
        (go             SP-go1)
        (fight          SABIE2 LANCE )
        (atack          SP-atack1)
        (die            SP-die1 SP-die2 SP-die3)
)

;legionar

(load-sound SL-sel1     "data\\sound\\roman\\legionar\\selectie1.wav"  S_REPPLY_UNITS)
(load-sound SL-sel2     "data\\sound\\roman\\legionar\\selectie2.wav"  S_REPPLY_UNITS)
(load-sound SL-sel3     "data\\sound\\roman\\legionar\\selectie3.wav"  S_REPPLY_UNITS)
(load-sound SL-sel4     "data\\sound\\roman\\legionar\\selectie4.wav"  S_REPPLY_UNITS)
(load-sound SL-go1      "data\\sound\\roman\\legionar\\go1.wav" 	S_REPPLY_UNITS)
(load-sound SL-go2      "data\\sound\\roman\\legionar\\go2.wav" 	S_REPPLY_UNITS)
(load-sound SL-go3      "data\\sound\\roman\\legionar\\go3.wav" 	S_REPPLY_UNITS)
(load-sound SL-go4      "data\\sound\\roman\\legionar\\go4.wav" 	S_REPPLY_UNITS)
(load-sound SL-atack1   "data\\sound\\roman\\legionar\\atack1.wav" 	S_REPPLY_UNITS)
(load-sound SL-atack2   "data\\sound\\roman\\legionar\\atack2.wav" 	S_REPPLY_UNITS)
(load-sound SL-atack3   "data\\sound\\roman\\legionar\\atack3.wav" 	S_REPPLY_UNITS)
(load-sound SL-atack4   "data\\sound\\roman\\legionar\\atack4.wav" 	S_REPPLY_UNITS)
(load-sound SL-die1     "data\\sound\\roman\\legionar\\icnituri\\i1.wav" S_BATTLE)
(load-sound SL-die2     "data\\sound\\roman\\legionar\\icnituri\\i2.wav" S_BATTLE)
(load-sound SL-die3     "data\\sound\\roman\\legionar\\icnituri\\i3.wav" S_BATTLE)
(load-sound SL-die4     "data\\sound\\roman\\legionar\\icnituri\\i4.wav" S_BATTLE)

(define_sound   SOUNDS_LEGIONAR
        (selection      SL-sel1 SL-sel2 SL-sel3 SL-sel4)
        (re-selection   SL-sel1 SL-sel2 SL-sel3 SL-sel4)
        (go             SL-go1 SL-go2 SL-go3 SL-go4)
        (fight          SABIE1 SABIE2 SABIE3 SABIE4 SABIE5)
        (fight2         LANCE)
        (atack          SL-atack1 SL-atack2 SL-atack3 SL-atack4)
        (die            SL-die1 SL-die2 SL-die3 SL-die4)
)

;preot roman

(load-sound PR      "data\\sound\\roman\\preot\\tua voluntas.wav" 	S_REPPLY_UNITS)

(define_sound   SOUNDS_PREOT
        (selection      PR)
        (re-selection   PR)
        (go             PR)
        (die            DIE1 DIE2 DIE3 DIE4)
)

;turn roman

(load-sound TURN1      "data\\sound\\roman\\turn\\roata lemn1.wav" 	S_REPPLY_UNITS)
(load-sound TURN2      "data\\sound\\roman\\turn\\roata lemn2.wav" 	S_REPPLY_UNITS)
(load-sound TURN3      "data\\sound\\roman\\turn\\roata lemn3.wav" 	S_REPPLY_UNITS)
(load-sound TURN4      "data\\sound\\roman\\turn\\roata lemn4.wav" 	S_REPPLY_UNITS)

(define_sound   SOUNDS_TURN
        (selection      TURN1 TURN2 TURN3 TURN4)
        (re-selection   TURN1 TURN2 TURN3 TURN4)
        (go             TURN1 TURN2 TURN3 TURN4)
        (die            DIE1 DIE2 DIE3 DIE4)
)



				;;;;;;;;;;
				;  DACI  ;
				;;;;;;;;;;


