fortressforever-scripts/scripts/soundscapes_ff.txt

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2014-11-12 02:32:26 +00:00
// DSP Effects
// 0 : "Normal (off)"
// 1 : "Generic"
// 2 : "Metal Small"
// 3 : "Metal Medium"
// 4 : "Metal Large"
// 5 : "Tunnel Small"
// 6 : "Tunnel Medium"
// 7 : "Tunnel Large"
// 8 : "Chamber Small"
// 9 : "Chamber Medium"
// 10: "Chamber Large"
// 11: "Bright Small"
// 12: "Bright Medium"
// 13: "Bright Large"
// 14: "Water 1"
// 15: "Water 2"
// 16: "Water 3"
// 17: "Concrete Small"
// 18: "Concrete Medium"
// 19: "Concrete Large"
// 20: "Big 1"
// 21: "Big 2"
// 22: "Big 3"
// 23: "Cavern Small"
// 24: "Cavern Medium"
// 25: "Cavern Large"
// 26: "Weirdo 1"
// 27: "Weirdo 2"
// 28: "Weirdo 3"
// General soundscapes
// This soundscape enables automatic dsp
"ff_automatic"
{
"dsp" "1"
"dsp_volume" "1.0"
"SOUNDMIXER" "Display_Mix"
}
// This soundscape enables automatic dsp at 50% mix - good if you have
// a lot of dialog that must be understood at any distance
"ff_automatic_dialog"
{
"dsp" "1"
"dsp_volume" "0.5"
"SOUNDMIXER" "Voicetest_Mix"
}
//
//Ghroths soundscape and soundmixer experiment, if the soundscapes below are worthy, then they can be moved to the <mapname>_soundscape.txt
//
//----------------------------------------------------------------
// soundmixers.txt, referenced in soundscapes_ff via "SOUNDMIXER" "name"
//----------------------------------------------------------------
"ff_huntedsewers"
{
"dsp" "1"
"dsp_volume" "1.0"
"SOUNDMIXER" "huntedsewers_mix"
"playsoundscape"
{
"name" "ff_huntedsewers.water"
"volume" "1.0"
}
"playsoundscape"
{
"name" "ff_huntedsewers.air"
"volume" "1.0"
}
}
"ff_huntedsewers.water"
{
"dsp" "15"
"dsp_volume" "1.0"
"SOUNDMIXER" "huntedsewers_mix"
"playlooping"
{
"volume" "0.5"
"pitch" "95"
"soundlevel" "SNDLVL_NORM"
"position" "0"
"wave" "ambient/water/water_run1.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"position" "1"
"wave" "ambient/water/water_run1.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "105"
"soundlevel" "SNDLVL_NORM"
"position" "2"
"wave" "ambient/water/water_run1.wav"
}
}
"ff_huntedsewers.air"
{
"dsp" "18"
"dsp_volume" "1.0"
"SOUNDMIXER" "huntedsewers_mix"
"playlooping"
{
"volume" "0.5"
"pitch" "95"
"soundlevel" "SNDLVL_NORM"
"position" "3"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"position" "4"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "105"
"soundlevel" "SNDLVL_NORM"
"position" "5"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"position" "6"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "95"
"soundlevel" "SNDLVL_NORM"
"position" "7"
"wave" "ambient/atmosphere/ambience_base.wav"
}
}
"ff_huntedsewers.distant"
{
"dsp" "15"
"dsp_volume" "1.0"
"SOUNDMIXER" "huntedsewers_mix"
"playrandom"
{
"volume" "0.5,1.0"
"time" "0.1,3.0"
"pitch" "95,105"
"position" "1"
"rndwave"
{
"wave" "ambient/water/distant_drip1.wav"
"wave" "ambient/water/distant_drip2.wav"
"wave" "ambient/water/distant_drip3.wav"
"wave" "ambient/water/distant_drip4.wav"
}
}
"playlooping"
{
"volume" "0.5"
"pitch" "95"
"soundlevel" "SNDLVL_NORM"
"position" "0"
"wave" "ambient/atmosphere/quiet_cellblock_amb.wav"
}
}