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Text File  |  2005-05-08  |  42KB  |  2,303 lines

  1.  
  2. // Soundscapes for Canals & Underground
  3.  
  4. // city voice
  5.  
  6. // pa requests player id
  7.  
  8. //  CHAR_STREAM            '*'        // as one of 1st 2 chars in name, indicates streaming wav data
  9. //  CHAR_USERVOX        '?'        // as one of 1st 2 chars in name, indicates user realtime voice data
  10. //  CHAR_SENTENCE        '!'        // as one of 1st 2 chars in name, indicates sentence wav
  11. //  CHAR_DRYMIX            '#'        // as one of 1st 2 chars in name, indicates wav bypasses dsp fx
  12. //  CHAR_DOPPLER        '>'        // as one of 1st 2 chars in name, indicates doppler encoded stereo wav: left wav (incomming) and right wav (outgoing).
  13. //  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
  14. //  CHAR_DISTVARIANT    '^'        // as one of 1st 2 chars in name, indicates distance variant encoded stereo wav (left is close, right is far)
  15. //  CHAR_OMNI            '@'        // as one of 1st 2 chars in name, indicates non-directional wav (default mono or stereo)
  16. //  CHAR_SPATIALSTEREO    ')'        // as one of 1st 2 chars in name, indicates spatialized stereo wav
  17. //  CHAR_FAST_PITCH        '}'        // as one of 1st 2 chars in name, forces low quality, non-interpolated pitch shift
  18.  
  19.  
  20. "cityvoice_level0"
  21. {
  22.     "playrandom"
  23.     {
  24.         "time"        "15,30"
  25.         "volume"    "0.4,1.0"
  26.         "pitch"        "100"
  27.  
  28.         "rndwave"
  29.         {
  30.             "wave"    "*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav"
  31.             "wave"    "*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav"
  32.         }
  33.     }
  34. }
  35.  
  36. // pa invokes unrest procedures, requests player id
  37.  
  38. "cityvoice_level1"
  39. {
  40.     "playrandom"
  41.     {
  42.         "time"        "12,30"
  43.         "volume"    "0.8,1.0"
  44.         "pitch"        "100"
  45.  
  46.         "rndwave"
  47.         {
  48.             "wave"    "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav"
  49.             "wave"    "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
  50.             "wave"    "*npc/overwatch/cityvoice/f_confirmcivilstatus_1_spkr.wav"
  51.             "wave"    "*npc/overwatch/cityvoice/f_protectionresponse_1_spkr.wav"
  52.         }
  53.     }
  54. }
  55.  
  56. // player is evading, cops are summoned
  57.  
  58. "cityvoice_level2"
  59. {
  60.     "playrandom"
  61.     {
  62.         "time"        "12,30"
  63.         "volume"    "0.8,1.0"
  64.         "pitch"        "100"
  65.  
  66.         "rndwave"
  67.         {
  68.             "wave"    "*npc/overwatch/cityvoice/f_evasionbehavior_2_spkr.wav"
  69.             "wave"    "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
  70.             "wave"    "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav"
  71.             "wave"    "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav"
  72.         }
  73.     }
  74. }
  75.  
  76. // player convicted of civil disruption, city block on alert
  77.  
  78. "cityvoice_level3"
  79. {
  80.     "playrandom"
  81.     {
  82.         "time"        "12,30"
  83.         "volume"    "0.8,1.0"
  84.         "pitch"        "100"
  85.  
  86.         "rndwave"
  87.         {
  88.             "wave"    "*npc/overwatch/cityvoice/f_sociolevel1_4_spkr.wav"
  89.             "wave"    "*npc/overwatch/cityvoice/f_localunrest_spkr.wav"
  90.             "wave"    "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
  91.             "wave"    "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav"
  92.         }
  93.     }
  94. }
  95.  
  96. // player convicted of anticivil activity, city block punished
  97.  
  98. "cityvoice_level4"
  99. {
  100.     "playrandom"
  101.     {
  102.         "time"        "12,25"
  103.         "volume"    "0.8,1.0"
  104.         "pitch"        "100"
  105.  
  106.         "rndwave"
  107.         {
  108.             "wave"    "*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav"
  109.             "wave"    "*npc/overwatch/cityvoice/f_ceaseevasionlevelfive_spkr.wav"
  110.             "wave"    "*npc/overwatch/cityvoice/f_anticivil1_5_spkr.wav"
  111.             "wave"    "*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav"
  112.             "wave"    "*npc/overwatch/cityvoice/f_unrestprocedure1_spkr.wav"
  113.             "wave"    "*npc/overwatch/cityvoice/f_protectionresponse_4_spkr.wav"
  114.         }
  115.     }
  116. }
  117.  
  118. // citizenship revoked, cops fire at will
  119.  
  120. "cityvoice_level5"
  121. {
  122.     "playrandom"
  123.     {
  124.         "time"        "10,20"
  125.         "volume"    "0.7,1.0"
  126.         "pitch"        "100"
  127.  
