;;******************************
;;**** Sounds added 4/24/91 ****
;;******************************
;
;(800.snd        ;sCitySounds            Play:20         m?---?  Loop
;                ;Alters reverb mode
;                ;*** Removed reverb mode change because of noise...CB
;     (seq\Traffic.mid)
;)
;
;(803.snd        ;sNeonBuzz              Play:10          m?---?
;                ;******* REMOVED FROM GAME *****
;                ;must be lower priority than sCitySounds to take
;                ;"region reverb"
;     (seq\Neon.mid)
;)
;
;(810.snd        ;sCarHonk               Play:10          m????-
;      (seq\Honk.mid)
;)
;
;(811.snd        ;sCarThump              Play:10          m?????
;      (seq\CarThud.mid)
;)
;
;(812.snd        ;sCarLeaving            Play:10          m?????
;      (seq\SpeedAwy.mid)
;)
;
;(820.snd        ;sBreathSpray           Play:10          m?---?
;      (seq\Spray.mid)
;)
;
;
;;*********************************************************
;;******* Sounds added 4/25/91 ****************************
;;*********************************************************
;
;
;(101.snd        ;sNuclearBlowup         Play:10         m?????
;     (seq\VDXplode.mid)
;)
;
;(105.snd        ;sNuclearHiss           Play:10         m?????
;     (seq\VDBurn.mid)
;)
;
;
;(200.snd        ;sYellTaxi              Play:10         matjs?
;    (seq\YoTaxi.mid)
;)
;
;(202.snd        ;sCabTires              Play:10         m?????
;    (seq\Screech.mid)
;)
;
;(203.snd        ;sCabDoorOpen           Play:10         m?????
;    (seq\CabDoorO.mid)
;)
;
;(204.snd        ;sCabDoorClose          Play:10         m?????
;    (seq\CabDoorC.mid)
;)
;
;(205.snd        ;sCabDeparting          PlayBed:10      m????? Loop
;                ;Send pitchbends to Channel 9 according to
;                ;cab speed. PB range = 0 (idle) to 8191 (fastest)
;                ;Bring volume down to 90 when scene changes from outside view
;                ;to inside cab view.
;     (seq\CabMotor.mid)
;)
;
;(206.snd        ;mCab                   PlayBed:50      m????- Loop
;                ;Play while inside cab
;     (seq\Taxi.mid)
;)
;
;(821.snd        ;sScoredPoints          Play:10         matjs?
;     (seq\Points.mid)
;)
;
;
;;******************************************
;;**** Sounds added 4/29/91 ****************
;;******************************************
;
;(160.snd        ;sFalling               Play:10         matjs-
;     (seq\Fall.mid)
;)
;
;(161.snd        ;sLandInTrash           Play:10         m?????
;     (seq\TrshLand.mid)
;)
;
;(163.snd        ;sOutOfTrash            Play:10         m?????
;     (seq\TrshOut.mid)
;)
;
;(164.snd        ;sSplatOnPavement       Play:10         m?????
;     (seq\Splat.mid)
;)
;
;(167.snd        ;sGlassBreaking         Play:10         m?????
;     (seq\GlassBrk.mid)
;)
;
;(171.snd        ;sFight                 Play:10         m????? Loop
;     (seq\Fight.mid)
;)
;
;(172.snd        ;sDizzy                 Play:10         m?????
;                ;play after EGO stops fighting with himself but
;                ;is still standing.
;     (seq\Dizzy.mid)
;)
;
;(173.snd        ;sBounce                Play:10         m?????
;                ;play when EGO hits ground after fight
;     (seq\Bounce.mid)
;)
;
;(165.snd        ;mTrapeze               Play:10         m????-  Loop
;                ;Play while EGO is leaning out from fire escape
;     (seq\Trapeze.mid)
;)
;
;(170.snd        ;mDarkAlley             PlayBed:50      m????-  Loop
;                ;Play until EGO stops fighting with himself
;    (seq\Alley.mid)
;)
;
;
;**************************************************
;***** Sounds added 4/30/91 ***********************
;**************************************************
;
;(111.snd        ;sDrinking              Play:10         m?????
;     (seq\Glug.mid)
;)

