fortressforever-scripts/scripts/soundmixers.txt

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// Halflife 2 custom sound mixers.
// These Sound Mixers are referenced by name from Soundscapes, and are used to provide
// custom volume control over various sound categories, called 'mix groups'
// "GROUPRULES" specifies the rules for inclusion of a sound in a mix group.
// Rules are checked sequentially (from top to bottom). All fields must match
// in a row in order for a sound to match the group. A sound my be included
// in up to 8 mix groups.
// LIMITS:
// up to 64 unique mix groups
// up to 76 group rules entries
// up to 32 sound mixers
// all strings are limited to 31 characters!
// NOTE2: at runtime, you can display the classname of the sound source by
// setting snd_showclassname 1 in the console.
// NOTE3: main character dialog during critical scenes is ducked using a separate code path which, when
// active, temporarilly disables mixer ducking (prevent double ducking).
// Lower priority sounds are ducked by higher priority sounds, if "is ducked" is enabled.
// Only sounds with "causes ducking" enabled can cause a lower priority sound to be ducked.
"GROUPRULES"
{
// NOTE: order these from least general to most general
// directory or .wav classname Causes Duck to Ducker
// group name name substring substring chan sndlvl_min sndlvl_max priority Is Ducked Ducking Percent Threshold
// ---------- -------------- --------- ---- ---------- ---------- -------- --------- ------- ------- ---------
"Vort_Dialog" "/vort" "" "" "" "" "60" "0" "1" "100" "20"
"Alyx_Dialog" "/alyx" "" "" "" "" "60" "0" "1" "100" "20"
"Alyx_Dialog" "/al_" "" "" "" "" "60" "0" "1" "100" "20"
"Citizen_Dialog" "/citizen" "" "" "" "" "60" "0" "1" "100" "20"
"Citizen_Dialog" "/female" "" "" "" "" "60" "0" "1" "100" "20"
"Citizen_Dialog" "/male" "" "" "" "" "60" "0" "1" "100" "20"
"Monk_Dialog" "/monk" "" "" "" "" "60" "0" "1" "100" "20"
"Eli_Dialog" "/eli_" "" "" "" "" "60" "0" "1" "100" "20"
"Kleiner_Dialog" "/kl_" "" "" "" "" "60" "0" "1" "100" "20"
"Breen_Dialog" "/br_" "" "" "" "" "60" "0" "1" "100" "20"
"Mossman_Dialog" "/mo_" "" "" "" "" "60" "0" "1" "100" "20"
"Barney_Dialog" "/ba_" "" "" "" "" "60" "0" "1" "100" "20"
"Gman_Dialog" "/gman_" "" "" "" "" "60" "0" "1" "100" "20"
"Metrocop_Dialog" "/mcop" "" "" "" "" "60" "0" "1" "100" "20"
"Soldier_Dialog" "/cs_" "" "" "" "" "60" "0" "1" "100" "20"
"bullethit" "impact_bullet" "" "" "" "" "50" "0" "0" "100" "40"
"bulletmiss" "nearmiss" "" "" "" "" "50" "0" "0" "100" "40"
"Explosions" "explo" "" "" "120" "" "50" "0" "1" "100" "40"
"Player_Suit" "fvox/" "Player" "" "" "" "50" "0" "0" "100" "40"
"Player_Weapons_Loud" "weapon" "Player" "" "140" "" "50" "0" "1" "100" "40"
"Player_Weapons" "weapon" "Player" "" "" "" "50" "0" "1" "100" "40"
"Player" "player/" "Player" "" "" "" "50" "0" "0" "100" "40"
"Player" "physics/" "Player" "" "" "" "50" "0" "0" "100" "40"
"NPC_Voice" "" "NPC" "CHAN_VOICE" "" "" "50" "0" "1" "100" "40"
"NPC_Weapons_Loud" "" "NPC" "CHAN_WEAPON" "140" "" "50" "0" "1" "100" "40"
"NPC_Weapons" "" "NPC" "CHAN_WEAPON" "" "" "50" "0" "1" "100" "40"
"NPC_Body" "" "NPC" "CHAN_BODY" "" "" "50" "0" "0" "100" "40"
"NPC_Looping" "" "NPC" "CHAN_STATIC" "" "" "50" "0" "0" "100" "40"
"NPC" "" "NPC" "" "" "" "50" "0" "0" "100" "40"
"AHELI_WEAPON" "aheli_weapon" "" "" "140" "" "50" "0" "1" "100" "40"
"GUNSHIP_WEAPON" "gunship_weapon" "" "" "140" "" "50" "0" "1" "100" "40"
"STRIDER_WEAPON" "strider_weapon" "" "" "140" "" "50" "0" "1" "100" "40"
"Ambient_Alarms" "ambient/alarms" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Atmosphere" "ambient/atmos" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Wind" "ambient/wind" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Water" "ambient/water" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Fire" "ambient/fire" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Gas" "ambient/gas" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Levels" "ambient/levels" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Creatures" "ambient/creatures" "" "" "" "" "20" "1" "0" "60" "40"