  128.         "rndwave"
  129.         {
  130.             "wave"    "*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav"
  131.             "wave"    "*npc/overwatch/cityvoice/f_citizenshiprevoked_6_spkr.wav"
  132.             "wave"    "*npc/overwatch/cityvoice/f_capitalmalcompliance_spkr.wav"
  133.             "wave"    "*npc/overwatch/cityvoice/f_anticitizenreport_spkr.wav"
  134.             "wave"    "*npc/overwatch/cityvoice/f_rationunitsdeduct_3_spkr.wav"
  135.             "wave"    "*npc/overwatch/cityvoice/f_protectionresponse_5_spkr.wav"
  136.         }
  137.     }
  138. }
  139.  
  140. // city looking for player
  141.  
  142. "city_searching_level1"
  143. {
  144.  
  145.     "playlooping"
  146.     {
  147.         "volume"    "0.42"
  148.         "wave"        "ambient/atmosphere/station_ambience_loop2.wav"
  149.         "pitch"        "100"
  150.     }
  151.  
  152.  
  153.     "playrandom"
  154.     {
  155.         "time"        "5,15"
  156.         "volume"    "0.2,0.8"
  157.         "pitch"        "100"
  158.         "position"    "random"
  159.         "soundlevel"    "SNDLVL_140db"
  160.         "rndwave"
  161.         {
  162.             "wave"    "ambient/machines/heli_pass1.wav"
  163.             "wave"    "ambient/machines/aircraft_distant_flyby1.wav"
  164.             "wave"    "ambient/machines/aircraft_distant_flyby3.wav"
  165.             "wave"    "ambient/alarms/apc_alarm_pass1.wav"
  166.             "wave"    "ambient/alarms/manhack_alert_pass1.wav"
  167.             "wave"    "ambient/alarms/scanner_alert_pass1.wav"
  168.         }
  169.     }
  170.  
  171.     "playrandom"
  172.     {
  173.         "time"        "30,60"
  174.         "volume"    "0.1,0.2"
  175.         "pitch"        "95,105"
  176.         "position"    "random"
  177.         "soundlevel"    "SNDLVL_140db"
  178.         "rndwave"
  179.         {
  180.             "wave"    "ambient/alarms/train_horn_distant1.wav"
  181.         }
  182.     }
  183. }
  184.  
  185. "city_searching_level2"
  186. {
  187.     "playsoundscape"
  188.     {
  189.         "name"        "city_searching_level1"
  190.         "volume"    "1.0"
  191.     }
  192.  
  193.     "playrandom"
  194.     {
  195.         "time"        "3,10"
  196.         "volume"    "0.3,1.0"
  197.         "pitch"        "95,105"
  198.         "position"    "random"
  199.         "soundlevel"    "SNDLVL_140db"
  200.         "rndwave"
  201.         {
  202.             "wave"    "ambient/machines/heli_pass1.wav"
  203.             "wave"    "ambient/machines/heli_pass_distant1.wav"
  204.             "wave"    "ambient/machines/heli_pass2.wav"
  205.             "wave"    "ambient/machines/heli_pass_quick1.wav"
  206.             "wave"    "ambient/machines/heli_pass_quick2.wav"
  207.         }
  208.     }
  209.  
  210.     "playrandom"
  211.     {
  212.         "time"        "20,40"
  213.         "volume"    "0.1,0.4"
  214.         "pitch"        "95,105"
  215.         "position"    "random"
  216.         "soundlevel"    "SNDLVL_140db"
  217.         "rndwave"
  218.         {
  219.             "wave"    "ambient/machines/truck_pass_distant1.wav"
  220.             "wave"    "ambient/machines/truck_pass_distant2.wav"
  221.             "wave"    "ambient/machines/truck_pass_distant3.wav"
  222.             "wave"    "ambient/machines/truck_pass_overhead1.wav"
  223.         }
  224.     }
  225.  
  226.     // undone: cop announcements
  227. }
  228.  
  229. // shots fired by/at player, city on alert
  230.  
  231. "city_searching_level3"
  232. {
  233.     "playlooping"
  234.     {
  235.         "volume"    "0.42"
  236.         "wave"        "ambient/atmosphere/station_ambience_loop2.wav"
  237.         "pitch"        "100"
  238.     }
  239.  
  240.     "playrandom"
  241.     {
  242.         "time"        "3,10"
  243.         "volume"    "0.6,1.0"
  244.         "pitch"        "100"
  245.         "position"    "random"
  246.         "soundlevel"    "SNDLVL_140db"
  247.         "rndwave"
  248.         {
  249.             "wave"    "ambient/machines/heli_pass1.wav"
  250.             "wave"    "ambient/machines/aircraft_distant_flyby1.wav"
  251.             "wave"    "ambient/machines/aircraft_distant_flyby3.wav"
  252.             "wave"    "ambient/alarms/apc_alarm_pass1.wav"
  253.             "wave"    "ambient/alarms/manhack_alert_pass1.wav"
  254.             "wave"    "ambient/alarms/scanner_alert_pass1.wav"
  255.         }
  256.     }
  257.  
  258.     // undone: cop announcements
  259.     "playrandom"
  260.     {
  261.         "time"        "8,20"
  262.         "volume"    "0.4,0.9"
  263.         "pitch"        "95,105"
  264.         "position"    "random"
  265.         "soundlevel"    "SNDLVL_140db"
  266.         "rndwave"
  267.         {
  268.             "wave"    "ambient/machines/truck_pass_distant1.wav"
  269.             "wave"    "ambient/machines/truck_pass_distant2.wav"
  270.             "wave"    "ambient/machines/truck_pass_distant3.wav"
  271.             "wave"    "ambient/machines/truck_pass_overhead1.wav"
  272.         }
  273.     }
  274. }
  275.  