(112.snd        ;sMugOnBar              Play:10         m?????
     (seq\MugSlam.mid)
)

;(116.snd        ;sRecordStart           Play:10         m?----
;                ;Play until sound done
;    (seq\RecStart.mid)
;)
;
;(117.snd        ;sRecordNoise           Play:10         m?----  Loop
;                   ;Start 3 seconds before starting music selection
;                ;Loop while playing music selection
;                   ;End 3 seconds after ending music selection
;     (seq\Tracking.mid)
;)
;
;(118.snd        ;sRecordDone            Play:10         m?----
;                ;play after ending RecordNoise
;                ;play until sound done
;     (seq\RecEnd.mid)
;)
;
;(119.snd        ;sPeepholeSlider        Play:10         m?????
;     (seq\Peephole.mid)
;)
;
;***********************************************************
;****** 5/3/91 *************
;***********************************************************
;
;Changed 810.snd (sCarHonk).  Programmer must fade sound in as car
;appears on screen.  Hit maximum volume when EGO is run over.
;Then fade out sound as car dissappears.  Also send pitch bend to channel
;2 from 0 to -1270 as car dissappears.
;
;Note for 171.snd (sFight). Loop this sound until end of "dust cloud"
;animation.
;
;Note for 172.snd (sDizzy). Stop this sound when EGO hits the ground.
;
;Note for 173.snd (sBounce). Don't play this sound until EGO hits the
;ground.
;
;(141.snd        ;mChannel1              PlayBed:50      m????-  Loop
;                ;All TV sounds loop indefinatly until the next channel
;                ;is selected or ego exits the room.  If ego exits room
;                ;and then returns, the last TV sound played (if any) needs
;                ;to be started.
;     (seq\Romeo.mid)
;)
;
;(147.snd        ;mChannel7              PlayBed:50      m????-  Loop
;     (seq\Rondeau.mid)
;)
;
;(148.snd        ;mChannel8              PlayBed:50      m????-  Loop
;                ;This sound plays for the last TV channel.  It continues
;                ;in the Hookers room.  If EGO pays for Hooker instead of
;                ;selecting channels, this sound starts in the hooker's
;                ;room.
;      (seq\Porn.mid)
;)
;
;(410.snd        ;mSyrupOrgan            PlayBed:50      m????-   Loop
;     (seq\air.mid)
;)
;
;**************************************************
;***** 5/6/91 *******
;**************************************************
;(411.snd        ;mLohingren             PlayBed:50      m????-   Loop
;     (seq\WMarch.mid)
;)
;
;(142.snd        ;mChannel2              PlayBed:50      m????-  Loop
;     (seq\Motel6.mid)
;)
;
;(145.snd        ;mChannel5              PlayBed:50      m????-  Loop
;    (seq\Rogers.mid)
;)
;
;(146.snd        ;mChannel6              PlayBed:50      m????-  Loop
;    (seq\Sports.mid)
;)

Note for 321.snd to 326.snd.  326.snd is out.  5 Drum fills only.
Sampled sound devices will only have 2 drum fills: 321 and 322.  So
you'll need to know whether the current driver is a sample device and
adjust the code to only call those 2 sounds.

