cod5-sdk/raw/maps/audio_test_laufer_amb.gsc
2008-11-20 00:00:00 +00:00

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#include maps\_utility;
#include maps\_ambientpackage;
main()
{
//Set up Ambient Rooms and Packages
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//***************
//_generic
//***************
package = "_generic";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_paddedcell
//***************
package = "_paddedcell";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_room
//***************
package = "_room";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_bathroom
//***************
package = "_bathroom";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_livingroom
//***************
package = "_livingroom";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_stoneroom
//***************
package = "_stoneroom";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_auditorium
//***************
package = "_auditorium";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150);
//***************
//_concerthall
//***************
package = "_concerthall";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_cave
//***************
package = "_cave";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_arena
//***************
package = "_arena";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150);
//***************
//_hangar
//***************
package = "_hangar";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_carpetedhallway
//***************
package = "_carpetedhallway";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150);
//***************
//_hallway
//***************
package = "_hallway";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_stonecorridor
//***************
package = "_stonecorridor";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_alley
//***************
package = "_alley";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_forest
//***************
package = "_forest";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_city
//***************
package = "_city";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_mountains
//***************
package = "_mountains";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_quarry
//***************
package = "_quarry";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_plain
//***************
package = "_plain";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_parkinglot
//***************
package = "_parkinglot";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_sewerpipe
//***************
package = "_sewerpipe";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_underwater
//***************
package = "_underwater";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_drugged
//***************
package = "_drugged";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_dizzy
//***************
package = "_dizzy";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_psychotic
//***************
package = "_psychotic";
declareAmbientPackage( package );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//***************
//_psychotic
//***************
package = "none";
declareAmbientPackage( package );
addAmbientElement( package, "pa_fire", 10, 20, 10, 150 );
addAmbientElement( package, "amb_bugs_cicada", 4, 8, 10, 150 );
addAmbientElement( package, "amb_flies", 8, 10, 10, 150 );
addAmbientElement( package, "amb_odd_bug", 4, 8, 10, 150 );
//***************
//_interior
//***************
package = "interior";
declareAmbientPackage( package );
addAmbientElement( package, "amb_water_drips", 1, 2, 10, 150 );
addAmbientElement( package, "bomb_medium", 8, 22, 10, 150 );
addAmbientElement( package, "bomb_far", 2, 18, 10, 150 );
addAmbientElement( package, "ship_creak", 1, 2, 10, 150 );
addAmbientElement( package, "amb_dist_voices", 4, 8, 10, 150 );
//************************************************************************************************
// ROOMS
//************************************************************************************************
//***************
//_generic
//***************
room = "_generic";
declareAmbientRoom(room );
setAmbientRoomTone( room, "generic" );
setAmbientRoomReverb( room, "generic", 1, 0.5 );
//***************
//_paddedcell
//***************
room = "_paddedcell";
declareAmbientRoom(room );
setAmbientRoomTone( room, "paddedcell" );
setAmbientRoomReverb( room, "paddedcell", 1, 0.5 );
//***************
//_room
//***************
room = "_room";
declareAmbientRoom(room );
setAmbientRoomTone( room, "room" );
setAmbientRoomReverb( room, "room", 1, 0.5 );
//***************
//_bathroom
//***************
room = "_bathroom";
declareAmbientRoom(room );
setAmbientRoomTone( room, "bathroom" );
setAmbientRoomReverb( room, "bathroom", 1, 0.5 );
//***************
//_livingroom
//***************
room = "_livingroom";
declareAmbientRoom(room );
setAmbientRoomTone( room, "livingroom" );
setAmbientRoomReverb( room, "livingroom", 1, 0.5 );
//***************
//_stoneroom
//***************
room = "_stoneroom";
declareAmbientRoom(room );
setAmbientRoomTone( room, "stoneroom" );
setAmbientRoomReverb( room, "stoneroom", 1, 0.5 );
//***************
//_auditorium
//***************
room = "_auditorium";
declareAmbientRoom(room );
setAmbientRoomTone( room, "auditorium" );
setAmbientRoomReverb( room, "auditorium", 1, 0.5 );