  276.  
  277. "d1_canals.util_windgusts"
  278. {
  279.     "playrandom"
  280.     {
  281.         "volume"    "0.2,0.4"
  282.         "pitch"        "100"
  283.         "time"        "10.0, 30.0"
  284.         "pitch"        "90,130"
  285.         "position"    "random"
  286.         "soundlevel"    "SNDLVL_140db"
  287.         "rndwave"
  288.         {
  289.             "wave" "ambient/wind/wind_hit1.wav"
  290.             "wave" "ambient/wind/wind_hit2.wav"
  291.             "wave" "ambient/wind/wind_snippet3.wav"
  292.             "wave" "ambient/wind/wind_snippet4.wav"
  293.             "wave" "ambient/wind/wind_snippet5.wav"
  294.         }
  295.     }
  296. }
  297.  
  298.  
  299. "d1_canals.util_drips"
  300. {
  301.     "playrandom"
  302.     {
  303.         "volume"    "0.2,0.5"
  304.         "pitch"        "100"
  305.         "time"        "0.5, 5.0"
  306.         "position"    "random"
  307.         "soundlevel"    "SNDLVL_140db"
  308.         "rndwave"
  309.         {
  310.             "wave"    "ambient/levels/canals/drip1.wav"
  311.             "wave"    "ambient/levels/canals/drip2.wav"
  312.             "wave"    "ambient/levels/canals/drip3.wav"
  313.             "wave"    "ambient/levels/canals/drip4.wav"
  314.             "wave"    "ambient/water/rain_drip1.wav"
  315.             "wave"    "ambient/water/rain_drip2.wav"
  316.             "wave"    "ambient/water/rain_drip3.wav"
  317.             "wave"    "ambient/water/rain_drip4.wav"
  318.         }
  319.     }
  320. }
  321.  
  322. "d1_canals.util_fardrips"
  323. {
  324.     "playrandom"
  325.     {
  326.         "volume"    "0.2,0.5"
  327.         "pitch"        "90,120"
  328.         "time"        "0.5, 5.0"
  329.         "position"    "random"
  330.         "soundlevel"    "SNDLVL_140db"
  331.         "rndwave"
  332.         {
  333.             "wave"    "ambient/water/distant_drip1.wav"
  334.             "wave"    "ambient/water/distant_drip2.wav"
  335.             "wave"    "ambient/water/distant_drip3.wav"
  336.             "wave"    "ambient/water/distant_drip4.wav"
  337.         }
  338.     }
  339. }
  340.  
  341. "d1_canals.util_headcrab_canister"
  342. {
  343.     "playlooping"
  344.     {
  345.         "volume"    "0.6"
  346.         "soundlevel"    "SNDLVL_65dB"
  347.         "pitch"        "100"
  348.         "wave"    "npc/env_headcrabcanister/hiss.wav"
  349.     }
  350.  
  351.     "playrandom"
  352.     {
  353.         "volume"    "0.4,0.6"
  354.         "pitch"        "90,120"
  355.         "time"        "5.0, 15.0"
  356.         "soundlevel"    "SNDLVL_90db"
  357.         "rndwave"
  358.         {
  359.             "wave"    "ambient/levels/canals/headcrab_canister_ambient1.wav"
  360.             "wave"    "ambient/levels/canals/headcrab_canister_ambient2.wav"
  361.             "wave"    "ambient/levels/canals/headcrab_canister_ambient3.wav"
  362.             "wave"    "ambient/levels/canals/headcrab_canister_ambient4.wav"
  363.             "wave"    "ambient/levels/canals/headcrab_canister_ambient5.wav"
  364.             "wave"    "ambient/levels/canals/headcrab_canister_ambient6.wav"
  365.         }
  366.     }
  367. }
  368.  
  369. "d1_canals.util_shoreline"
  370. {
  371.     "playrandom"
  372.     {
  373.         "volume"    "0.45,0.65"
  374.         "pitch"        "100"
  375.         "time"        "3.0, 4.0"
  376.         "rndwave"
  377.         {
  378.             "wave"    "ambient/levels/canals/shore1.wav"
  379.             "wave"    "ambient/levels/canals/shore2.wav"
  380.             "wave"    "ambient/levels/canals/shore3.wav"
  381.             "wave"    "ambient/levels/canals/shore4.wav"
  382.         }
  383.     }
  384. }
  385.  
  386.  
  387.  
  388. // d1_canals_01
  389.  
  390. "d1_canals_tunnel01"
  391. {
  392.     "dsp"    "1"
  393.  
  394.     "playsoundscape"    
  395.     {
  396.         "name"        "cityvoice_level0"
  397.         "volume"    "0.4"
  398.     }
  399.  
  400.     "playsoundscape"    
  401.     {
  402.         "name"        "city_searching_level1"
  403.         "volume"    "0.3"
  404.     }
  405.  
  406.  
  407.     "playlooping"
  408.     {
  409.         "volume"    "0.3"
  410.         "pitch"        "100"
  411.         "soundlevel"    "SNDLVL_80dB"
  412.         "position"    "0"
  413.         "wave"        "ambient/machines/train_wheels_overhead_loop1.wav"
  414.     }
  415. }
  416.  