;************************************************
;********* 5/7/91 ******************
;************************************************

;(144.snd        ;mChannel4              PlayBed:50      m????-  Loop
;    (seq\Rhino.mid)
;)
;
;(143.snd        ;mChannel3              PlayBed:50      m????-  Loop
;    (seq\Revenge.mid)
;)
;
;(140.snd        ;mChannelChanging       Play:10         m?????
;     (seq\TVClick.mid)
;)
;
;
;**************************************
;***** 5/8/91 ******
;**************************************
;
;(250.snd        ;sCardOn                Play:10         m????-
;     (seq\Card.mid)
;)
;
;(251.snd        ;sBJLose                Play:10         m????-
;     (seq\BJLose.mid)
;)
;
;(252.snd        ;sBJWin                 Play:10         m????-
;     (seq\BJWin.mid)
;)
;
;(260.snd        ;sButtonPress           Play:10         m????-
;     (seq\Button.mid)
;)
;
;(261.snd        ;sWheelsSpinning        Play:10         m????-
;     (seq\Wheel.mid)
;)
;
;(262.snd        ;sWheelStopping         Play:10         m????-
;     (seq\WheelStp.mid)
;)
;
;(263.snd        ;sWinSmall              Play:10         m????-
;     (seq\WinSmall.mid)
;)
;
;(264.snd        ;sWinBig                Play:10         m????-
;     (seq\WinBig.mid)
;)
;
;(265.snd        ;sWinJackPot            Play:10         m????-
;     (seq\WinJack.mid)
;)
;
;(266.snd        ;sCashOut               Play:10         m????-
;     (seq\CashOut.mid)
;)
;
;Note for 310.snd (mCasino).  Sound should be played at volume = 50 while
;in Casino/Hotel lobby.  Bring volume up to 100 when in elevator.
;Sound should fade out when you go to close up of BlackJack or Poker
;machines.  Restart when you leave the machines.
;
;
;;*****************************************
;;********* 5/9/91 ************************
;;*****************************************
;
;(610.snd        ;mDiscoInterior         PlayBed:50      m????-   Loop
;     (seq\Disco.mid)
;)
;
;(508.snd        ;sPhone0                Play:10         matjs-
;     (seq\TT0.mid)
;)
;
;(300.snd        ;sDoorsCasino           Play:10         m?????
;                ;Stop sound when doors stop moving
;     (seq\SlidDoor.mid)
;)
;
;(301.snd        ;sFountain              Play:10         m?---?     Loop
;     (seq\Fountain.mid)
;)
;
;(600.snd        ;mDiscoExterior         Play:10         m?---?   Loop
;    (seq\DisThump.mid)
;)
;
;
;(253.snd        ;sBlackJack               Play:10         m????-
;    (seq\BlkJack.mid)
;)
;
;;************************************
;;******* 5/10/91 ********************
;;*************************************
;
;(104.snd        ;mPoliceman             Play:10         m?????
;     (seq\Police.mid)
;)
;
;(135.snd        ;sToiletGusher          Play:10         m?????   Loop
;     (seq\Gusher.mid)
;)
;
;(151.snd        ;sWindowUp              Play:10         m?????
;     (seq\Window.mid)
;)
;
;(155.snd        ;sGumPopping            Play:10         m?????
;     (seq\Gum.mid)
;)
;
;
;Note for jumping into Trash (162.snd sIntoTrash)
;        Use sound 161 sLandInTrash.
;
;Note for jumping out of trash:
;Call 161.snd when EGO starts to jump out of trash.
;Call 163.snd to match EGO's feet hitting ground.
;
;162.snd is out (sIntoTrash)
;166.snd is out (sSwingingHammer)

131.snd is out (sWashingHands)
201.snd is out (sCabComing)


;Blackjack: use 260.snd (sButtonPress) for buttons here also.
;           Use 266.snd (sCashOut) for Cash Out here also
;
;(340.snd        ;sElevatorFloorDing     Play:10         m?????
;     (seq\ElevDing.mid)
;)
;
;(341.snd        ;sKnocking              Play:10         m?????
;     (seq\Knock.mid)
;)
;
;(350.snd        ;sElevatorDoors         Play:10         m?????
;     (seq\ElevDoor.mid)
;)

;**********************************************
;***** 5/13/91 *******************
;**********************************************

;(103.snd        ;mDog                   Play:10         m????-
;     (seq\Dog.mid)
;)

(120.snd        ;mDrunk                 Play:10         m????-
                ;play for bum outside of Quickie Mart
    (seq\HowDry.mid)
)

