mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-28 23:31:54 +00:00
197 lines
3.6 KiB
Text
197 lines
3.6 KiB
Text
// 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"
|
|
}
|
|
|
|
}
|