Author: Iskander & Jugalator
Author Website: n/a
Script Name: Ambient Sounds
Description: An include to give you a variable for each ambient soundtrack in ambientsounds.2da
Instructions on Use: Add #include "ambient_sounds" to the top of your script.  NOTE: That assumes you name your include file "ambient_sounds."  If you chose to name it "sound" (for example) then add #include "sound" to the top of your script.

Script 1 (Include file):

//::///////////////////////////////////////////////
//:: FileName: ambient_sounds
//:://////////////////////////////////////////////
/*
Adds 'constant' variables for ambient sounds, for
use in the AmbientSound* functions.
These constants were copied from a forum post by
Jugalator.
Expect that BW will incorporate similar constants
into nwscript.nss at some point in the future... with
any luck, they might copy and paste this :)
*/
//:://////////////////////////////////////////////
//:: Created By: Iskander
//:: Created On: 13 July 2002
//:://////////////////////////////////////////////
int SFX_AMB_RURALDAY1 = 1; //mus_ruralday1
int SFX_AMB_RURALDAY2 = 2; //mus_ruralday2
int SFX_AMB_RURALNITE = 3; //mus_ruralnite
int SFX_AMB_FORESTDAY1 = 4; //mus_forestday1
int SFX_AMB_FORESTDAY2 = 5; //mus_forestday2
int SFX_AMB_FORESTNITE = 6; //mus_forestnite
int SFX_AMB_GENDUNGEON1 = 7; //mus_gendungeon1
int SFX_AMB_SEWER = 8; //mus_sewer
int SFX_AMB_MINES1 = 9; //mus_mines1
int SFX_AMB_MINES2 = 10; //mus_mines2
int SFX_AMB_CRYPT1 = 11; //mus_crypt1
int SFX_AMB_CRYPT2 = 12; //mus_crypt2
int SFX_AMB_EVILDUNGEON1 = 13; //mus_evildungeon1
int SFX_AMB_EVILDUNGEON2 = 14; //mus_evildungeon2
int SFX_AMB_CITYSLUMDAY = 15; //mus_cityslumday
int SFX_AMB_CITYSLUMNITE = 16; //mus_cityslumnite
int SFX_AMB_CITYDOCKDAY = 17; //mus_citydockday
int SFX_AMB_CITYDOCKNITE = 18; //mus_citydocknite
int SFX_AMB_CITYWEALTHY = 19; //mus_citywealthy
int SFX_AMB_CITYMARKET = 20; //mus_citymarket
int SFX_AMB_CITYNITE = 21; //mus_citynite
int SFX_AMB_TAVERN1 = 22; //mus_tavern1
int SFX_AMB_TAVERN2 = 23; //mus_tavern2
int SFX_AMB_TAVERN3 = 24; //mus_tavern3
int SFX_AMB_RICHHOUSE = 25; //mus_richhouse
int SFX_AMB_STORE = 26; //mus_store
int SFX_AMB_TEMPLEGOOD = 27; //mus_templegood
int SFX_AMB_TEMPLEEVIL = 28; //mus_templeevil
int SFX_AMB_THEME_NWN = 29; //mus_theme_nwn
int SFX_AMB_THEME_CHAP1 = 30; //mus_theme_chap1
int SFX_AMB_THEME_CHAP2 = 31; //mus_theme_chap2
int SFX_AMB_THEME_CHAP3 = 32; //mus_theme_chap3
int SFX_AMB_THEME_CHAP4 = 33; //mus_theme_chap4
int SFX_AMB_BAT_RURAL1 = 34; //mus_bat_rural1
int SFX_AMB_BAT_FOREST1 = 35; //mus_bat_forest1
int SFX_AMB_BAT_FOREST2 = 36; //mus_bat_forest2
int SFX_AMB_BAT_DUNG1 = 37; //mus_bat_dung1
int SFX_AMB_BAT_DUNG2 = 38; //mus_bat_dung2
int SFX_AMB_BAT_DUNG3 = 39; //mus_bat_dung3
int SFX_AMB_BAT_CITY1 = 40; //mus_bat_city1
int SFX_AMB_BAT_CITY2 = 41; //mus_bat_city2
int SFX_AMB_BAT_CITY3 = 42; //mus_bat_city3
int SFX_AMB_BAT_CITBOSS = 43; //mus_bat_citboss
int SFX_AMB_BAT_FORBOSS = 44; //mus_bat_forboss
int SFX_AMB_BAT_LIZBOSS = 45; //mus_bat_lizboss
int SFX_AMB_BAT_DRAGON = 46; //mus_bat_dragon
int SFX_AMB_BAT_ARIBETH = 47; //mus_bat_aribeth
int SFX_AMB_BAT_ENDBOSS = 48; //mus_bat_endboss
int SFX_AMB_TEMPLEGOOD2 = 49; //mus_templegood2
int SFX_AMB_CASTLE = 50; //mus_castle
int SFX_AMB_THEME_ARIBGD = 51; //mus_theme_aribgd
int SFX_AMB_THEME_ARIBEV = 52; //mus_theme_aribev
int SFX_AMB_THEME_ARGEND = 53; //mus_theme_argend
int SFX_AMB_THEME_MAUGRM = 54; //mus_theme_maugrm
int SFX_AMB_THEME_MORAG = 55; //mus_theme_morag