  417.  
  418. "d1_canals_citystart"
  419. {
  420.     "dsp"    "1"
  421.  
  422.     "playsoundscape"    
  423.     {
  424.         "name"        "cityvoice_level0"
  425.         "volume"    "0.7"
  426.     }
  427.  
  428.     "playsoundscape"    
  429.     {
  430.         "name"        "city_searching_level1"
  431.         "volume"    "0.4"
  432.     }
  433.  
  434.  
  435.     "playrandom"
  436.     {
  437.         "time"        "5,15"
  438.         "volume"    "0.2,0.4"
  439.         "pitch"        "95,105"
  440.  
  441.         "rndwave"
  442.         {
  443.             "wave"    "ambient/alarms/train_horn_distant1.wav"
  444.         }
  445.     }
  446.     
  447. }
  448.  
  449. "d1_canals_citadel"
  450. {
  451.     "dsp"    "1"
  452.  
  453.     "playsoundscape"    
  454.     {
  455.         "name"        "cityvoice_level0"
  456.         "volume"    "0.9"
  457.     }
  458.  
  459.     "playsoundscape"    
  460.     {
  461.         "name"        "city_searching_level1"
  462.         "volume"    "0.6"
  463.     }
  464.         
  465.     "playlooping"
  466.     {
  467.         "volume"    "0.4"
  468.         "pitch"        "100"
  469.         "wave"        "ambient/atmosphere/corridor.wav"
  470.     }
  471. }
  472.  
  473. "d1_canals_traincanal"
  474. {
  475.     "dsp"    "1"
  476.  
  477.     "playsoundscape"    
  478.     {
  479.         "name"        "cityvoice_level0"
  480.         "volume"    "0.7"
  481.     }
  482.  
  483.     "playsoundscape"    
  484.     {
  485.         "name"        "city_searching_level1"
  486.         "volume"    "0.4"
  487.     }
  488. }
  489.  
  490. "d1_canals_traintunnel"
  491. {
  492.     "dsp"    "1"
  493.  
  494.     "playsoundscape"    
  495.     {
  496.         "name"        "cityvoice_level0"
  497.         "volume"    "0.5"
  498.     }
  499.  
  500.     "playsoundscape"    
  501.     {
  502.         "name"        "city_searching_level1"
  503.         "volume"    "0.3"
  504.     }
  505.  
  506.     "playlooping"
  507.     {
  508.         "volume"    "0.4"
  509.         "pitch"        "100"
  510.         "wave"        "ambient/atmosphere/ambience5.wav"
  511.     }
  512. }
  513.  
  514. "d1_canals_watercanal"
  515. {
  516.     "dsp"    "1"
  517.  
  518.     "playsoundscape"    
  519.     {
  520.         "name"        "cityvoice_level1"
  521.         "volume"    "0.04"
  522.     }
  523.  
  524.     "playsoundscape"    
  525.     {
  526.         "name"        "city_searching_level1"
  527.         "volume"    "0.3"
  528.     }
  529.  
  530.     "playsoundscape"
  531.     {
  532.         "name"        "d1_canals.util_shoreline"
  533.         "volume"    "0.8"
  534.     }
  535.  
  536. // position 1 is boat with water
  537.  
  538.     "playlooping"
  539.     {
  540.         "volume"    "0.3"
  541.         "pitch"        "100"
  542.         "soundlevel" "SNDLVL_80dB"
  543.         "position"    "1"
  544.         "wave"        "ambient/water/water_in_boat1.wav"
  545.     }
  546.  
  547. }
  548.  
  549. "d1_canals_junkyard"
  550. {
  551.     "dsp"    "1"
  552.     
  553.     "playsoundscape"    
  554.     {
  555.         "name"        "cityvoice_level1"
  556.         "volume"    "0.9"
  557.     }
  558.  
  559.     "playsoundscape"    
  560.     {
  561.         "name"        "city_searching_level2"
  562.         "volume"    "0.4"
  563.     }
  564.  
  565.     "playrandom"
  566.     {
  567.         "time"        "10,20"
  568.         "volume"    "0.1,0.55"
  569.         "pitch"        "90,105"
  570.         "position"    "random"
  571.         "soundlevel"    "SNDLVL_140db"
  572.         "rndwave"
  573.         {
  574.             "wave"    "ambient/materials/creaking.wav"
  575.             "wave"    "ambient/materials/icegrind1.wav"
  576.             "wave"    "ambient/materials/metal_stress1.wav"
  577.         }
  578.     }    
  579. }
  580.  
  581.  
  582. "d1_canals_copcanals"
  583. {
  584.     "dsp"    "1"
  585.  
  586.     "playsoundscape"    
  587.     {
  588.         "name"        "cityvoice_level2"
  589.         "volume"    "0.7"
  590.         
  591.     }
  592.  
  593.     "playsoundscape"    
  594.     {
  595.         "name"        "city_searching_level1"
  596.         "volume"    "0.65"
  597.     }
  598.  
  599.  
  600.     "playlooping"
  601.     {
  602.         "volume"    "0.5"
  603.         "pitch"        "100"
  604.         "soundlevel" "SNDLVL_80dB"
  605.         "position"    "2"
  606.         "wave"        "ambient/water/drip_loop1.wav"
  607.     }
  608.  
