fortressforever-scripts/scripts/soundscapes_ff_tiger.txt

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//soundscapes for ff_tiger
//written by Nezumi.
//outside
"outside"
{
"dsp" "1"
"playlooping"
{
"volume" ".4"
"pitch" "100"
"wave" "ambient/atmosphere/town_ambience.wav"
}
"playrandom"
{
"time" "4.0, 4.2"
"volume" "0.3, 0.5"
"pitch" "80, 120"
"rndwave"
{
"wave" "ambient/water/distant_wave1.wav"
"wave" "ambient/water/distant_wave2.wav"
"wave" "ambient/water/distant_wave3.wav"
}
}
"playrandom"
{
"time" "8.0, 15.0"
"volume" "0.2, 0.4"
"pitch" "80, 100"
"rndwave"
{
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_hit3.wav"
}
}
}
//light house
"lhouse"
{
"dsp" "1"
"playlooping"
{
"volume" ".3"
"pitch" "100"
"wave" "ambient/wind/wasteland_wind.wav"
}
"playrandom"
{
"time" "4.0, 4.2"
"volume" "0.1, 0.3"
"pitch" "60, 100"
"rndwave"
{
"wave" "ambient/water/distant_wave1.wav"
"wave" "ambient/water/distant_wave2.wav"
"wave" "ambient/water/distant_wave3.wav"
}
}
"playrandom"
{
"time" "12.0, 20.0"
"volume" "0.1, 0.2"
"pitch" "80, 100"
"rndwave"
{
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_hit3.wav"
}
}
}
//red base tunnels.
"rtun"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/atmosphere/undercity_loop1.wav"
}
"playlooping"
{
"volume" "1"
"pitch" "80"
"position" "1"
"wave" "ambient/water/lake_water.wav"
}
"playrandom"
{
"time" "1.0, 5.0"
"volume" "0.3, 0.6"
"pitch" "80, 110"
"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"
}
}
}
//red spawn room
"rspawn"
{
"dsp" "1"
"playlooping"
{
"volume" "0.6"
"pitch" "100"
"wave" "ambient/atmosphere/undercity_loop1.wav"
}
"playlooping"
{
"volume" ".3"
"pitch" "100"
"position" "0"
"wave" "ambient/levels/canals/dam_water_loop2.wav"
}
"playlooping"
{
"volume" "0.6"
"pitch" "100"
"position" "1"
"wave" "ambient/atmosphere/pipe1.wav"
}
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"position" "2"
"wave" "ambient/atmosphere/pipe1.wav"
}
"playlooping"
{
"volume" "0.6"
"pitch" "100"
"position" "3"
"wave" "ambient/levels/canals/generator_ambience_loop1.wav"
}
}
//warehouses
"whouse"
{
"dsp" "1"
"playlooping"
{
"volume" ".2"
"pitch" "100"
"wave" "ambient/atmosphere/indoor2.wav"
}
"playrandom"
{
"time" "4.0, 4.2"
"volume" "0.1, 0.2"
"pitch" "60, 100"
"rndwave"
{
"wave" "ambient/water/distant_wave1.wav"
"wave" "ambient/water/distant_wave2.wav"
"wave" "ambient/water/distant_wave3.wav"
}
}
"playrandom"
{
"time" "12.0, 20.0"
"volume" "0.1, 0.2"
"pitch" "80, 100"
"rndwave"
{
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_hit3.wav"
}
}
}
//laundry tunnels
"ltun"
{
"dsp" "1"
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "ambient/atmosphere/laundry_amb.wav"
}
"playrandom"
{
"time" "4.0, 4.2"
"volume" "0.1, 0.2"
"pitch" "60, 100"
"rndwave"
{
"wave" "ambient/water/distant_wave1.wav"
"wave" "ambient/water/distant_wave2.wav"
"wave" "ambient/water/distant_wave3.wav"
}
}
"playrandom"
{
"time" "12.0, 20.0"
"volume" "0.1, 0.2"
"pitch" "80, 100"
"rndwave"
{
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_hit3.wav"
}
}
}
//blue tunnels
"btun"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/atmosphere/tunnel1.wav"
}
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/atmosphere/underground.wav"
}
}
//blue spawn
"bspawn"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"position" "1"
"wave" "ambient/atmosphere/pipe1.wav"
}
}