// Soundscapes for Canals & Underground // city voice // pa requests player id // CHAR_STREAM '*' // as one of 1st 2 chars in name, indicates streaming wav data // CHAR_USERVOX '?' // as one of 1st 2 chars in name, indicates user realtime voice data // CHAR_SENTENCE '!' // as one of 1st 2 chars in name, indicates sentence wav // CHAR_DRYMIX '#' // as one of 1st 2 chars in name, indicates wav bypasses dsp fx // CHAR_DOPPLER '>' // as one of 1st 2 chars in name, indicates doppler encoded stereo wav: left wav (incomming) and right wav (outgoing). // CHAR_DIRECTIONAL '<' // as one of 1st 2 chars in name, indicates stereo wav has direction cone: mix left wav (front facing) with right wav (rear facing) based on soundfacing direction // CHAR_DISTVARIANT '^' // as one of 1st 2 chars in name, indicates distance variant encoded stereo wav (left is close, right is far) // CHAR_OMNI '@' // as one of 1st 2 chars in name, indicates non-directional wav (default mono or stereo) // CHAR_SPATIALSTEREO ')' // as one of 1st 2 chars in name, indicates spatialized stereo wav // CHAR_FAST_PITCH '}' // as one of 1st 2 chars in name, forces low quality, non-interpolated pitch shift "cityvoice_level0" { "playrandom" { "time" "15,30" "volume" "0.4,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav" } } } // pa invokes unrest procedures, requests player id "cityvoice_level1" { "playrandom" { "time" "12,30" "volume" "0.8,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav" } } } // player is evading, cops are summoned "cityvoice_level2" { "playrandom" { "time" "12,30" "volume" "0.8,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_evasionbehavior_2_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav" } } } // player convicted of civil disruption, city block on alert "cityvoice_level3" { "playrandom" { "time" "12,30" "volume" "0.8,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_sociolevel1_4_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_localunrest_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav" } } } // player convicted of anticivil activity, city block punished "cityvoice_level4" { "playrandom" { "time" "12,25" "volume" "0.8,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivil1_5_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_protectionresponse_4_spkr.wav" } } } // citizenship revoked, cops fire at will "cityvoice_level5" { "playrandom" { "time" "10,20" "volume" "0.7,1.0" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_capitalmalcompliance_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticitizenreport_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_protectionresponse_5_spkr.wav" } } } // city looking for player "city_searching_level1" { "playlooping" { "volume" "0.42" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playrandom" { "time" "5,15" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } "playrandom" { "time" "30,60" "volume" "0.1,0.2" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/alarms/train_horn_distant1.wav" } } } "city_searching_level2" { "playsoundscape" { "name" "city_searching_level1" "volume" "1.0" } "playrandom" { "time" "3,10" "volume" "0.3,1.0" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/heli_pass_distant1.wav" "wave" "ambient/machines/heli_pass2.wav" "wave" "ambient/machines/heli_pass_quick1.wav" "wave" "ambient/machines/heli_pass_quick2.wav" } } "playrandom" { "time" "20,40" "volume" "0.1,0.4" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/truck_pass_distant1.wav" "wave" "ambient/machines/truck_pass_distant2.wav" "wave" "ambient/machines/truck_pass_distant3.wav" "wave" "ambient/machines/truck_pass_overhead1.wav" } } // undone: cop announcements } // shots fired by/at player, city on alert "city_searching_level3" { "playlooping" { "volume" "0.42" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playrandom" { "time" "3,10" "volume" "0.6,1.0" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } // undone: cop announcements "playrandom" { "time" "8,20" "volume" "0.4,0.9" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/truck_pass_distant1.wav" "wave" "ambient/machines/truck_pass_distant2.wav" "wave" "ambient/machines/truck_pass_distant3.wav" "wave" "ambient/machines/truck_pass_overhead1.wav" } } } "d1_canals.util_windgusts" { "playrandom" { "volume" "0.2,0.4" "pitch" "100" "time" "10.0, 30.0" "pitch" "90,130" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "d1_canals.util_drips" { "playrandom" { "volume" "0.2,0.5" "pitch" "100" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/drip1.wav" "wave" "ambient/levels/canals/drip2.wav" "wave" "ambient/levels/canals/drip3.wav" "wave" "ambient/levels/canals/drip4.wav" "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "d1_canals.util_fardrips" { "playrandom" { "volume" "0.2,0.5" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "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" } } } "d1_canals.util_headcrab_canister" { "playlooping" { "volume" "0.6" "soundlevel" "SNDLVL_65dB" "pitch" "100" "wave" "npc/env_headcrabcanister/hiss.wav" } "playrandom" { "volume" "0.4,0.6" "pitch" "90,120" "time" "5.0, 15.0" "soundlevel" "SNDLVL_90db" "rndwave" { "wave" "ambient/levels/canals/headcrab_canister_ambient1.