;(611.snd        ;mDanceNumber           PlayBed:50      m????-
;                ;Start:         Couple stands
;                ;Cue 10:        Larry walks out
;                ;Cue 20:        Fawn walks out and couple strikes pose
;                ;Cue 30:        Larry brings her back in-Dance starts
;                                        Loop on Travolta step.
;                ;Cue 40:        Loop on Cossack Dance
;                ;Cue 50:        Loop on Twirl
;                ;Cue 60:        Fawn comes down-new loop-*temp Travalta
;                ;Cue 70:        New Loop- *temp spin
;                ;Cue 80:        Strike end pose-hold for a few seconds
;                                        Travolta pose.
;     (seq\Beet5.mid)
;)

;Note on Cab Sound:
;        Cab motor should accelerate (pitch bend up) after drops Larry
;off just like it does when it picked Larry up.
;
;Also - possible bug - when you hail the cab at the Quikie Mart, if you
;walk to the Disco after it comes, the cab sound does not go away.
;
;*** Use 171.snd (sFight) for fight with cab driver.
;*** Use 811.snd (sCarThump) for getting run over by cab after fight.
;
;
;(351.snd        ;mFloor8                PlayBed:50      m????-  Loop
;                ;Play while on 8th Floor
;     (seq\SpanGirl.mid)
;)
;
;(352.snd        ;mPills                 PlayBed:50      m????-  Loop
;                ;When EGO gives Faith the pills stop mFloor8 and
;                ;play this until Faith walks away.
;     (seq\SpanFly.mid)
;)
;
;(353.snd        ;mFaithLeaving          PlayBed:50      m????-
;                ;Play when Faith walks away
;                ;When she's gone then restart mFloor8
;     (seq\SpanBye.mid)
;)

*** 355.snd is out!

;(320.snd        ;mCanCan                PlayBed:50      m????-     Loop
;    (seq\Polka.mid)
;)

;********************************************
;************ 5/14/91 ***********************
;********************************************

;(380.snd        ;sBubbles               Play:10         m?---?  Loop
;                ;turn off and on with state of bubble switch
;     (seq\Bubbles.mid)
;)

(383.snd        ;sGurgles               Play:5          m?---?   Loop
                ;Sound for gurgling brook
                ;Lower priority than bubbles
     (seq\Gurgles.mid)
)
;
;(393.snd        ;sKnifeFlip             Play:10         m????-
;                ;stop sound with 394.snd (sCuttingRibbon)
;     (seq\KnifeFlp.mid)
;)
;
;(394.snd        ;sCuttingRibbon         Play:10         m?????
;     (seq\KnifeCut.mid)
;)
;
;(400.snd        ;FlasherOpening         Play:10         m????-
;     (seq\FlashO.mid)
;)
;
;(401.snd        ;FlasherClosing         Play:10         m????-
;     (seq\FlashC.mid)
;)

;(370.snd        ;sInflateDoll           Play:10         m?????
;     (seq\DollBlow.mid)
;)

;(371.snd        ;sDollPops              Play:10         m?????
;     (seq\DollXpld.mid)
;)

;(372.snd        ;sDollDefalating        Play:10         m?????   Loop
;     (seq\DollHiss.mid)
;)

;(373.snd        ;sFireworksLaunch       Play:10         m?????
;     (seq\FWLaunch.mid)
;)
;
;(374.snd        ;sFireworksExplosions.mid    Play:10         m?????
;     (seq\FWXPlode.mid)
;)

;(514.snd        ;mGunShot               Play:10         m?????
;    (seq\Gun.mid)
;)

;(710.snd        ;sQuestionAppears       Play:10         matjs?
;     (seq\QPresent.mid)
;)
;
;(711.snd        ;sRight                 Play:10         m?????
;     (seq\QRight.mid)
;)
;
;(712.snd        ;sWrong                 Play:10         m?????
;     (seq\QWrong.mid)
;)


