604 lines
21 KiB
Text
604 lines
21 KiB
Text
#include maps\_utility;
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loadPresets()
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{
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// add your own preset eq filters here
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// should be used for commonly used, generic filters
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// see _ambient.gsc for defining specialized filters
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// sample test eq filters
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// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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// up to three bands( 0, 1, 2 ) for a filter
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// filter types are: lowshelf, highshelf, bell, lowpass, highpass
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// freq ranges from 20 Hz to 20 kHz
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// gain has no code restricted range, but should probably be between + / - 18 dB
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// q must be > 0 and has no code restricted max
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// example of a three band filter
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// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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// defineFilter( "test", 0, "lowshelf", 3000, 6, 2 );
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// defineFilter( "test", 1, "highshelf", 3000, -12, 2 );
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// defineFilter( "test", 2, "bell", 1500, 6, 3 );
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// example of a single band filter
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// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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// defineFilter( "single", 0, "highpass", 10000, 1, 1 );
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// ***********************************************************
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level.eq_defs = [];
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level.ambient_reverb = [];
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define_reverb( "ac130" );
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set_reverb_roomtype( "ac130", "sewerpipe" );
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set_reverb_drylevel( "ac130", 0.9 );
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set_reverb_wetlevel( "ac130", 0.05 );
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set_reverb_fadetime( "ac130", 2 );
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set_reverb_priority( "ac130", "snd_enveffectsprio_level" );
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define_reverb( "alley" );
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set_reverb_roomtype( "alley", "alley" );
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set_reverb_drylevel( "alley", 0.9 );
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set_reverb_wetlevel( "alley", 0.1 );
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set_reverb_fadetime( "alley", 2 );
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set_reverb_priority( "alley", "snd_enveffectsprio_level" );
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define_reverb( "bunker" );
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set_reverb_roomtype( "bunker", "stoneroom" );
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set_reverb_drylevel( "bunker", 0.8 );
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set_reverb_wetlevel( "bunker", 0.4 );
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set_reverb_fadetime( "bunker", 2 );
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set_reverb_priority( "bunker", "snd_enveffectsprio_level" );
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define_reverb( "city" );
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set_reverb_roomtype( "city", "city" );
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set_reverb_drylevel( "city", 0.8 );
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set_reverb_wetlevel( "city", 0.3 );
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set_reverb_fadetime( "city", 2 );
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set_reverb_priority( "city", "snd_enveffectsprio_level" );
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define_reverb( "container" );
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set_reverb_roomtype( "container", "sewerpipe" );
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set_reverb_drylevel( "container", 0.9 );
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set_reverb_wetlevel( "container", 0.4 );
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set_reverb_fadetime( "container", 2 );
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set_reverb_priority( "container", "snd_enveffectsprio_level" );
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define_reverb( "exterior" );
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set_reverb_roomtype( "exterior", "city" );
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set_reverb_drylevel( "exterior", 0.9 );
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set_reverb_wetlevel( "exterior", 0.15 );
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set_reverb_fadetime( "exterior", 2 );
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set_reverb_priority( "exterior", "snd_enveffectsprio_level" );
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define_reverb( "exterior1" );
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set_reverb_roomtype( "exterior1", "alley" );
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set_reverb_drylevel( "exterior1", 0.9 );
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set_reverb_wetlevel( "exterior1", 0.2 );
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set_reverb_fadetime( "exterior1", 2 );
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set_reverb_priority( "exterior1", "snd_enveffectsprio_level" );
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define_reverb( "exterior2" );
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set_reverb_roomtype( "exterior2", "alley" );
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set_reverb_drylevel( "exterior2", 0.9 );
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set_reverb_wetlevel( "exterior2", 0.2 );
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set_reverb_fadetime( "exterior2", 2 );
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set_reverb_priority( "exterior2", "snd_enveffectsprio_level" );
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define_reverb( "exterior3" );
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set_reverb_roomtype( "exterior3", "alley" );
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set_reverb_drylevel( "exterior3", 0.9 );
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set_reverb_wetlevel( "exterior3", 0.2 );
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set_reverb_fadetime( "exterior3", 2 );
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set_reverb_priority( "exterior3", "snd_enveffectsprio_level" );
