SoundTweakData = SoundTweakData or class()

function SoundTweakData:init()
	self:_init_acoustics()
	self:_init_criminals_sound()
end

function SoundTweakData:_init_acoustics()
	self.acoustics = {}
	self.acoustics.pd2_acoustics_forest = {}
	self.acoustics.pd2_acoustics_forest.states = {
		acoustic_flag = "acoustic_forest"
	}
	self.acoustics.pd2_acoustics_flat = {}
	self.acoustics.pd2_acoustics_flat.states = {
		acoustic_flag = "acoustic_flat"
	}
	self.acoustics.pd2_acoustics_indoor_small = {}
	self.acoustics.pd2_acoustics_indoor_small.states = {
		acoustic_flag = "acoustic_indoors_small"
	}
	self.acoustics.pd2_acoustics_indoor_medium = {}
	self.acoustics.pd2_acoustics_indoor_medium.states = {
		acoustic_flag = "acoustic_indoors_medium"
	}
	self.acoustics.pd2_acoustics_indoor_large = {}
	self.acoustics.pd2_acoustics_indoor_large.states = {
		acoustic_flag = "acoustic_indoors_large"
	}
	self.acoustics.pd2_acoustics_outdoor_small_echo = {}
	self.acoustics.pd2_acoustics_outdoor_small_echo.states = {
		acoustic_flag = "acoustic_outdoors_small"
	}
	self.acoustics.pd2_acoustics_outdoor_medium_echo = {}
	self.acoustics.pd2_acoustics_outdoor_medium_echo.states = {
		acoustic_flag = "acoustic_outdoors_medium"
	}
	self.acoustics.pd2_acoustics_outdoor_large_echo = {}
	self.acoustics.pd2_acoustics_outdoor_large_echo.states = {
		acoustic_flag = "acoustic_outdoors_large"
	}
	self.acoustics.pd2_acoustics_tunnel_small = {}
	self.acoustics.pd2_acoustics_tunnel_small.states = {
		acoustic_flag = "acoustic_tunnel_small"
	}
	self.acoustics.pd2_acoustics_tunnel_medium = {}
	self.acoustics.pd2_acoustics_tunnel_medium.states = {
		acoustic_flag = "acoustic_tunnel_medium"
	}
end

function SoundTweakData:_init_criminals_sound()
	self.criminal_sound = {}
	self.criminal_sound.ai_callout_cooldown = 15
	self.criminal_sound.combat_callout_delay = {10, 0.5}
	self.criminal_sound.combat_callout_chance = {0.005, 0.05}
end