;**********************************************
;********** 5/15/91 ***************************
;**********************************************
;
;(390.snd        ;mMacTheKnife           PlayBed:50      m????-  Loop
;                ;Play this sound after radio turned on and
;                ;until EGO gets on bed
;     (seq\Mac1.mid)
;)
;
;(395.snd        ;sAjax                  PlayBed:50      m????-
;                ;Play for Commercial, then resume 390.snd (fade in)
;                ;where it left off
;     (seq\Ajax.mid)
;)
;
;(150.snd        ;mHooker                PlayBed:50      m????-  Loop
;                ;Play while having sex with hooker
;                ;Then restart 148.snd (mChannel8) from the beginning
;     (seq\Hooker.mid)
;)
;
;Notes:
;When you get to the 8th floor via elevator, fade the elevator music out.
;
;When you move from the Casino to the elevator room, don't restart the
;music, just change the volume.
;

;***************************************************
;************** 5/16/91 ****************************
;***************************************************

Notes:
Use 260.snd (sButtonPress) for the change bet buttons on the blackjack
machine.

sBJLose and sBJWin (251.snd and 252.snd) should play before the print
window is displayed, not after it is dismissed.

When you exit the disco, fade the disco music

;Don't loop mDog (103.snd).  Just play it once each time the dog enters
;the screen.

;********************************************************
;**************** 5/18/91 *******************************
;********************************************************

;(396.snd       ;sHnyMoon2               PlayBed:50     m????-    Loop
;               ;Play when EGO gets in bed with Fawn
;               ;(after print window "I have a surprise.." is dismissed)
;               ;Dust Cloud animation should continue until Cue 10
;     (seq\HnyMoon2.mid)
;)

;Notes:
;Wedding Chapel Music: 410.snd (mSyrupOrgan) should loop as long as EGO
;is in the Chapel, until Rev. says "I now pronounce you..."

;411.snd (mLohingren) should start after "I now pronounce you..." and
;loop until EGO leaves the chapel.  If EGO ever re-enters the Chapel this
;music should play.

;Elevator-8th floor: I think the elevator music (310.snd mCasino) should
;just fade out when you arrive at the 8th floor and the Spanish music
;(351.snd mFloor8) should start.  Then when you go back down, fade the
;Spanish music and restart the elevator music.  Two reasons: the 8th
;floor has a different "look" to it and it would be nice to reflect the
;different "look" in the music as soon as you get there.  Also, with 2
;fully orchestrated sounds playing at the same time we are going to run
;into technical problems with channel pre-empting and sound FX not
;playing.
;
;Cabaret: exitting the cabaret, the casino music (310.snd mCasino)
;should restart.
;
;Hooker: 155.snd (sGumPopping) should not continue to play in the
;close up because there is no bubble popping animation.
;
;
;(312.snd        ;mConversation          Play:10         m????-     Loop
;                ;Play while in casino area
;     (seq\CasNoise.mid)
;)
;
;Note for 310.snd (mCasino).  Oops, volume=50 is too soft, use volume=90
;while in the casino and volume=127 when in elevator. Sorry.
;

;****************************************************************
;************* 5/20/91 ******************************************
;****************************************************************

;(381.snd        ;mHotTub                PlayBed:50      m????-  Loop
;                ;play for entire Penthouse floor
;                ;Volume changes:
;                ;       On closeup of Eve:
;                ;               Set Channel 3 to 100 - Flute
;                ;               Set Channel 8 to 110 - HH
;                ;               Set Channel 4 to 0   - Gtr Melody
;                ;
;                ;       On exit closeup of Eve (except under program control)
;                ;               Set Channel 3 to 0   - Flute
;                ;               Set Channel 8 to 0   - HH
;                ;               Set Channel 4 to 127 - Gtr Melody
;                ;
;                ;       On Eve gets the apple:
;                ;               Set Channel 5 to 75  - Solo
;                ;
;                ;       On Couple exits hot tub (program control):
;                ;               Set Channel 2 to 0   - Ballad Bass
;                ;               Set Channel 6 to 110 - Walking Bass
;                ;               Set Channel 9 to 110 - Ride Cymbal
;     (seq\Penthous.mid)
;)