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define_reverb( "exterior4" );
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set_reverb_roomtype( "exterior4", "alley" );
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set_reverb_drylevel( "exterior4", 0.9 );
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set_reverb_wetlevel( "exterior4", 0.2 );
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set_reverb_fadetime( "exterior4", 2 );
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set_reverb_priority( "exterior4", "snd_enveffectsprio_level" );
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define_reverb( "exterior5" );
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set_reverb_roomtype( "exterior5", "alley" );
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set_reverb_drylevel( "exterior5", 0.9 );
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set_reverb_wetlevel( "exterior5", 0.2 );
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set_reverb_fadetime( "exterior5", 2 );
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set_reverb_priority( "exterior5", "snd_enveffectsprio_level" );
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define_reverb( "forrest" );
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set_reverb_roomtype( "forrest", "forest" );
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set_reverb_drylevel( "forrest", 0.9 );
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set_reverb_wetlevel( "forrest", 0.1 );
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set_reverb_fadetime( "forrest", 2 );
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set_reverb_priority( "forrest", "snd_enveffectsprio_level" );
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define_reverb( "hangar" );
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set_reverb_roomtype( "hangar", "hangar" );
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set_reverb_drylevel( "hangar", 0.8 );
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set_reverb_wetlevel( "hangar", 0.3 );
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set_reverb_fadetime( "hangar", 2 );
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set_reverb_priority( "hangar", "snd_enveffectsprio_level" );
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define_reverb( "interior" );
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set_reverb_roomtype( "interior", "stonecorridor" );
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set_reverb_drylevel( "interior", 0.9 );
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set_reverb_wetlevel( "interior", 0.3 );
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set_reverb_fadetime( "interior", 2 );
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set_reverb_priority( "interior", "snd_enveffectsprio_level" );
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define_reverb( "interior_metal" );
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set_reverb_roomtype( "interior_metal", "sewerpipe" );
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set_reverb_drylevel( "interior_metal", 0.9 );
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set_reverb_wetlevel( "interior_metal", 0.2 );
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set_reverb_fadetime( "interior_metal", 2 );
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set_reverb_priority( "interior_metal", "snd_enveffectsprio_level" );
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define_reverb( "interior_stone" );
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set_reverb_roomtype( "interior_stone", "stoneroom" );
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set_reverb_drylevel( "interior_stone", 0.9 );
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set_reverb_wetlevel( "interior_stone", 0.2 );
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set_reverb_fadetime( "interior_stone", 2 );
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set_reverb_priority( "interior_stone", "snd_enveffectsprio_level" );
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define_reverb( "interior_vehicle" );
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set_reverb_roomtype( "interior_vehicle", "carpetedhallway" );
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set_reverb_drylevel( "interior_vehicle", 0.9 );
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set_reverb_wetlevel( "interior_vehicle", 0.1 );
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set_reverb_fadetime( "interior_vehicle", 2 );
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set_reverb_priority( "interior_vehicle", "snd_enveffectsprio_level" );
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define_reverb( "interior_wood" );
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set_reverb_roomtype( "interior_wood", "livingroom" );
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set_reverb_drylevel( "interior_wood", 0.9 );
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set_reverb_wetlevel( "interior_wood", 0.1 );
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set_reverb_fadetime( "interior_wood", 2 );
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set_reverb_priority( "interior_wood", "snd_enveffectsprio_level" );
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define_reverb( "mountains" );
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set_reverb_roomtype( "mountains", "mountains" );
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set_reverb_drylevel( "mountains", 0.8 );
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set_reverb_wetlevel( "mountains", 0.3 );
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set_reverb_fadetime( "mountains", 2 );
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set_reverb_priority( "mountains", "snd_enveffectsprio_level" );
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define_reverb( "pipe" );
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set_reverb_roomtype( "pipe", "sewerpipe" );
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set_reverb_drylevel( "pipe", 0.9 );
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set_reverb_wetlevel( "pipe", 0.4 );
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set_reverb_fadetime( "pipe", 2 );
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set_reverb_priority( "pipe", "snd_enveffectsprio_level" );
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define_reverb( "shanty" );
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set_reverb_roomtype( "shanty", "livingroom" );
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set_reverb_drylevel( "shanty", 0.9 );
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set_reverb_wetlevel( "shanty", 0.1 );
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set_reverb_fadetime( "shanty", 2 );
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set_reverb_priority( "shanty", "snd_enveffectsprio_level" );
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define_reverb( "underpass" );
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set_reverb_roomtype( "underpass", "stonecorridor" );
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set_reverb_drylevel( "underpass", 0.9 );
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set_reverb_wetlevel( "underpass", 0.3 );
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set_reverb_fadetime( "underpass", 2 );