//***************
//_concerthall
//***************
room = "_concerthall";
declareAmbientRoom(room );
setAmbientRoomTone( room, "concerthall" );
setAmbientRoomReverb( room, "concerthall", 1, 0.5 );
//***************
//_cave
//***************
room = "_cave";
declareAmbientRoom(room );
setAmbientRoomTone( room, "cave" );
setAmbientRoomReverb( room, "cave", 1, 0.5 );
//***************
//_arena
//***************
room = "_arena";
declareAmbientRoom(room );
setAmbientRoomTone( room, "arena" );
setAmbientRoomReverb( room, "arena", 1, 0.5 );
//***************
//_hangar
//***************
room = "_hangar";
declareAmbientRoom(room );
setAmbientRoomTone( room, "hangar" );
setAmbientRoomReverb( room, "hangar", 1, 0.5 );
//***************
//_carpetedhallway
//***************
room = "_carpetedhallway";
declareAmbientRoom(room );
setAmbientRoomTone( room, "carpetedhallway" );
setAmbientRoomReverb( room, "carpetedhallway", 1, 0.5 );
//***************
//_hallway
//***************
room = "_hallway";
declareAmbientRoom(room );
setAmbientRoomTone( room, "hallway" );
setAmbientRoomReverb( room, "hallway", 1, 0.5 );
//***************
//_stonecorridor
//***************
room = "_stonecorridor";
declareAmbientRoom(room );
setAmbientRoomTone( room, "stonecorridor" );
setAmbientRoomReverb( room, "stonecorridor", 1, 0.5 );
//***************
//_alley
//***************
room = "_alley";
declareAmbientRoom(room );
setAmbientRoomTone( room, "alley" );
setAmbientRoomReverb( room, "alley", 1, 0.5 );
//***************
//_forest
//***************
room = "_forest";
declareAmbientRoom(room );
setAmbientRoomTone( room, "forest" );
setAmbientRoomReverb( room, "forest", 1, 0.5 );
//***************
//_city
//***************
room = "_city";
declareAmbientRoom(room );
setAmbientRoomTone( room, "city" );
setAmbientRoomReverb( room, "city", 1, 0.5 );
//***************
//_mountains
//***************
room = "_mountains";
declareAmbientRoom(room );
setAmbientRoomTone( room, "mountains" );
setAmbientRoomReverb( room, "mountains", 1, 0.5 );
//***************
//_quarry
//***************
room = "_quarry";
declareAmbientRoom(room );
setAmbientRoomTone( room, "quarry" );
setAmbientRoomReverb( room, "quarry", 1, 0.5 );
//***************
//_plain
//***************
room = "_plain";
declareAmbientRoom(room );
setAmbientRoomTone( room, "plain" );
setAmbientRoomReverb( room, "plain", 1, 0.5 );
//***************
//_parkinglot
//***************
room = "_parkinglot";
declareAmbientRoom(room );
setAmbientRoomTone( room, "parkinglot" );
setAmbientRoomReverb( room, "parkinglot", 1, 0.5 );
//***************
//_sewerpipe
//***************
room = "_sewerpipe";
declareAmbientRoom(room );
setAmbientRoomTone( room, "sewerpipe" );
setAmbientRoomReverb( room, "sewerpipe", 1, 0.5 );
//***************
//_underwater
//***************
room = "_underwater";
declareAmbientRoom(room );
setAmbientRoomTone( room, "underwater" );
setAmbientRoomReverb( room, "underwater", 1, 0.5 );
//***************
//_drugged
//***************
room = "_drugged";
declareAmbientRoom(room );
setAmbientRoomTone( room, "drugged" );
setAmbientRoomReverb( room, "drugged", 1, 0.5 );
//***************
//_dizzy
//***************
room = "_dizzy";
declareAmbientRoom(room );
setAmbientRoomTone( room, "dizzy" );
setAmbientRoomReverb( room, "dizzy", 1, 0.5 );
//***************
//_psychotic
//***************
room = "_psychotic";
declareAmbientRoom(room );
setAmbientRoomTone( room, "psychotic" );
setAmbientRoomReverb( room, "psychotic", 1, 0.5 );
//***************
//none
//***************
room = "none";
declareAmbientRoom(room );
setAmbientRoomTone( room, "none" );
setAmbientRoomReverb( room, "plain", 1, 0.5 );
//***************
//INTERIOR
//***************
room = "interior";
declareAmbientRoom(room );
setAmbientRoomTone( room, "none" );
setAmbientRoomReverb( room, "sewerpipe", 1, 1 );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( "none", 0 );
activateAmbientRoom( "none", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
level thread start_noise_test();
}
//************************************************************************************************
// OTHER AUDIO FUNCTIONS
//************************************************************************************************
start_noise_test()
{
level waittill ("yo_bitch_play_stuff");
level thread noisytime();
}
noisytime()
{
left_front_l = getent("left_front", "targetname");
right_front_l = getent("right_front", "targetname");
center_l = getent("center", "targetname");
left_surround_l = getent("left_surround", "targetname");
right_surround_l = getent("right_surround", "targetname");
level endon("reset");
while(1)
{
left_front_l playsound("noise_test", "targetname");
wait(2);
center_l playsound("noise_test", "targetname");
wait(2);
right_front_l playsound("noise_test", "targetname");
wait(2);
right_surround_l playsound("noise_test", "targetname");
wait(2);
left_surround_l playsound("noise_test", "targetname");
wait(2);
/*
playsoundatposition("noise_test", left_front_l.origin);
wait (2);
playsoundatposition("noise_test", center_l.origin);
wait (2);
playsoundatposition("noise_test", right_front_l.origin);
wait (2);
playsoundatposition("noise_test", right_surround_l.origin);
wait (2);
playsoundatposition("noise_test", left_surround_l.origin);
wait(2);
*/
}
}