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