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set_reverb_priority( "underpass", "snd_enveffectsprio_level" );
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define_reverb( "tunnel" );
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set_reverb_roomtype( "tunnel", "stonecorridor" );
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set_reverb_drylevel( "tunnel", 0.8 );
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set_reverb_wetlevel( "tunnel", 0.5 );
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set_reverb_fadetime( "tunnel", 2 );
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set_reverb_priority( "tunnel", "snd_enveffectsprio_level" );
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// ***********************************************************
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define_filter( "ac130" );
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set_filter_type( "ac130", 0, "highshelf" );
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set_filter_freq( "ac130", 0, 2800 );
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set_filter_gain( "ac130", 0, -12 );
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set_filter_q( "ac130", 0, 1 );
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set_filter_type( "ac130", 1, "lowshelf" );
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set_filter_freq( "ac130", 1, 1000 );
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set_filter_gain( "ac130", 1, -6 );
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set_filter_q( "ac130", 1, 1 );
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add_channel_to_filter( "ac130", "auto" );
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add_channel_to_filter( "ac130", "auto2" );
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// add_channel_to_filter( "ac130", "effects1" );
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add_channel_to_filter( "ac130", "effects2" );
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add_channel_to_filter( "ac130", "vehicle" );
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add_channel_to_filter( "ac130", "weapon" );
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define_filter( "alley" );
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set_filter_type( "alley", 0, "highshelf" );
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set_filter_freq( "alley", 0, 3500 );
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set_filter_gain( "alley", 0, -2 );
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set_filter_q( "alley", 0, 1 );
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add_channel_to_filter( "alley", "ambient" );
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add_channel_to_filter( "alley", "element" );
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add_channel_to_filter( "alley", "vehicle" );
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add_channel_to_filter( "alley", "weapon" );
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add_channel_to_filter( "alley", "voice" );
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define_filter( "bunker" );
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set_filter_type( "bunker", 0, "highshelf" );
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set_filter_freq( "bunker", 0, 3500 );
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set_filter_gain( "bunker", 0, -2 );
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set_filter_q( "bunker", 0, 1 );
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add_channel_to_filter( "bunker", "ambient" );
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add_channel_to_filter( "bunker", "element" );
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add_channel_to_filter( "bunker", "vehicle" );
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add_channel_to_filter( "bunker", "weapon" );
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add_channel_to_filter( "bunker", "voice" );
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define_filter( "container" );
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set_filter_type( "container", 0, "highshelf" );
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set_filter_freq( "container", 0, 3500 );
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set_filter_gain( "container", 0, -6 );
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set_filter_q( "container", 0, 1 );
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add_channel_to_filter( "container", "ambient" );
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add_channel_to_filter( "container", "element" );
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add_channel_to_filter( "container", "vehicle" );
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add_channel_to_filter( "container", "weapon" );
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add_channel_to_filter( "container", "voice" );
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define_filter( "hangar" );
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set_filter_type( "hangar", 0, "highshelf" );
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set_filter_freq( "hangar", 0, 3500 );
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set_filter_gain( "hangar", 0, -2 );
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set_filter_q( "hangar", 0, 1 );
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add_channel_to_filter( "hangar", "ambient" );
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add_channel_to_filter( "hangar", "element" );
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add_channel_to_filter( "hangar", "vehicle" );
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add_channel_to_filter( "hangar", "weapon" );
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add_channel_to_filter( "hangar", "voice" );
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define_filter( "interior_metal" );
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set_filter_type( "interior_metal", 0, "highshelf" );
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set_filter_freq( "interior_metal", 0, 3500 );
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set_filter_gain( "interior_metal", 0, -6 );
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set_filter_q( "interior_metal", 0, 1 );
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add_channel_to_filter( "interior_metal", "ambient" );
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add_channel_to_filter( "interior_metal", "element" );
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add_channel_to_filter( "interior_metal", "vehicle" );
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add_channel_to_filter( "interior_metal", "weapon" );
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add_channel_to_filter( "interior_metal", "voice" );
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define_filter( "interior_stone" );
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set_filter_type( "interior_stone", 0, "highshelf" );
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set_filter_freq( "interior_stone", 0, 3500 );
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set_filter_gain( "interior_stone", 0, -6 );
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set_filter_q( "interior_stone", 0, 1 );
