// 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 _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" } }