  609.     "playlooping"
  610.     {
  611.         "volume"    "0.5"
  612.         "pitch"        "80"
  613.         "soundlevel" "SNDLVL_80dB"
  614.         "position"    "3"
  615.         "wave"        "ambient/water/corridor_water.wav"
  616.     }
  617.  
  618.     "playrandom"
  619.     {
  620.  
  621.         "time"        "15,30"
  622.         "volume"    "0.15,0.3"
  623.         "pitch"        "90,105"
  624.  
  625.         "rndwave"
  626.         {
  627.             "wave"    "ambient/machines/truck_pass_overhead1.wav"
  628.         }
  629.     }
  630. }
  631.  
  632. "d1_truck_pass"
  633. {
  634.     "playrandom"
  635.     {
  636.  
  637.         "time"        "15,30"
  638.         "volume"    "0.6,0.9"
  639.         "pitch"        "90,105"
  640.         "position"    "random"
  641.         "soundlevel"    "SNDLVL_140db"
  642.         "rndwave"
  643.         {
  644.             "wave"    "ambient/machines/truck_pass_overhead1.wav"
  645.             "wave"    "ambient/atmosphere/hole_hit1.wav"
  646.             "wave"    "ambient/atmosphere/hole_hit2.wav"
  647.             "wave"    "ambient/atmosphere/hole_hit2.wav"
  648.         }
  649.     }
  650. }
  651.  
  652. "d1_canals_barnacle_tunnel"
  653. {
  654.     "dsp"    "1"
  655.     
  656.     "playsoundscape"    
  657.     {
  658.         "name"        "cityvoice_level3"
  659.         "volume"    "0.7"
  660.     }
  661.  
  662.     "playsoundscape"    
  663.     {
  664.         "name"        "city_searching_level1"
  665.         "volume"    "0.2"
  666.     }
  667.  
  668.     "playlooping"
  669.     {
  670.         "volume"    "0.15"
  671.         "pitch"        "100"
  672.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  673.     }
  674.  
  675.     "playsoundscape"    
  676.     {
  677.         "name"        "d1_truck_pass"
  678.         "volume"    "0.3"
  679.     }
  680.  
  681. }
  682.  
  683. "d1_canals_pipe_chamber"
  684. {
  685.     "dsp"    "1"
  686.  
  687.  
  688.     "playsoundscape"    
  689.     {
  690.         "name"        "city_searching_level2"
  691.         "volume"    "0.25"
  692.     }
  693.     
  694.     "playlooping"
  695.     {
  696.         "volume"    "0.05"
  697.         "pitch"        "100"
  698.  
  699.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  700.     }
  701.  
  702.     "playlooping"
  703.     {
  704.         "volume"    "0.15"
  705.         "pitch"        "100"
  706.         "soundlevel" "SNDLVL_80dB"
  707.         "wave"        "ambient/water/drip_loop1.wav"
  708.     }
  709.  
  710.     "playsoundscape"    
  711.     {
  712.         "name"        "d1_truck_pass"
  713.         "volume"    "0.2"
  714.     }
  715.  
  716. }
  717.  
  718. "d1_canals_cop_alerted"
  719. {
  720.     "dsp"    "1"
  721.     
  722.     "playsoundscape"    
  723.     {
  724.         "name"        "cityvoice_level4"
  725.         "volume"    "0.3"
  726.         
  727.     }
  728.  
  729.     "playsoundscape"    
  730.     {
  731.         "name"        "city_searching_level3"
  732.         "volume"    "0.2"
  733.         
  734.     }
  735.  
  736.     "playlooping"
  737.     {
  738.         "volume"    "0.1"
  739.         "pitch"        "100"
  740.  
  741.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  742.     }
  743.  
  744.     "playlooping"
  745.     {
  746.         "volume"    "0.5"
  747.         "pitch"        "100"
  748.         "soundlevel" "SNDLVL_80dB"
  749.         "position"    "2"
  750.         "wave"        "ambient/water/drip_loop1.wav"
  751.     }
  752.  
  753.     "playsoundscape"    
  754.     {
  755.         "name"        "d1_truck_pass"
  756.         "volume"    "0.2"
  757.     }
  758.  
  759. }
  760.  
  761.  
  762. // d1_canals_02
  763.  
  764. "d1_canals.heli_slide_tunnels"
  765. {
  766.     "dsp"    "1"
  767.  
  768.     "playsoundscape"    
  769.     {
  770.         "name"        "cityvoice_level4"
  771.         "volume"    "0.2"
  772.         
  773.     }
  774.  
  775.     "playsoundscape"    
  776.     {
  777.         "name"        "city_searching_level3"
  778.         "volume"    "0.1"
  779.         
  780.     }
  781.     
  782.     "playlooping"
  783.     {
  784.         "wave"    "ambient/levels/canals/water_rivulet_loop2.wav"
  785.         "volume"    "0.3"
  786.     }
  787.  
  788.     "playsoundscape"
  789.     {
  790.         "name"    "d1_canals.util_drips"
  791.         "volume"    "1.0"
  792.     }
  793.         
  794.     
  795.     "playsoundscape"    
  796.     {
  797.         "name"        "d1_truck_pass"
  798.         "volume"    "0.2"
  799.     }
  800.         
  801. }
  802.  
  803. "d1_canals.heli_attack"
  804. {
  805.     "dsp"    "1"
  806.  