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add_channel_to_filter( "interior_stone", "ambient" );
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add_channel_to_filter( "interior_stone", "element" );
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add_channel_to_filter( "interior_stone", "vehicle" );
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add_channel_to_filter( "interior_stone", "weapon" );
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add_channel_to_filter( "interior_stone", "voice" );
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define_filter( "interior_vehicle" );
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set_filter_type( "interior_vehicle", 0, "highshelf" );
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set_filter_freq( "interior_vehicle", 0, 2700 );
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set_filter_gain( "interior_vehicle", 0, -12 );
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set_filter_q( "interior_vehicle", 0, 1 );
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add_channel_to_filter( "interior_vehicle", "ambient" );
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add_channel_to_filter( "interior_vehicle", "auto" );
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add_channel_to_filter( "interior_vehicle", "auto2" );
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add_channel_to_filter( "interior_vehicle", "autodog" );
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add_channel_to_filter( "interior_vehicle", "body" );
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add_channel_to_filter( "interior_vehicle", "element" );
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add_channel_to_filter( "interior_vehicle", "vehicle" );
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add_channel_to_filter( "interior_vehicle", "weapon" );
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add_channel_to_filter( "interior_vehicle", "voice" );
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define_filter( "interior_wood" );
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set_filter_type( "interior_wood", 0, "highshelf" );
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set_filter_freq( "interior_wood", 0, 3500 );
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set_filter_gain( "interior_wood", 0, -6 );
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set_filter_q( "interior_wood", 0, 1 );
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add_channel_to_filter( "interior_wood", "ambient" );
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add_channel_to_filter( "interior_wood", "element" );
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add_channel_to_filter( "interior_wood", "vehicle" );
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add_channel_to_filter( "interior_wood", "weapon" );
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add_channel_to_filter( "interior_wood", "voice" );
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define_filter( "pipe" );
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set_filter_type( "pipe", 0, "highshelf" );
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set_filter_freq( "pipe", 0, 3500 );
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set_filter_gain( "pipe", 0, -6 );
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set_filter_q( "pipe", 0, 1 );
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add_channel_to_filter( "pipe", "ambient" );
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add_channel_to_filter( "pipe", "element" );
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add_channel_to_filter( "pipe", "vehicle" );
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add_channel_to_filter( "pipe", "weapon" );
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add_channel_to_filter( "pipe", "voice" );
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define_filter( "shanty" );
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set_filter_type( "shanty", 0, "highshelf" );
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set_filter_freq( "shanty", 0, 3500 );
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set_filter_gain( "shanty", 0, -2 );
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set_filter_q( "shanty", 0, 1 );
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add_channel_to_filter( "shanty", "ambient" );
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add_channel_to_filter( "shanty", "element" );
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add_channel_to_filter( "shanty", "vehicle" );
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add_channel_to_filter( "shanty", "weapon" );
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add_channel_to_filter( "shanty", "voice" );
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define_filter( "tunnel" );
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set_filter_type( "tunnel", 0, "highshelf" );
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set_filter_freq( "tunnel", 0, 3500 );
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set_filter_gain( "tunnel", 0, -2 );
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set_filter_q( "tunnel", 0, 1 );
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add_channel_to_filter( "tunnel", "ambient" );
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add_channel_to_filter( "tunnel", "element" );
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add_channel_to_filter( "tunnel", "vehicle" );
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add_channel_to_filter( "tunnel", "weapon" );
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add_channel_to_filter( "tunnel", "voice" );
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define_filter( "underpass" );
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set_filter_type( "underpass", 0, "highshelf" );
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set_filter_freq( "underpass", 0, 3500 );
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set_filter_gain( "underpass", 0, -2 );
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set_filter_q( "underpass", 0, 1 );
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add_channel_to_filter( "underpass", "ambient" );
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add_channel_to_filter( "underpass", "element" );
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add_channel_to_filter( "underpass", "vehicle" );
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add_channel_to_filter( "underpass", "weapon" );
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add_channel_to_filter( "underpass", "voice" );
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}
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// ***********************************************************
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/*
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=============
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///ScriptDocBegin
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"Name: define_filter( <name> )"
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"Summary: Creates a new filter"
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"Module: Ambience"
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"MandatoryArg: <name> : The name of the filter."