;taranul dac 

(load-sound SD-sel1     "data\\sound\\dac\\taran_dac\\selectie1.wav" S_REPPLY_UNITS)
(load-sound SD-sel2     "data\\sound\\dac\\taran_dac\\selectie2.wav" S_REPPLY_UNITS)
(load-sound SD-sel3     "data\\sound\\dac\\taran_dac\\selectie3.wav" S_REPPLY_UNITS)
(load-sound SD-sel4     "data\\sound\\dac\\taran_dac\\selectie4.wav" S_REPPLY_UNITS)
(load-sound SD-sel5     "data\\sound\\dac\\taran_dac\\selectie5.wav" S_REPPLY_UNITS)
(load-sound SD-sel6     "data\\sound\\dac\\taran_dac\\selectie6.wav" S_REPPLY_UNITS)
(load-sound SD-sel7     "data\\sound\\dac\\taran_dac\\selectie7.wav" S_REPPLY_UNITS)
(load-sound SD-sel8     "data\\sound\\dac\\taran_dac\\selectie8.wav" S_REPPLY_UNITS)
(load-sound SD-sel9     "data\\sound\\dac\\taran_dac\\selectie9.wav" S_REPPLY_UNITS)
(load-sound SD-resel2   "data\\sound\\dac\\taran_dac\\reselectie2.wav" S_REPPLY_UNITS)
(load-sound SD-resel3   "data\\sound\\dac\\taran_dac\\reselectie3.wav" S_REPPLY_UNITS)
(load-sound SD-build1   "data\\sound\\dac\\taran_dac\\build1.wav" S_REPPLY_UNITS)
(load-sound SD-build2   "data\\sound\\dac\\taran_dac\\build2.wav" S_REPPLY_UNITS)
(load-sound SD-chop1    "data\\sound\\dac\\taran_dac\\chop1.wav"  S_REPPLY_UNITS)
(load-sound SD-die1     "data\\sound\\dac\\taran_dac\\die1.wav"   S_BATTLE)
(load-sound SD-die2     "data\\sound\\dac\\taran_dac\\die2.wav"   S_BATTLE)
(load-sound SD-die3     "data\\sound\\dac\\taran_dac\\die3.wav"   S_BATTLE)
(load-sound SD-die4     "data\\sound\\dac\\taran_dac\\die4.wav"   S_BATTLE)
(load-sound SD-die5     "data\\sound\\dac\\taran_dac\\die5.wav"   S_BATTLE)
(load-sound SD-die6     "data\\sound\\dac\\taran_dac\\die6.wav"   S_BATTLE)
(load-sound SD-die8     "data\\sound\\dac\\taran_dac\\die8.wav"   S_BATTLE)
(load-sound SD-die9     "data\\sound\\dac\\taran_dac\\die9.wav"   S_BATTLE)
(load-sound SD-go3      "data\\sound\\dac\\taran_dac\\go3.wav"    S_REPPLY_UNITS)
(load-sound SD-go4      "data\\sound\\dac\\taran_dac\\go4.wav"    S_REPPLY_UNITS)
(load-sound SD-go5      "data\\sound\\dac\\taran_dac\\go5.wav"    S_REPPLY_UNITS)
(load-sound SD-go6      "data\\sound\\dac\\taran_dac\\go6.wav"    S_REPPLY_UNITS)
(load-sound SD-ready1   "data\\sound\\dac\\taran_dac\\ready1.wav" S_WORK_ICNET)
(load-sound SD-ready2   "data\\sound\\dac\\taran_dac\\ready2.wav" S_WORK_ICNET)

(define_sound   SOUNDS_SCLAV
        (selection      SD-sel1 SD-sel2 SD-sel3 SD-sel4 SD-sel5 SD-sel6 SD-sel7 SD-sel8 SD-sel9 )
        (re-selection   SD-resel2 SD-resel3 SD-sel2 SD-sel3 SD-sel4 SD-sel5 SD-sel6 SD-sel9 )
        (go             SD-go3 SD-go4 SD-go5 SD-go6)
        (work           TOPOR1 TOPOR2 TOPOR3 TOPOR4 TOPOR5)
        (work2          CIOCAN1 CIOCAN2 CIOCAN3 CIOCAN4 CIOCAN5)
        (build          SD-build1 SD-build2)
        (chop           SD-chop1)
        (ready          SD-ready1 SD-ready2)
        (die            SD-die1 SD-die2 SD-die3 SD-die4 SD-die5 SD-die6 SD-die8 SD-die9)
)