  807.     "playsoundscape"    
  808.     {
  809.         "name"        "cityvoice_level4"
  810.         "volume"    "0.35"
  811.         
  812.     }
  813.  
  814.     "playsoundscape"    
  815.     {
  816.         "name"        "city_searching_level3"
  817.         "volume"    "0.5"
  818.         
  819.     }
  820.     
  821.     "playlooping"
  822.     {
  823.         "wave"    "ambient/levels/canals/water_rivulet_loop2.wav"
  824.         "volume"    "0.05"
  825.     }
  826.  
  827.     "playsoundscape"    
  828.     {
  829.         "name"        "d1_truck_pass"
  830.         "volume"    "0.2"
  831.     }
  832.         
  833. }
  834.  
  835. "d1_canals.drainroom"
  836. {
  837.     "dsp"    "1"
  838.     
  839.     
  840.     "playsoundscape"    
  841.     {
  842.         "name"        "cityvoice_level4"
  843.         "volume"    "0.18"
  844.         
  845.     }
  846.  
  847.     "playsoundscape"    
  848.     {
  849.         "name"        "city_searching_level2"
  850.         "volume"    "0.15"
  851.         
  852.     }
  853.  
  854.     "playlooping"
  855.     {
  856.         "volume"    "0.2"
  857.         "pitch"        "100"
  858.         "soundlevel" "SNDLVL_90dB"
  859.         "position"    "0"
  860.         "wave"        "ambient/water/water_run1.wav"
  861.     }
  862.  
  863.     "playlooping"
  864.     {
  865.         "volume"    "0.2"
  866.         "pitch"        "105"
  867.         "soundlevel" "SNDLVL_90dB"
  868.         "position"    "1"
  869.         "wave"        "ambient/water/water_run1.wav"
  870.     }
  871.  
  872.     "playlooping"
  873.     {
  874.         "volume"    "0.4"
  875.         "pitch"        "100"
  876.         "soundlevel" "SNDLVL_90dB"
  877.         "position"    "2"
  878.         "wave"        "ambient/atmosphere/ambience_base.wav"
  879.     }
  880.  
  881.     "playsoundscape"    
  882.     {
  883.         "name"        "d1_truck_pass"
  884.         "volume"    "0.3"
  885.     }
  886. }
  887.  
  888. // d1_canals_03
  889.  
  890. "d1_canals.03copsattackthroughboards"
  891. {
  892.     "dsp"    "1"
  893.     
  894.     "playsoundscape"    
  895.     {
  896.         "name"        "cityvoice_level5"
  897.         "volume"    "0.7"
  898.     
  899.     }
  900.  
  901.     "playsoundscape"    
  902.     {
  903.         "name"        "city_searching_level2"
  904.         "volume"    "1.0"
  905.         
  906.     }
  907.  
  908.     "playlooping"
  909.     {
  910.         "volume"    "0.1"
  911.         "pitch"        "100"
  912.         "soundlevel" "SNDLVL_90dB"
  913.         "position"    "0"
  914.         "wave"        "ambient/machines/diesel_engine_idle1.wav"
  915.     }
  916.  
  917.     "playsoundscape"    
  918.     {
  919.         "name"        "d1_truck_pass"
  920.         "volume"    "0.3"
  921.     }
  922. }
  923.  
  924. "d1_canals.03entrytunnel"
  925. {
  926.     "dsp"    "1"
  927.     
  928.     "playsoundscape"    
  929.     {
  930.         "name"        "cityvoice_level5"
  931.         "volume"    "0.2"
  932.         
  933.     }
  934.  
  935.     "playsoundscape"    
  936.     {
  937.         "name"        "city_searching_level2"
  938.         "volume"    "0.15"
  939.         
  940.     }
  941.  
  942.     "playlooping"
  943.     {
  944.         "volume"    "0.25"
  945.         "pitch"        "100"
  946.         "soundlevel" "SNDLVL_80dB"
  947.         "position"    "0"
  948.         "wave"        "ambient/atmosphere/ambience_base.wav"
  949.     }
  950.  
  951.     "playlooping"
  952.     {
  953.         "volume"    "0.1"
  954.         "pitch"        "100"
  955.         "soundlevel" "SNDLVL_90dB"
  956.         "position"    "2"
  957.         "wave"        "ambient/water/leak_1.wav"
  958.     }
  959.  
  960.     "playsoundscape"
  961.     {
  962.         "name"        "d1_canals.util_fardrips"
  963.         // "position"    "0"
  964.         "volume"    "1.0"
  965.     }
  966. }
  967.  
  968. // steam tunnel
  969.  
  970. "d1_canals.steamtunnel"
  971. {
  972.     "dsp"    "1"
  973.     
  974.     "playsoundscape"    
  975.     {
  976.         "name"        "cityvoice_level5"
  977.         "volume"    "0.38"
  978.         
  979.     }
  980.  
  981.     "playlooping"
  982.     {
  983.         "volume"    "0.5"
  984.         "pitch"        "100"
  985.         "wave"        "ambient/atmosphere/cargo_hold2.wav"
  986.     }
  987. }
  988.  
  989. // manhack and water puzzle room
  990.  
  991. "d1_canals.waterpuzzleroom"
  992. {
  993.     "dsp"    "1"
  994.     