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient2.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient3.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient4.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient5.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient6.wav" } } } "d1_canals.util_shoreline" { "playrandom" { "volume" "0.45,0.65" "pitch" "100" "time" "3.0, 4.0" "rndwave" { "wave" "ambient/levels/canals/shore1.wav" "wave" "ambient/levels/canals/shore2.wav" "wave" "ambient/levels/canals/shore3.wav" "wave" "ambient/levels/canals/shore4.wav" } } } // d1_canals_01 "d1_canals_tunnel01" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level0" "volume" "0.4" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.3" } "playlooping" { "volume" "0.3" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "0" "wave" "ambient/machines/train_wheels_overhead_loop1.wav" } } "d1_canals_citystart" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level0" "volume" "0.7" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.4" } "playrandom" { "time" "5,15" "volume" "0.2,0.4" "pitch" "95,105" "rndwave" { "wave" "ambient/alarms/train_horn_distant1.wav" } } } "d1_canals_citadel" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level0" "volume" "0.9" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.6" } "playlooping" { "volume" "0.4" "pitch" "100" "wave" "ambient/atmosphere/corridor.wav" } } "d1_canals_traincanal" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level0" "volume" "0.7" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.4" } } "d1_canals_traintunnel" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level0" "volume" "0.5" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.3" } "playlooping" { "volume" "0.4" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } } "d1_canals_watercanal" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level1" "volume" "0.04" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.8" } // position 1 is boat with water "playlooping" { "volume" "0.3" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "1" "wave" "ambient/water/water_in_boat1.wav" } } "d1_canals_junkyard" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level1" "volume" "0.9" } "playsoundscape" { "name" "city_searching_level2" "volume" "0.4" } "playrandom" { "time" "10,20" "volume" "0.1,0.55" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/creaking.wav" "wave" "ambient/materials/icegrind1.wav" "wave" "ambient/materials/metal_stress1.wav" } } } "d1_canals_copcanals" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level2" "volume" "0.7" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.65" } "playlooping" { "volume" "0.5" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "2" "wave" "ambient/water/drip_loop1.wav" } "playlooping" { "volume" "0.5" "pitch" "80" "soundlevel" "SNDLVL_80dB" "position" "3" "wave" "ambient/water/corridor_water.wav" } "playrandom" { "time" "15,30" "volume" "0.15,0.3" "pitch" "90,105" "rndwave" { "wave" "ambient/machines/truck_pass_overhead1.wav" } } } "d1_truck_pass" { "playrandom" { "time" "15,30" "volume" "0.6,0.9" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/truck_pass_overhead1.wav" "wave" "ambient/atmosphere/hole_hit1.wav" "wave" "ambient/atmosphere/hole_hit2.wav" "wave" "ambient/atmosphere/hole_hit2.wav" } } } "d1_canals_barnacle_tunnel" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level3" "volume" "0.7" } "playsoundscape" { "name" "city_searching_level1" "volume" "0.2" } "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/atmosphere/hole_amb3.wav" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.3" } } "d1_canals_pipe_chamber" { "dsp" "1" "playsoundscape" { "name" "city_searching_level2" "volume" "0.25" } "playlooping" { "volume" "0.05" "pitch" "100" "wave" "ambient/atmosphere/hole_amb3.wav" } "playlooping" { "volume" "0.15" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/water/drip_loop1.wav" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.2" } } "d1_canals_cop_alerted" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level4" "volume" "0.3" } "playsoundscape" { "name" "city_searching_level3" "volume" "0.2" } "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/hole_amb3.wav" } "playlooping" { "volume" "0.5" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "2" "wave" "ambient/water/drip_loop1.wav" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.2" } } // d1_canals_02 "d1_canals.heli_slide_tunnels" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level4" "volume" "0.2" } "playsoundscape" { "name" "city_searching_level3" "volume" "0.1" } "playlooping" { "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_drips" "volume" "1.0" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.2" } } "d1_canals.heli_attack" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level4" "volume" "0.35" } "playsoundscape" { "name" "city_searching_level3" "volume" "0.5" } "playlooping" { "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "volume" "0.05" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.2" } } "d1_canals.drainroom" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level4" "volume" "0.18" } "playsoundscape" { "name" "city_searching_level2" "volume" "0.15" } "playlooping" { "volume" "0.2" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" "wave" "ambient/water/water_run1.wav" } "playlooping" { "volume" "0.2" "pitch" "105" "soundlevel" "SNDLVL_90dB" "position" "1" "wave" "ambient/water/water_run1.wav" } "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "2" "wave" "ambient/atmosphere/ambience_base.wav" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.3" } } // d1_canals_03 "d1_canals.03copsattackthroughboards" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level5" "volume" "0.7" } "playsoundscape" { "name" "city_searching_level2" "volume" "1.0" } "playlooping" { "volume" "0.1" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" "wave" "ambient/machines/diesel_engine_idle1.wav" } "playsoundscape" { "name" "d1_truck_pass" "volume" "0.3" } } "d1_canals.03entrytunnel" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level5" "volume" "0.2" } "playsoundscape" { "name" "city_searching_level2" "volume" "0.15" } "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "0" "wave" "ambient/atmosphere/ambience_base.wav" } "playlooping" { "volume" "0.1" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "2" "wave" "ambient/water/leak_1.wav" } "playsoundscape" { "name" "d1_canals.util_fardrips" // "position" "0" "volume" "1.0" } } // steam tunnel "d1_canals.steamtunnel" { "dsp" "1" "playsoundscape" { "name" "cityvoice_level5" "volume" "0.38" } "playlooping" { "volume" "0.5" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } } // manhack and water puzzle room "d1_canals.waterpuzzleroom" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_fardrips" // "position" "0" "volume" "0.3" } "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "100" } "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/corridor2.wav" } "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } } //******************************************************************* // airboat canals "d1_canals.util_birds" { "playrandom" { "time" "8,30" "volume" "0.2,0.4" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/swamp_bird1.wav" "wave" "ambient/levels/canals/swamp_bird2.wav" "wave" "ambient/levels/canals/swamp_bird3.wav" "wave" "ambient/levels/canals/swamp_bird4.wav" "wave" "ambient/levels/canals/swamp_bird5.wav" "wave" "ambient/levels/canals/swamp_bird6.wav" "wave" "ambient/levels/canals/critter2.wav" "wave" "ambient/levels/canals/critter3.wav" "wave" "ambient/levels/canals/critter6.wav" } } } "d1_canals.util_critters" { "playrandom" { "time" "7, 16" "volume" "0.1,0.2" "pitch" "95,110" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/critter1.wav" "wave" "ambient/levels/canals/critter2.wav" "wave" "ambient/levels/canals/critter3.wav" "wave" "ambient/levels/canals/critter4.wav" "wave" "ambient/levels/canals/critter5.wav" "wave" "ambient/levels/canals/critter6.wav" "wave" "ambient/levels/canals/critter7.wav" "wave" "ambient/levels/canals/critter8.wav" } } } "d1_canals.util_tunnel_windgusts" { "playrandom" { "volume" "0.2,0.5" "pitch" "80,120" "time" "5.0, 20.0" "pitch" "80,140" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" } } } "d1_canals.util_critters_under_docks" { "playlooping" { "volume" "0.2" "wave" "ambient/levels/canals/swamp_frogs_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_critters" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } } "d1_canals.util_toxic_slime" { "playlooping" { "volume" "0.2" "wave" "ambient/levels/canals/toxic_slime_loop1.wav" } "playrandom" { "volume" "0.15,0.3" "time" "2.0,10.0" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/toxic_slime_gurgle3.wav" "wave" "ambient/levels/canals/toxic_slime_gurgle5.wav" "wave" "ambient/levels/canals/toxic_slime_gurgle6.wav" "wave" "ambient/levels/canals/toxic_slime_gurgle7.wav" "wave" "ambient/levels/canals/toxic_slime_gurgle8.wav" "wave" "ambient/levels/canals/toxic_slime_sizzle1.wav" "wave" "ambient/levels/canals/toxic_slime_sizzle2.wav" "wave" "ambient/levels/canals/toxic_slime_sizzle3.wav" "wave" "ambient/levels/canals/toxic_slime_sizzle4.wav" } } } "d1_canals.util_industrial" { "playlooping" { "volume" "0.5" "wave" "ambient/atmosphere/metallic1.wav" } } //******************************************************************* // general