;monoxila

(load-sound BARCA1      "data\\sound\\common\\barca\\barca1.wav"    S_REPPLY_UNITS)
(load-sound BARCA2      "data\\sound\\common\\barca\\barca2.wav"    S_REPPLY_UNITS)

(define_sound   SOUNDS_MONOXILA
        (selection      BARCA1 BARCA2)
        (re-selection   BARCA1 BARCA2 YES)
        (go             BARCA1 BARCA2 YES)
        (fight          LANCE )
        (die            DIE1 DIE2 DIE3 DIE4)
)

;arcas 

(define_sound   SOUNDS_ARCAS
        (selection      SABIE2 YES)
        (re-selection   SABIE2 YES)
        (go             SABIE2 YES)
        (fight          LANCE)
        (die            DIE1 DIE2 DIE3 DIE4)
)

;sabier

(define_sound   SOUNDS_SABIER
        (selection      SABIE2 YES)
        (re-selection   SABIE2 YES)
        (go             SABIE2 YES)
        (fight          SABIE1 SABIE2 SABIE3 SABIE4 SABIE5)
        (die            DIE1 DIE2 DIE3 DIE4)
)

;calaret

(load-sound CAVALER1    "data\\sound\\dac\\calaret\\nechezat.wav"    	      S_REPPLY_UNITS)
(load-sound CAVALER2    "data\\sound\\dac\\calaret\\nechezat+tropot.wav"      S_REPPLY_UNITS)
(load-sound CAVALER3    "data\\sound\\dac\\calaret\\nechezat+tropot2.wav"     S_REPPLY_UNITS)
(load-sound CAVALER4    "data\\sound\\dac\\calaret\\tropote.wav"    	      S_REPPLY_UNITS)

(define_sound   SOUNDS_CALARET
        (selection      CAVALER1 CAVALER2 CAVALER3 CAVALER4 YES)              
        (re-selection   CAVALER1 CAVALER2 CAVALER3 CAVALER4 YES)              
        (go             CAVALER1 CAVALER2 CAVALER3 CAVALER4 YES)              
        (fight          SABIE1 SABIE2 SABIE3 SABIE4 SABIE5)
        (die            DIE1 DIE2 DIE3 DIE4)
)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;*************************************************************************;
;				CLADIRI					  ;
;*************************************************************************;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


				;;;;;;;;;;
				;  DACI  ;
				;;;;;;;;;;


;-------------------------------coliba daca-------------------------------;

(load-sound COL-sel1      "data\\sound\\dac\\build\\coliba\\andromaca.wav"  S_REPPLY_BUILDINGS 1)

(define_sound   SOUNDS_COLIBA
        (selection      COL-sel1)
        (re-selection   COL-sel1)
        (work           FIER1 FIER2 FIER3)
)

;-------------------------------scoala daca-------------------------------;

(define_sound   SOUNDS_SCOALA
        (selection      MIS_BUILDING )
        (re-selection   MIS_BUILDING )
        (work           FIER1 FIER2 FIER3)
)


;-----------------------------primaria daca-------------------------------;

(define_sound   SOUNDS_PRIMARIE
        (selection      MIS_BUILDING )
        (re-selection   MIS_BUILDING )
        (work           FIER1 FIER2 FIER3)
)

				;;;;;;;;;;
				; ROMANI ;
				;;;;;;;;;;


(define_sound   SOUNDS_SENAT
        (selection      MIS_BUILDING )
        (re-selection   MIS_BUILDING )
        (work           FIER1 FIER2 FIER3)
)

;-------------------------------scoala daca-------------------------------;

(define_sound   SOUNDS_CASA_ROMANA
        (selection      MIS_BUILDING )
        (re-selection   MIS_BUILDING )
        (work           FIER1 FIER2 FIER3)
)


;-----------------------------primaria daca-------------------------------;

(load-sound CAZROM    "data\\sound\\roman\\build\\cazarma\\alama2.wav"  S_REPPLY_BUILDINGS 1)

(define_sound   SOUNDS_CAZARMA_ROMANA
        (selection      CAZROM)
        (re-selection   CAZROM)
        (work           FIER1 FIER2 FIER3)
)

