#wind {
#  sample = wind0.wav
#  speed_min = 0
#  speed_max = 100
#}
#
#wind {
#  sample = wind3.wav
#  speed_min = 0
#  speed_max = 200
#}

wind {
   sample = wind1.wav
   speed_min = 50
   speed_max = 130
   gain = 0.1
}
wind {
   sample = wind2.wav
   speed_min = 70
   speed_max = 250
   gain = 1.0
   quad_gain = true
}
wind {
   sample = wind3.wav
   speed_min = 100
   speed_max = 300
   gain = 1.0
   quad_gain = true
}

airbrake_wind {
   sample = airbrake_wind.wav
   speed_min = 70
   speed_max = 150
   airbrake_min = 0.0
   airbrake_max = 0.6
   gain = 0.3
}

slip_wind {
   sample = sideslip.wav
   speed_min = 50
   speed_max = 130
   beta_min = 5
   beta_max = 15
   gain = 0.1
}

stall_wind {
   sample = stall.wav
   speed_min = 40
   speed_max = 130
   alpha_min = 5
   alpha_max = 15
   gain = 0.5
}

# Variometer sounds

vario {
  # The variometer base pitch (at 0 m/s). At 1.0 the sample
  # will play at it's original sample rate. Higher values
  # should be avoided if possible.
  vario_base  = 0.5
  # A higher value makes the tone more sensitive, a lower
  # less sensitive. Default is 0.2.
  vario_speed = 0.2

  # Define the lift sound.
  lift_sample = vario_lift.wav
  lift_gain   = 1.0

  # Define the sink sound. It will start playing
  # with sink rates below "sink_limit" (should be
  # defined as a negative number).
  sink_sample = vario_sink.wav
  sink_gain   = 0.8
  sink_limit  = -1.0
}

airbrakes_ext {
  sample = ab_lock.wav
}

gear_part {
  name      = Main Wheel
  sample    = roll.wav
  contact   = touchdown.wav
  pitch_min = 5.0
  pitch_max = 25.0
}

gear_part {
  name      = Tail Wheel
  sample    = roll.wav
  contact   = touchdown.wav
  pitch_min = 5.0
  pitch_max = 25.0
}

gear_part {
  name      = Nose Wheel
  sample    = roll.wav
  contact   = touchdown.wav
  pitch_min = 5.0
  pitch_max = 25.0
}

crash {
  sample = crash1.wav
}

impact {
  sample = crash1.wav
}

release {
  sample = towhook.wav
}
