class CfgSounds
{
 sounds[] = {};
class intercom0
  {
   name = "intercom0";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_DoorOpen.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
  class intercom1
  {
   name = "intercom1";   
   sound[] = {"sounds\R_BasketAtCabin.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom2
  {
   name = "intercom2";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_BasketGoing.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom3
  {
   name = "intercom3";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_BasketReadyPick.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom4
  {
   name = "intercom4";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_SurvivorIn.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom5
  {
   name = "intercom5";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_SurvivorComing.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom6
  {
   name = "intercom6";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_SurvivorAtCabin.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom7
  {
   name = "intercom7";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_SurvivorIn.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom8
  {
   name = "intercom8";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_BasketInCabin.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom9
  {
   name = "intercom9";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_BasketComing.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };
class intercom10
  {
   name = "intercom10";   // how the sound is referred to in the editor (e.g. trigger effects)
   sound[] = {"sounds\R_DoorClosed.ogg", 1, 1};   // filename, volume, pitch
   titles[] = {};
  };

};