"Ambient_Machines" "ambient/machines" "" "" "" "" "50" "1" "0" "60" "40"
"Trains" "plats/" "" "" "" "" "50" "0" "0" "100" "40"
"Doors" "doors/" "" "" "" "" "50" "0" "0" "100" "40"
"Buttons" "buttons/" "" "" "" "" "50" "0" "0" "100" "40"
"Items" "items/" "" "" "" "" "50" "0" "0" "100" "40"
"Beams" "beams/" "" "" "" "" "50" "0" "0" "100" "40"
"Vehicles" "vehicles/" "" "" "" "" "20" "1" "0" "68" "40"
"Vehicles_Looping" "vehicles/" "" "CHAN_STATIC" "" "" "20" "1" "0" "68" "40"
"UI" "common/" "" "" "" "" "50" "0" "0" "100" "40"
"UI" "ui/" "" "" "" "" "50" "0" "0" "100" "40"
"Physics" "physics/" "" "" "" "" "50" "0" "0" "100" "40"
"Ambient" "ambien" "" "" "" "" "50" "0" "0" "100" "40"
"Music" "music/" "" "" "" "" "25" "1" "1" "75" "40"
"Dialog" "vo/" "" "" "" "" "60" "0" "1" "100" "20"
"Dialog" "combined/" "" "" "" "" "60" "0" "1" "100" "20"
"Combat" "weapon" "" "" "110" "" "50" "0" "0" "100" "40"
"Combat" "explo" "" "" "110" "" "50" "0" "0" "100" "40"
"Weapons" "weapon" "" "" "120" "" "50" "0" "0" "100" "40"
"Quiet" "" "" "" "0" "70" "50" "0" "0" "100" "40"
"Medium" "" "" "" "71" "90" "50" "0" "0" "100" "40"
"Loud" "" "" "" "91" "100" "50" "0" "0" "100" "40"
"VeryLoud" "" "" "" "101" "149" "50" "0" "0" "100" "40"
"SuperLoud" "" "" "" "150" "" "50" "0" "0" "100" "40"
"All" "" "" "" "" "" "50" "0" "0" "100" "40"
}
//----------------------------------------------------------------
// Sound Mixers, referenced in Soundscapes via "SOUNDMIXER" "name"
// New Sound Mixers may be created by level designers or sound engineer.
//----------------------------------------------------------------
// This is the default mix for the game.
// The mix value of a sound will be set to the value referenced by the
// least general group found that includes the sound. (top to bottom search of grouprules)
"Default_Mix"
{
// group name mix value
// ---------- ---------
"Explosions" "0.90"
"Player_Weapons_Loud" "1.0"
"Player_Suit" "0.56"
"Weapons" "0.79"
"AHELI_WEAPON" "0.85"
"GUNSHIP_WEAPON" "0.85"
"STRIDER_WEAPON" "0.85"
"bullethit" "0.67"
"Music" "0.81"
"All" "0.72"
}
"Display_Mix"
{
// group name mix value
// ---------- ---------
"Explosions" "1.0"
"Physics" "0.7"
"Ambient" "0.7"
"Music" "0.7"
"Vehicles" "0.7"
"Vehicles_Looping" "0.7"
"Ambient_Alarms" "0.7"
"Trains" "0.7"
"Doors" "0.7"
"Buttons" "0.7"
"Items" "0.7"
"Beams" "0.7"
"UI" "0.7"
"bullethit" "0.7"
"bulletmiss" "0.7"
"Player_Suit" "0.7"
"Player_Weapons_Loud" "0.7"
"Player_Weapons" "0.7"
"Player" "0.7"
"NPC_Voice" "0.7"
"NPC_Weapons" "0.7"
"NPC_Weapons_Loud" "0.7"
"NPC_Body" "0.7"
"NPC_Looping" "0.7"
"AHELI_WEAPON" "1.0"
"GUNSHIP_WEAPON" "1.0"
"STRIDER_WEAPON" "1.0"
"NPC" "0.7"
"Dialog" "0.7"
"Weapons" "0.8"
"Alyx_Dialog" "0.7"
"Citizen_Dialog" "0.7"
"Barney_Dialog" "0.7"
"Metrocop_Dialog" "0.7"
"Soldier_Dialog" "0.7"
"All" "0.7"
}
"Voicetest_Mix"
{
// group name mix value
// ---------- ---------
"NPC_Voice" "1.0"
"Dialog" "1.0"
"Alyx_Dialog" "1.0"
"Citizen_Dialog" "1.0"
"Barney_Dialog" "1.0"
"Metrocop_Dialog" "1.0"
"Soldier_Dialog" "1.0"
"All" "0.1"
}
"Citadel_Dialog_Only"
{
// group name mix value
// ---------- ---------
"NPC_Voice" "0.72"
"Dialog" "0.72"
"Alyx_Dialog" "0.72"
"Gman_Dialog" "0.72"
"Music" "0.81"
"All" "0.01"
}
// add new sound mixers here...ALWAYS use Default_Mix as a template.
//
//Soundmixer for hunted sewers ghroth experiment
//
"huntedsewers_mix"
{
// group name mix value
// ---------- ---------
"Explosions" "0.90"
"bullethit" "0.67"
"bulletmiss" "0.7"
"Player" "0.7"
"Player_Weapons_Loud" "1.0"
"Player_Weapons" "0.7"
"Weapons" "0.79"
"Ambient" "0.7"
"Ambient_Water" "0.7"
"Ambient_Atmosphere" "0.7"
"Physics" "0.7"
"Doors" "0.7"
"Buttons" "0.7"
"Items" "0.7"
"Music" "0.81"
"UI" "0.7"
"All" "0.72"
}