soundeffect = {
	name = BEAMC_fireS
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_S
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.3
}
soundeffect = {
	name = BEAMC_fireM
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_M
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.25
}
soundeffect = {
	name = BEAMC_fireL
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_L
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.3
}
soundeffect = {
	name = BEAMC_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_hit_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.5
}
soundeffect = {
	name = distance_BEAMC_fireS
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_S
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.3
}
soundeffect = {
	name = distance_BEAMC_fireM
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_M
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.25
}
soundeffect = {
	name = distance_BEAMC_fireL
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_L
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.3
}
soundeffect = {
	name = distance_BEAMC_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.3
}
########BEAMC2
soundeffect = {
	name = BEAMC_fireS2
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_S2
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = BEAMC_fireM2
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_M2
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = BEAMC_fireL2
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_L2
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireS2
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_S2
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireM2
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_M2
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireL2
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_L2
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
########BEAMC3
soundeffect = {
	name = BEAMC_fireS3
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_S3
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = BEAMC_fireM3
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_M3
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = BEAMC_fireL3
	falloff = "falloff_weapons_close"
	sounds = {
		sound = BEAMC_fire_L3
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireS3
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_S3
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireM3
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_M3
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
soundeffect = {
	name = distance_BEAMC_fireL3
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_BEAMC_fire_L3
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.2
}
########MPC
soundeffect = {
	name = distance_MPC1_fire
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_MPC1_fire_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.4
}
soundeffect = {
	name = distance_MPC1_hit
	falloff = "falloff_weapons_distance"
	sounds = {
		sound = distance_MPC1_hit_01
	}
	is3d = yes
	max_audible = 1
	max_audible_behaviour = fail
	volume = 0.3
}
soundeffect = {
	name = energy_MPC1_fire
	falloff = "falloff_weapons_close"
	sounds = {
		sound = MPC1_fire_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.4
}
soundeffect = {
	name = energy_MPC1_hit
	falloff = "falloff_weapons_close"
	sounds = {
		sound = MPC1_hit_01
	}
	is3d = yes
	max_audible = 2
	max_audible_behaviour = fail
	delay_random_offset = { 0.0 0.15 }
	volume = 0.3
}