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"Example: define_filter( "interior_stone" );"
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"SPMP: singleplayer"
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///ScriptDocEnd
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=============
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*/
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define_filter( name )
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{
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assertex( !isdefined( level.eq_defs[ name ] ), "Filter " + name + " is already defined" );
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level.eq_defs[ name ] = [];
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}
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/*
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=============
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///ScriptDocBegin
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"Name: set_filter_type( <name> , <band> , <type> )"
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"Summary: Sets the type for a filter"
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"Module: Ambience"
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"MandatoryArg: <name> : The name of the filter."
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"MandatoryArg: <band> : The band( 0 to 2 ) "
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"MandatoryArg: <type> : The filter type "
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"Example: set_filter_type( "underpass", 0, "highshelf" );"
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"SPMP: singleplayer"
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///ScriptDocEnd
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=============
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*/
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set_filter_type( name, band, type )
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{
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assertex( isdefined( level.eq_defs[ name ] ), "Filter " + name + " is not defined" );
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assert( band >= 0 && band < 3 );
|
|
level.eq_defs[ name ][ "type" ][ band ] = type;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_filter_freq( <name> , <band> , <freq> )"
|
|
"Summary: Sets the freq for a filter"
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The name of the filter."
|
|
"MandatoryArg: <band> : The band( 0 to 2 ) "
|
|
"MandatoryArg: <freq> : The filter freq "
|
|
"Example: set_filter_freq( "underpass", 0, 3500 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_filter_freq( name, band, freq )
|
|
{
|
|
assertex( isdefined( level.eq_defs[ name ] ), "Filter " + name + " is not defined" );
|
|
assert( band >= 0 && band < 3 );
|
|
level.eq_defs[ name ][ "freq" ][ band ] = freq;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_filter_gain( <name> , <band> , <gain> )"
|
|
"Summary: Sets the gain for a filter"
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The name of the filter."
|
|
"MandatoryArg: <band> : The band( 0 to 2 ) "
|
|
"MandatoryArg: <gain> : The filter gain "
|
|
"Example: set_filter_gain( "underpass", 0, -2 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_filter_gain( name, band, gain )
|
|
{
|
|
assertex( isdefined( level.eq_defs[ name ] ), "Filter " + name + " is not defined" );
|
|
assert( band >= 0 && band < 3 );
|
|
level.eq_defs[ name ][ "gain" ][ band ] = gain;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_filter_q( <name> , <band> , <q> )"
|
|
"Summary: Sets the q for a filter"
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The name of the filter."
|
|
"MandatoryArg: <band> : The band( 0 to 2 ) "
|
|
"MandatoryArg: <q> : The filter q "
|
|
"Example: set_filter_q( "underpass", 0, 1 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_filter_q( name, band, q )
|
|
{
|
|
assertex( isdefined( level.eq_defs[ name ] ), "Filter " + name + " is not defined" );
|
|
assert( band >= 0 && band < 3 );
|
|
level.eq_defs[ name ][ "q" ][ band ] = q;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: define_reverb( <name> )"
|
|
"Summary: Creates a new reverb setting"
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The name of the reverb."