  995.     "playsoundscape"
  996.     {
  997.         "name"        "d1_canals.util_fardrips"
  998.         // "position"    "0"
  999.         "volume"    "0.3"
  1000.     }
  1001.  
  1002.     "playlooping"
  1003.     {
  1004.         "volume"    "0.2"
  1005.         "wave"        "ambient/water/drip_loop1.wav"
  1006.         "pitch"        "100"
  1007.     }
  1008.  
  1009.     "playlooping"
  1010.     {
  1011.         "volume"    "0.3"
  1012.         "pitch"        "100"
  1013.         "wave"        "ambient/atmosphere/corridor2.wav"
  1014.     }
  1015.  
  1016.  
  1017.     "playlooping"
  1018.     {
  1019.         "volume"    "0.2"
  1020.         "pitch"        "100"
  1021.         "wave"        "ambient/atmosphere/cargo_hold2.wav"
  1022.     }
  1023. }
  1024.  
  1025.  
  1026. //*******************************************************************
  1027. // airboat canals
  1028.  
  1029.  
  1030. "d1_canals.util_birds"
  1031. {
  1032.     "playrandom"
  1033.     {
  1034.         "time"        "8,30"
  1035.         "volume"    "0.2,0.4"
  1036.         "pitch"        "90,115"
  1037.         "position"    "random"
  1038.         "soundlevel"    "SNDLVL_140db"
  1039.         "rndwave"
  1040.         {
  1041.             "wave"    "ambient/levels/canals/swamp_bird1.wav"
  1042.             "wave"    "ambient/levels/canals/swamp_bird2.wav"
  1043.             "wave"    "ambient/levels/canals/swamp_bird3.wav"
  1044.             "wave"    "ambient/levels/canals/swamp_bird4.wav"
  1045.             "wave"    "ambient/levels/canals/swamp_bird5.wav"
  1046.             "wave"    "ambient/levels/canals/swamp_bird6.wav"
  1047.             "wave"    "ambient/levels/canals/critter2.wav"
  1048.             "wave"    "ambient/levels/canals/critter3.wav"
  1049.             "wave"    "ambient/levels/canals/critter6.wav"
  1050.         }
  1051.     }
  1052. }
  1053.  
  1054. "d1_canals.util_critters"
  1055. {
  1056.     "playrandom"
  1057.     {
  1058.         "time"        "7, 16"
  1059.         "volume"    "0.1,0.2"
  1060.         "pitch"        "95,110"
  1061.         "position"    "random"
  1062.         "soundlevel"    "SNDLVL_140db"
  1063.         "rndwave"
  1064.         {
  1065.             "wave"    "ambient/levels/canals/critter1.wav"
  1066.             "wave"    "ambient/levels/canals/critter2.wav"
  1067.             "wave"    "ambient/levels/canals/critter3.wav"
  1068.             "wave"    "ambient/levels/canals/critter4.wav"
  1069.             "wave"    "ambient/levels/canals/critter5.wav"
  1070.             "wave"    "ambient/levels/canals/critter6.wav"
  1071.             "wave"    "ambient/levels/canals/critter7.wav"
  1072.             "wave"    "ambient/levels/canals/critter8.wav"
  1073.         }
  1074.     }
  1075. }
  1076.  
  1077. "d1_canals.util_tunnel_windgusts"
  1078. {
  1079.     "playrandom"
  1080.     {
  1081.         "volume"    "0.2,0.5"
  1082.         "pitch"        "80,120"
  1083.         "time"        "5.0, 20.0"
  1084.         "pitch"        "80,140"
  1085.         "position"    "random"
  1086.         "soundlevel"    "SNDLVL_140db"
  1087.         "rndwave"
  1088.         {
  1089.             "wave" "ambient/wind/wind_snippet1.wav"
  1090.             "wave" "ambient/wind/wind_snippet2.wav"
  1091.         }
  1092.     }
  1093. }
  1094.  
  1095.  
  1096. "d1_canals.util_critters_under_docks"
  1097. {
  1098.     "playlooping"
  1099.     {
  1100.         "volume"    "0.2"
  1101.         "wave"        "ambient/levels/canals/swamp_frogs_loop2.wav"
  1102.         "pitch"        "100"
  1103.     }
  1104.  
  1105.     "playsoundscape"
  1106.     {
  1107.         "name"        "d1_canals.util_critters"
  1108.         "volume"    "1.0"
  1109.     }
  1110.  
  1111.     "playsoundscape"
  1112.     {
  1113.         "name"        "d1_canals.util_shoreline"
  1114.         "volume"    "1.0"
  1115.     }
  1116. }
  1117.  
  1118.     
  1119. "d1_canals.util_toxic_slime"
  1120. {
  1121.     "playlooping"
  1122.     {
  1123.         "volume"    "0.2"
  1124.         "wave"        "ambient/levels/canals/toxic_slime_loop1.wav"
  1125.     }
  1126.  