;************************************************
;*********** 5/21/91 ***************************
;***********************************************

;(190.snd        ;mDeath                 PlayBed:50      m????-
;     (seq\Death.mid)
;)

;(136.snd        ;sDripNoLoop            Play:10         m?????
;                ;***Game - single shot drip
;                ;Play for each drip in bathroom
;     (seq\DripNL.mid)
;)

;*****************************************************
;********** 5/22/91 **********************************
;*****************************************************

;(192.snd        ;sElevator              Play:10         m?????   Loop
;     (seq\MElevatr.mid)
;)

;(193.snd        ;sFactory               Play:10         m???--   Loop
;     (seq\MFactry.mid)
;)

;(194.snd        ;sEgoOffElevator        Play:10         m?????
;                ;Play when EGO is dumped from elevator
;                ;Also when EGO is dumped on elevator from conveyor.
;     (seq\MDumpEgo.mid)
;)

;(195.snd        ;sBlender               Play:10         m????-
;                ;Hold on Hold point 10 until blender spins down
;                ;then release sound and it will end.
;     (seq\MBlender.mid)
;)

;(196.snd        ;sGurgle                Play:10         m?????    Loop
;     (seq\MBubbles.mid)
;)

;(197.snd        ;sMachineGrunts         Play:10         m????-
;                ;play when EGO enters machine
;                ;Wait until sound done before continuing
;     (seq\MMachine.mid)
;)

;(198.snd        ;sSquirt.mid            Play:10         m?????    Loop
;     (seq\MSquirt.mid)
;)

;(199.snd        ;mConveyor              Play:10         m?????  Loop
;     (seq\MConveyr.mid)
;)

(302.snd        ;mAppleMan              Play:50         m????-
     (seq\Apple.mid)
)

Note for "Outdoors region" sounds.  The Traffic (800.snd) and
fountain (301.snd) sounds should not pause when the ICON bar is
brought up.

;(512.snd        ;sPervert               Play:10         m?????
;    (seq\Pervert.mid)
;)



;*******************************************************
;* 6/5/91 Notes
;*******************************************************
381.snd mHotTub:
        Sound must be suspended, then started, then Channels
4,7,9,10,and 6 muted, then un-suspended.  Then...

                ;Mute changes:
                ;       On closeup of Eve:
                ;               UnMute Channel 4 - Flute
                ;               UnMute Channel 9 - HH
                ;               Mute Channel 5 - Gtr Melody
                ;
                ;       On exit closeup of Eve (except under program control)
                ;               Mute Channel 4 - Flute
                ;               Mute Channel 9 - HH
                ;               UnMute 5 - Gtr Melody
                ;
                ;       On Eve gets the apple:
                ;               UnMute Channel 6 - Solo
                ;
                ;       On Couple exits hot tub (program control):
                ;               Mute Channel 3 - Ballad Bass
                ;               UnMute Channel 7 - Walking Bass
                ;               UnMute Channel 10 - Ride Cymbal
     (seq\Penthous.mid)

               ;Play this song until Ken Williams is about to walk out.
                ;Then fade it and start the Larry Theme music
                ;(700.snd mThemeSong)



;(191.snd (-p10) ;sGroundOpens           Play:10         ma????
;                ;Play when Ground opens under EGO after death.
;                ;Also play this sound when the conveyer belt dumps EGO
;                ;on the elevator going up.  Start the elevator going up
;                ;sound just after playing this sound.
;     (seq\MGrdOpen.mid)
;)

;
;;***Notes***
;        Start the factory elevator sound (192.snd sElevatorLowering)
;just after 191.snd sGroundOpens.
;
;***Need to loop sGurgle (196.snd) and sSquirt (198.snd).
;
;*** Hook in mAppleMan  (302.snd)
;


;*******************************************************
;* Notes 6/10/91
;*******************************************************

From Mark Seibert:
;        Door sounds at Lefty's, Pimproom?		;no mem
;
;        Pants exploding timing is off.
;
;        Door FX at Chapel, and Honeymoon Suite?


