BGM
{
	Default Fade Time = 1.0

	#Song title followed by filenames for individual parts
	foresty1_1
	{
		Track Name = Foresty

		channel[0]=commercial_assets/foresty_full1.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%
		}
	}

	#Song title followed by filenames for individual parts
	overworld
	{
		Track Name = Overworld

		channel[0]=commercial_assets/overworld_v2.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%
		}
	}

	#Song title followed by filenames for individual parts
	foresty_boss
	{
		Track Name = Foresty Boss

		channel[0]=commercial_assets/foresty_boss.ogg
		channel[1]=commercial_assets/AiL_forest_postBoss.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%, 0%
			BossFanfare = 0%, 0%
			BossDefeated = 0%, 70%
		}
	}
	
	#Song title followed by filenames for individual parts
	title_screen
	{
		Track Name = Foresty Loop 2

		channel[0]=commercial_assets/loop2/foresty1_1_loop2_bass.ogg
		channel[1]=commercial_assets/loop2/foresty1_1_loop2_staccato.ogg
		channel[2]=commercial_assets/loop2/foresty1_1_loop2_strings.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 0%,50%,0%
			TitleScreenLoaded = 30%,50%,30%
		}
	}
	
	#Song title followed by filenames for individual parts
	base_camp
	{
		Track Name = Base Camp

		channel[0]=commercial_assets/AIL_baseCamp_bass.ogg
		channel[1]=commercial_assets/AIL_baseCamp_flute.ogg
		channel[2]=commercial_assets/AIL_baseCamp_kick.ogg
		channel[3]=commercial_assets/AIL_baseCamp_piano1.ogg
		channel[4]=commercial_assets/AIL_baseCamp_piano2.ogg
		channel[5]=commercial_assets/AIL_baseCamp_pizzicato.ogg
		channel[6]=commercial_assets/AIL_baseCamp_ride.ogg
		channel[7]=commercial_assets/AIL_baseCamp_snare.ogg
		channel[8]=commercial_assets/AIL_baseCamp_strings.ogg
		channel[9]=commercial_assets/AIL_baseCamp_xtra perc.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 0%,60%,0%,0%,0%,0%,0%,0%,60%,60%
			BlacksmithUnlock = 0%,60%,60%,0%,0%,0%,0%,60%,60%,60%
			Chapter2Unlock = 0%,80%,60%,0%,100%,70%,0%,60%,80%,60%
			Chapter3Unlock = 80%,100%,100%,0%,100%,100%,60%,80%,100%,80%
		}
	}

	story
	{
		Track Name = Foresty Story

		channel[0]=commercial_assets/foresty1_1_drums.ogg
		channel[1]=commercial_assets/foresty1_1_flute.ogg
		channel[2]=commercial_assets/foresty1_1_strings.ogg
		channel[3]=commercial_assets/foresty1_1_xtra perc.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 20%,50%,20%,70%
		}
	}

	#Song title followed by filenames for individual parts
	mountain
	{
		Track Name = Foresty

		channel[0]=commercial_assets/AiL_mountain2_2.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%
		}
	}

	#Song title followed by filenames for individual parts
	mountain_boss
	{
		Track Name = Mountain Boss

		channel[0]=commercial_assets/AiL_mountain_boss.ogg
		channel[1]=commercial_assets/AiL_mountain_postBoss.ogg
		channel[2]=commercial_assets/AiL_mountain_boss_halfTrack.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%, 0%, 0%
			BossFanfare = 0%, 0%, 0%
			BossDefeated = 0%, 70%, 0%
			PreBossPhase = 0%, 0%, 70%
		}
	}

	#Song title followed by filenames for individual parts
	beach
	{
		Track Name = Beach

		channel[0]=commercial_assets/AiL_beach3.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%
		}
	}

	#Song title followed by filenames for individual parts
	beach_boss
	{
		Track Name = Beach

		channel[0]=commercial_assets/AiL_beach_boss_2.ogg

		# Transition time between one phase to the next.
		Fade Time = 2.0

		Loop Repeat Start Point = 0.0s

		Events
		{
			Default Volume = 70%
		}
	}
}