tunnels: "d1_canals.general_dripping_tunnel" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_fardrips" // "position" "0" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "0.7" } } "d1_canals.general_windy_tunnel" { "dsp" "1" "playlooping" { "volume" "0.4" "wave" "ambient/levels/canals/tunnel_wind_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } } // canal tunnel with water, but no 'shore' sounds // position 0 - drips // position 1 - critters "d1_canals.general_watery_tunnel" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/levels/canals/waterleak_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_fardrips" "position" "0" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_critters" "position" "1" "volume" "1.0" } } // canal tunnel with water, with 'shore' sounds // position 0 - drips // position 1 - critters "d1_canals.general_watery_tunnel_shore" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.general_watery_tunnel" "volume" "0.8" } } // red barn - headcrab canister at position 0 "d1_canals.redbarn_ambience" { "playrandom" { "time" "9,16" "volume" "0.2,0.45" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" } } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.25" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.5" "positionoverride" "0" } "playsoundscape" { "name" "canals_river_calm" "volume" "0.38" } } // position 0 is manhack 'charge station' ambience "d1_canals.floodgate_base_ambience" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/levels/canals/generator_ambience_loop1.wav" "pitch" "100" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/cargo_hold2.wav" "pitch" "100" } // manhack dispenser ambience - position 0 "playlooping" { "volume" "0.6" "soundlevel" "SNDLVL_80dB" "position" "0" "wave" "ambient/levels/canals/manhack_machine_loop1.wav" "pitch" "100" } // position 1 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.8" "positionoverride" "1" } } "d1_canals.floodgate_machineroom" { "playlooping" { "volume" "0.4" "wave" "ambient/wind/wasteland_wind.wav" "pitch" "100" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/cargo_hold1.wav" "pitch" "100" } } "d1_canals.shore_and_reeds" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.8" } } "d1_canals.spooky_infested_pipe" { "dsp" "1" "playrandom" { "time" "7, 16" "volume" "0.2,0.3" "pitch" "80,90" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_moan1.wav" "wave" "ambient/wind/wind_moan2.wav" "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_moan4.wav" "wave" "ambient/levels/canals/critter6.wav" "wave" "ambient/atmosphere/hole_hit1.wav" "wave" "ambient/atmosphere/hole_hit5.wav" } } "playsoundscape" { "name" "d1_canals.util_fardrips" // "position" "0" "volume" "0.7" } } "d1_canals.water_tunnel_with_frogs" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/levels/canals/swamp_stereo_frogs_loop1.wav" "pitch" "100" } "playlooping" { "volume" "0.3" "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_critters" "volume" "1.0" } } // windchimes at position 0 "d1_canals.windchimes_and_wind" { "playlooping" { "volume" "0.15" "wave" "ambient/levels/canals/windmill_wind_loop1.wav" "pitch" "100" } "playrandom" { "volume" "0.2,0.4" "pitch" "100" "time" "3.0, 8.0" "soundlevel" "SNDLVL_80dB" "position" "0" "rndwave" { "wave" "ambient/levels/canals/windchine1.wav" "wave" "ambient/levels/canals/windchime2.wav" //"wave" "ambient/levels/canals/windchime3.wav" "wave" "ambient/levels/canals/windchime4.wav" "wave" "ambient/levels/canals/windchime5.wav" //"wave" "ambient/levels/canals/windchime6.wav" //"wave" "ambient/levels/canals/windchime7.wav" //"wave" "ambient/levels/canals/windchime8.wav" } } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.2" } } //----------------------------------------------------------------------------- // All slime tunnels throughout the canals //----------------------------------------------------------------------------- "canals_slime_outside" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "volume" "1.0" } } "canals_slime_tunnel" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } // This is a burbling slime sound "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "volume" "1.0" } } //----------------------------------------------------------------------------- // Tunnels throughout the canals //----------------------------------------------------------------------------- // A dry tunnel, which has no water or slime "canals_tunnel_dry" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/sewer_air1.wav" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } } // A wet tunnel, which has water "canals_tunnel_wet" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "d1_canals.general_watery_tunnel" "volume" "1.0" } } //----------------------------------------------------------------------------- // Generic outdoor area surrounded by concrete //----------------------------------------------------------------------------- // This version is where there's no water nearby "canals_canal_nowater" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.4" } } // This version is where there's water through the canal "canals_canal_water" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.4" } } // This version is where there's water through the canal in an industrial area "canals_canal_water_industrial" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_industrial" "volume" "0.5" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.4" } } //----------------------------------------------------------------------------- // Generic outdoor river area //----------------------------------------------------------------------------- "canals_river" { // This is the sound of the reservoir, audible after the chopper is destroyed. "dsp" "1" // Ambient sound of the river "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.3" } } //----------------------------------------------------------------------------- // Generic outdoor river area with frogs and critters //----------------------------------------------------------------------------- "canals_river_calm" { // This is the sound of the calm river sections after the shanty "dsp" "1" // Ambient sound of the river "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.5" } "playlooping" { "volume" "0.1" "wave" "ambient/levels/canals/swamp_frogs_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_critters" "volume" "1.0" } } //----------------------------------------------------------------------------- // d1_canals_05 //----------------------------------------------------------------------------- // d1_canals_05 -- This is for the tunnel right before the shanty area. "d1_canals_05_shanty_approach" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } // This is a burbling slime sound "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "volume" "1.0" } // This is a burbling slime sound "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "1" "volume" "1.0" } } // d1_canals_05 -- This is for the shanty area. // canisters at positions 2,3,4,5,6 "d1_canals_05_shanty" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } // This is for the toxic slime at the zombie intro. "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "volume" "0.3" } // This is for the toxic slime at the end of the shanty. "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "1" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.7" "positionoverride" "2" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.7" "positionoverride" "3" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.7" "positionoverride" "4" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.7" "positionoverride" "5" } "playsoundscape" { "name" "d1_canals.util_headcrab_canister" "volume" "0.7" "positionoverride" "6" } } //----------------------------------------------------------------------------- // d1_canals_07, 2nd helicopter bombing level //----------------------------------------------------------------------------- // This is the tunnel you're in right before the reservoir "d1_canals_07_entry_tunnel" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "d1_canals.util_fardrips" "position" "0" "volume" "0.4" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "d1_canals.util_drips" "positionoverride" "1" "volume" "0.2" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } } //----------------------------------------------------------------------------- // d1_canals_07a, final helicopter bombing run //----------------------------------------------------------------------------- "d1_canals_07a_warehouse" { // The ambient sounds of the warehouse "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_90dB" "wave" "ambient/atmosphere/ambience_base.wav" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playrandom" { "time" "9,16" "volume" "0.1,0.3" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } } //----------------------------------------------------------------------------- // d1_canals_08a //----------------------------------------------------------------------------- // d1_canals_08a, This is right inside the gun scene tunnel entrance. "d1_canals_08a_gun_tunnel_entrance" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } "playlooping" { "volume" "0.05" "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "pitch" "100" } } // d1_canals_08a, The outdoor area where the ramp puzzle is. "d1_canals_08a_puzzle_arena" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.1" } } // d1_canals_08a, The gun scene tunnel area. "d1_canals_08a_gun_scene" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playlooping" { "volume" "0.05" "pitch" "100" "wave" "ambient/levels/canals/waterleak_loop1.wav" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "d1_canals.util_fardrips" "position" "0" "volume" "0.4" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "d1_canals.util_drips" "position" "1" "volume" "0.2" } } // d1_canals_08a, The gun scene exit tunnel, triggered right before the helicopter shows up. Copied from canals_tunnel_wet -JL "d1_canals_08a_tunnel_exit" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.4" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } } //----------------------------------------------------------------------------- // d1_canals_06a, second gun map //----------------------------------------------------------------------------- // This version is where there's water through the canal w/ creaking wood nearby // position 0 - creaking wood // position 1 - creaking wood "canals_canal_water_creaking_wood" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.4" } "playrandom" { "time" "9,16" "volume" "0.1,0.35" "pitch" "95,105" "position" "0" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } "playrandom" { "time" "9,16" "volume" "0.1,0.35" "pitch" "95,105" "position" "1" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } } "canals_canal_water_creaking_metal" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "0.4" } "playrandom" { "time" "9,16" "volume" "0.1,0.35" "pitch" "95,105" "position" "0" "rndwave" { "wave" "ambient/materials/metal_stress2.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" } } "playrandom" { "time" "9,16" "volume" "0.1,0.35" "pitch" "95,105" "position" "1" "rndwave" { "wave" "ambient/materials/metal_stress2.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" } } } //----------------------------------------------------------------------------- // d1_canals_08, final helicopter battle //----------------------------------------------------------------------------- // This is the tunnel you're in right before the reservoir "d1_canals_08_entry_tunnel" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "1.0" } // This is a dripping noise somewhere inside the tunnel "playsoundscape" { "name" "d1_canals.util_fardrips" "positionoverride" "0" "volume" "1.0" } // This is the sound of a helicopter outside the tunnel to foreshadow the chopper battle "playrandom" { "time" "15,25" "volume" "0.2,0.8" "pitch" "100" "position" "2" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" } } } // This is the reservoir where the battle with the helicopter happens "d1_canals_08_reservoir" { "dsp" "1" // Ambient sound of the reservoir // This is the sound of the dam itself "playlooping" { "volume" "0.7" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "1" "wave" ")ambient/levels/canals/dam_water_loop2.wav" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_birds" "volume" "0.3" } "playsoundscape" { "name" "d1_canals.util_shoreline" "volume" "0.5" } "playlooping" { "volume" "0.05" "wave" "ambient/levels/canals/swamp_frogs_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_critters" "volume" "1.0" } } // This is over the island that the base is on (also necessary to cause us to // switch away from the base_interior soundscape when we leave the base) // You could make new sounds here (target0 still represents the dam), or leave it "d1_canals_08_island" { "playsoundscape" { "name" "d1_canals_08_reservoir" "volume" "1.0" } // This is the sound of the dam itself "playlooping" { "volume" "0.7" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "0" "wave" ")ambient/levels/canals/dam_water_loop2.wav" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } } // This is the interior of the base on the island "d1_canals_08_base_interior" { // The ambient sounds of the base "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/ambience_base.wav" } // position 0 is combine computer // position 1 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.9" "position" "1" } }