fortressforever-scripts/maps/ff_shutdown2_soundscapes.txt
2014-11-11 18:32:26 -08:00

240 lines
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// Shutdown2 soundscape file
// Author: Defrag
// Some sections based on existing valve soundscapes but modified
// Flag Room
"shutdown2.flagroom"
{
"dsp" "1"
"dsp_volume" "0.6"
// General ambient noise
"playlooping"
{
"volume" "0.1"
"pitch" "100"
"wave" "ambient/atmosphere/ff_ambience.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"
}
}
}
// Front door
"shutdown2.frontdoor"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "shutdown2.ramproom"
"volume" "0.7"
}
"playsoundscape"
{
"name" "shutdown2.yard"
"volume" "0.3"
}
}
// Lift / Elevator
"shutdown2.lift"
{
"dsp" "1"
"dsp_volume" "0.4"
"playsoundscape"
{
"name" "shutdown2.topramp"
"volume" "0.5"
}
"playsoundscape"
{
"name" "shutdown2.flagroom"
"volume" "0.5"
}
}
// Plank
"shutdown2.plank"
{
"dsp" "1"
"dsp_volume" "0.4"
"playsoundscape"
{
"name" "shutdown2.ramproom"
"volume" "0.2"
}
"playsoundscape"
{
"name" "shutdown2.flagroom"
"volume" "0.6"
}
"playrandom"
{
"time" "20,30"
"volume" "0.5, 0.8"
"pitch" "100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}
}
}
// Ramp Room
"shutdown2.ramproom"
{
"dsp" "1"
"dsp_volume" "0.6"
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/atmosphere/tone_alley.wav"
}
}
// Respawn Lower
"shutdown2.respawnlower"
{
"dsp" "1"
"dsp_volume" "0.4"
"playsoundscape"
{
"name" "shutdown2.ramproom"
"volume" "0.6"
}
}
// Respawn Upper
"shutdown2.respawnupper"
{
"dsp" "1"
"dsp_volume" "0.4"
"playsoundscape"
{
"name" "shutdown2.topramp"
"volume" "0.6"
}
}
// Switch Room
"shutdown2.switchroom"
{
"playsoundscape"
{
"name" "shutdown2.topramp"
"volume" "1.0"
}
}
// Top Ramp
"shutdown2.topramp"
{
"dsp" "1"
"dsp_volume" "0.4"
"playsoundscape"
{
"name" "shutdown2.ramproom"
"volume" "0.2"
}
"playsoundscape"
{
"name" "shutdown2.flagroom"
"volume" "0.6"
}
}
// Train Tunnel
"shutdown2.traintunnel"
{
"dsp" "1"
"dsp_volume" "0.8"
"playsoundscape"
{
"name" "shutdown2.ramproom"
"volume" "0.2"
}
"playlooping"
{
"volume" "0.05"
"pitch" "100"
"wave" "ambient/atmosphere/undercity_loop1.wav"
}
"playlooping"
{
"volume" "0.1"
"pitch" "100"
"wave" "ambient/atmosphere/ff_ambience.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "ambient/water/drip_loop1.wav"
}
}
// Yard between two bases
"shutdown2.yard"
{
"dsp" "1"
"dsp_volume" "0.4"
// 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"
}
}
}