From Chris:
        Fade in the DiscoThump (mDiscoExterior 600.snd)

        Fade the Casino Noises in and out. (sConversation 312.snd)

        Sliding Door opening when leaving the Casino should stop
        with the animation.  (sDoorsCasino 300.snd)

        When going from the questions screen to the opening of the game,
        the Larry theme should immediatly start fading out VERY slowly.
        (mThemeSong 700.snd)

        Loop the dialtone sound (sPhoneDialtone 490.snd) until user
        presses button or exits.

(502.snd (-p10) ;sPhoneBusy             Play:10         matjsx  Loop
     (seq\BusySig.mid)
     (savesmp\BusySig.smp[gat])
)

(503.snd (-p10) ;sPhoneRinging          Play:10         matjsx
                ;call once each 2 sec after placing a call
     (seq\DialRing.mid)
     (savesmp\DialRing.smp[gat])
)

(504.snd (-p10) ;sPhoneRingingHere      Play:10         matjsx
                ;call once each 2 sec when phone is ringing for Larry
                ;to pick up
     (seq\TeleRing.mid)
     (savesmp\TeleRing.smp[gat])
)
;*****************************
;*** 6/13/91 ***
;*****************************


(384.snd (-p20) ;sSplash                               ma---x
                ;Play when Larry jumps into Hot Tub
     (seq\Splash.mid)
     (savesmp\Splash.smp[gat])
)

;;;;;;;

;Chris :

;We're not getting ANY fireworks sounds on the soundblaster
;**** FIXED, CB

;****************************
;* 6/17/91
;****************************

Notes:
;        Fade out casino noise (sConversation 312.snd)
;when you leave the casino room.  Right now
;it just stops abrubtly I think.
;
;Cab Music (mCab 206.snd) gets cut off in front of disco. Conflict with
;MDiscoExterior (600.snd)

Loop the Wedding March music (mLohingren 411.snd) until Larry exits the
chapel.

;Door open sound is playing when entering Honeymoon suite although there is no
;animation for it.   *** OK *** CB

When Ajax Liquor answers use sPhoneAnswered (505.snd)

In HoneyMoon suite (mMacTheKnife 390.snd)) doesn't resume immediatly
after mMac2 (396.snd) if a print window is up.  Can we solve this?

There is a delay before EGO cuts the ribbon with the knife.  Is this
because of loading sCuttingRibbon (394.snd) sound?  If so, pre-load that
sound.

;When exiting the Casino Elevator on the first floor, the music sometimes
;doesn't get softer as it should.  I think it depends on where you click
;to walk to...
;
;The Hookers BubblePop is getting called several times each bubble.  It
;should just be called once per Pop!
;
;When Larry falls off the fire escape to his death, stop the fall sound
;when he hits the ground!
;
;The DiscoInterior music cross-fades with the dance music on the CMS
;card.  To fix this you need to wait until the discointerior music is
;done fading  before starting the disco dance music.  *** FIXED ***CB
;
;
;;*************************
;;* 6/18/91
;;*************************
;
;(121.snd (-p10) ;mHicUp                                 ma---x
;    (seq\HickUp.mid)
;    (savesmp\HickUp.smp[mat])
;)


Need Knock and Door-open sound for Naugahyde door into pimp room if
there is room.

Use Glug sound for misister taking a "nip", maybe hic-up as well?

If you stand in front of the disco until the dog comes, the dog music
will knock out the disco thump.  Also, the instant the dog pees on
Larry, the Bouncer interrupts with "You smell like a fire hydrant". The
print box cuts off the dog pee sound.  Maybe just set the flag for the
dog pee sound to not be interupted?




