fortressforever-scripts/maps/ff_push_soundscapes.txt

211 lines
3.1 KiB
Text
Raw Normal View History

2014-11-12 02:32:26 +00:00
// Push soundscape file
// Author: Defrag
// Some sections based on existing valve soundscapes but modified
// generic outside sound
"ff.outside"
{
// constant wind base
"playlooping"
{
"volume" "0.2"
"pitch" "100"
"wave" "ambient/wind/ff_wasteland_wind.wav"
}
// Wind gusts (based on cliffe's cs_assault settings)
"playrandom"
{
"time" "20,30"
"volume" "0.3,0.4"
"pitch" "90,110"
"rndwave"
{
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/wind/wind_snippet3.wav"
"wave" "ambient/wind/wind_snippet4.wav"
"wave" "ambient/wind/wind_snippet5.wav"
}
}
}
// Rats. Ach, gash!
"push.rats"
{
"playrandom"
{
"time" "20,30"
"volume" "0.3,0.5"
"pitch" "90,100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
}
}
}
// workshop noises
"push.workshop"
{
"playrandom"
{
"time" "30,60"
"volume" "0.1,0.2"
"pitch" "90,110"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/push/airhose.wav"
"wave" "ambient/push/airwrench1.wav"
"wave" "ambient/push/airwrench2.wav"
}
}
}
// outside area between the central warehouse and the base corridor
"push.outside"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
}
// capture point area
"push.capturepoint"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
// train going past
"playrandom"
{
"time" "120,180"
"volume" "0.3"
"pitch" "100"
"rndwave"
{
"wave" "ambient/machines/train_rumble.wav"
}
}
}
// side warehouse with no roof
"push.sidewarehouse"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
"playsoundscape"
{
"name" "push.rats"
"volume" "1.0"
}
"playsoundscape"
{
"name" "push.workshop"
"volume" "1.0"
}
}
// respawn
"push.respawn"
{
"dsp" "1"
"dsp_volume" "0.5"
// General ambient noise
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/push/inside_amb1.wav"
}
"playrandom"
{
"time" "30,60"
"volume" "0.3,0.5"
"pitch" "90,100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/metal4.wav"
"wave" "ambient/materials/rustypipes1.wav"
"wave" "ambient/materials/rustypipes2.wav"
}
}
}
// main warehouse in centre
"push.centralwarehouse"
{
"dsp" "1"
"dsp_volume" "0.5"
// General ambient noise
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "ambient/push/inside_amb1.wav"
}
"playsoundscape"
{
"name" "push.workshop"
"volume" "1.0"
}
"playsoundscape"
{
"name" "ff.outside"
"volume" "0.6"
}
}
// doughnut shaped hallway that connects the respawn, cap point, side warehouse etc.
"push.doughnut"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "push.respawn"
"volume" "1.0"
}
"playsoundscape"
{
"name" "ff.outside"
"volume" "0.6"
}
}