|
|
"Example: define_reverb( "interior_stone" );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
define_reverb( name )
|
|
{
|
|
assertex( !isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is already defined" );
|
|
level.ambient_reverb[ name ] = [];
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_reverb_roomtype( <name> , <roomtype> )"
|
|
"Summary: Sets the roomtype for a reverb setting."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The reverb setting."
|
|
"MandatoryArg: <name> : The roomtype."
|
|
"Example: set_reverb_roomtype( "interior_stone", "stoneroom" );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_reverb_roomtype( name, roomtype )
|
|
{
|
|
assertex( isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is not defined" );
|
|
level.ambient_reverb[ name ][ "roomtype" ] = roomtype;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_reverb_drylevel( <name> , <drylevel> )"
|
|
"Summary: Sets the drylevel for a reverb setting."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The reverb setting."
|
|
"MandatoryArg: <name> : The drylevel."
|
|
"Example: set_reverb_drylevel( "interior_stone", 0.6 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_reverb_drylevel( name, drylevel )
|
|
{
|
|
assertex( isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is not defined" );
|
|
level.ambient_reverb[ name ][ "drylevel" ] = drylevel;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_reverb_wetlevel( <name> , <wetlevel> )"
|
|
"Summary: Sets the roomtype for a reverb setting."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The reverb setting."
|
|
"MandatoryArg: <name> : The wetlevel."
|
|
"Example: set_reverb_wetlevel( "interior_stone", 0.3 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_reverb_wetlevel( name, wetlevel )
|
|
{
|
|
assertex( isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is not defined" );
|
|
level.ambient_reverb[ name ][ "wetlevel" ] = wetlevel;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_reverb_fadetime( <name> , <fadetime> )"
|
|
"Summary: Sets the fadetime for a reverb setting."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The reverb setting."
|
|
"MandatoryArg: <name> : The fadetime."
|
|
"Example: set_reverb_fadetime( "interior_stone", 2 );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_reverb_fadetime( name, fadetime )
|
|
{
|
|
assertex( isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is not defined" );
|
|
level.ambient_reverb[ name ][ "fadetime" ] = fadetime;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: set_reverb_priority( <name> , <priority> )"
|
|
"Summary: Sets the priority for a reverb setting."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <name> : The reverb setting."
|
|
"MandatoryArg: <name> : The priority."
|
|
"Example: set_reverb_priority( "interior_stone", "snd_enveffectsprio_level" );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
set_reverb_priority( name, priority )
|
|
{
|
|
assertex( isdefined( level.ambient_reverb[ name ] ), "Reverb " + name + " is not defined" );
|
|
level.ambient_reverb[ name ][ "priority" ] = priority;
|
|
}
|
|
|
|
getFilter( name )
|
|
{
|
|
if ( isDefined( name ) && isDefined( level.eq_defs ) && isDefined( level.eq_defs[ name ] ) )
|
|
return level.eq_defs[ name ];
|
|
else
|
|
return undefined;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
///ScriptDocBegin
|
|
"Name: add_channel_to_filter( <track> , <channel> )"
|
|
"Summary: Makes a filter effect a sound channel."
|
|
"Module: Ambience"
|
|
"MandatoryArg: <track>: The filter. "
|
|
"MandatoryArg: <channel>: The channel to add. "
|
|
"Example: add_channel_to_filter( "interior_stone", "ambient" );"
|
|
"SPMP: singleplayer"
|
|
///ScriptDocEnd
|
|
=============
|
|
*/
|
|
add_channel_to_filter( track, channel )
|
|
{
|
|
if( !isDefined( level.ambient_eq[ track ] ) )
|
|
level.ambient_eq[ track ] = [];
|
|
|
|
level.ambient_eq[ track ][ channel ] = track;
|
|
}
|
|
|
|
// EXAMPLE OVERWRITE
|
|
// if ( mission( "bog_a" ) )
|
|
// {
|
|
// // bog_a aint as wet?
|
|
// set_reverb_wetlevel( "interior_stone", 0.3 );
|
|
// }
|