  1127.     "playrandom"
  1128.     {
  1129.         "volume"    "0.15,0.3"
  1130.         "time"        "2.0,10.0"
  1131.         "pitch"        "100"
  1132.         "position"    "random"
  1133.         "soundlevel"    "SNDLVL_140db"
  1134.         "rndwave"
  1135.         {
  1136.             "wave"    "ambient/levels/canals/toxic_slime_gurgle3.wav"
  1137.             "wave"    "ambient/levels/canals/toxic_slime_gurgle5.wav"
  1138.             "wave"    "ambient/levels/canals/toxic_slime_gurgle6.wav"
  1139.             "wave"    "ambient/levels/canals/toxic_slime_gurgle7.wav"
  1140.             "wave"    "ambient/levels/canals/toxic_slime_gurgle8.wav"
  1141.             "wave"    "ambient/levels/canals/toxic_slime_sizzle1.wav"
  1142.             "wave"    "ambient/levels/canals/toxic_slime_sizzle2.wav"
  1143.             "wave"    "ambient/levels/canals/toxic_slime_sizzle3.wav"
  1144.             "wave"    "ambient/levels/canals/toxic_slime_sizzle4.wav"
  1145.         }
  1146.     }
  1147. }
  1148.  
  1149. "d1_canals.util_industrial"
  1150. {
  1151.     "playlooping"
  1152.     {
  1153.         "volume"    "0.5"
  1154.         "wave"        "ambient/atmosphere/metallic1.wav"
  1155.     }
  1156. }
  1157.  
  1158.  
  1159. //*******************************************************************
  1160. // general tunnels:
  1161.  
  1162.  
  1163.  
  1164. "d1_canals.general_dripping_tunnel"
  1165. {
  1166.     "dsp"    "1"
  1167.  
  1168.     "playlooping"
  1169.     {
  1170.         "volume"    "0.2"
  1171.         "wave"        "ambient/water/drip_loop1.wav"
  1172.         "pitch"        "100"
  1173.     }
  1174.  
  1175.     "playsoundscape"
  1176.     {
  1177.         "name"        "d1_canals.util_fardrips"
  1178.         // "position"    "0"
  1179.         "volume"    "1.0"
  1180.     }
  1181.     
  1182.     "playsoundscape"
  1183.     {
  1184.         "name"        "d1_canals.util_tunnel_windgusts"
  1185.         "volume"    "0.7"
  1186.     }
  1187.         
  1188. }
  1189.  
  1190. "d1_canals.general_windy_tunnel"
  1191. {
  1192.     "dsp"    "1"
  1193.  
  1194.     "playlooping"
  1195.     {
  1196.         "volume"    "0.4"
  1197.         "wave"        "ambient/levels/canals/tunnel_wind_loop1.wav"
  1198.         "pitch"        "100"
  1199.     }
  1200.  
  1201.     "playsoundscape"
  1202.     {
  1203.         "name"        "d1_canals.util_tunnel_windgusts"
  1204.         "volume"    "1.0"
  1205.     }
  1206. }
  1207.  
  1208. // canal tunnel with water, but no 'shore' sounds
  1209. // position 0 - drips
  1210. // position 1 - critters
  1211.  
  1212. "d1_canals.general_watery_tunnel"
  1213. {
  1214.     "dsp"    "1"
  1215.  
  1216.     "playlooping"
  1217.     {
  1218.         "volume"    "0.2"
  1219.         "wave"        "ambient/levels/canals/waterleak_loop1.wav"
  1220.         "pitch"        "100"
  1221.     }
  1222.  
  1223.     "playsoundscape"
  1224.     {
  1225.         "name"        "d1_canals.util_fardrips"
  1226.         "position"    "0"
  1227.         "volume"    "1.0"
  1228.     }
  1229.  
  1230.     "playsoundscape"
  1231.     {
  1232.         "name"        "d1_canals.util_critters"
  1233.         "position"    "1"
  1234.         "volume"    "1.0"
  1235.     }
  1236. }
  1237.  
  1238. // canal tunnel with water, with 'shore' sounds
  1239. // position 0 - drips
  1240. // position 1 - critters
  1241.  
  1242. "d1_canals.general_watery_tunnel_shore"
  1243. {
  1244.     "dsp"    "1"
  1245.  
  1246.     "playsoundscape"
  1247.     {
  1248.         "name"        "d1_canals.util_shoreline"
  1249.         "volume"    "1.0"
  1250.     }
  1251.  
  1252.     "playsoundscape"
  1253.     {
  1254.         "name"        "d1_canals.general_watery_tunnel"
  1255.         "volume"    "0.8"
  1256.     }
  1257.     
  1258. }
  1259.  
  1260.  
  1261. // red barn - headcrab canister at position 0
  1262.  
  1263. "d1_canals.redbarn_ambience"
  1264. {
  1265.     "playrandom"
  1266.     {
  1267.         "time"        "9,16"
  1268.         "volume"    "0.2,0.45"
  1269.         "pitch"        "95,105"
  1270.         "position"    "random"
  1271.         "soundlevel"    "SNDLVL_140db"
  1272.  
  1273.         "rndwave"
  1274.         {
  1275.             "wave"    "ambient/materials/wood_creak1.wav"
  1276.             "wave"    "ambient/materials/wood_creak2.wav"
  1277.             "wave"    "ambient/materials/wood_creak3.wav"
  1278.             "wave"    "ambient/materials/wood_creak4.wav"
  1279.             "wave"    "ambient/materials/wood_creak5.wav"
  1280.             "wave"    "ambient/materials/wood_creak6.wav"
  1281.             "wave"    "ambient/wind/wind_snippet1.wav"
  1282.             "wave"    "ambient/wind/wind_snippet2.wav"
  1283.         }
  1284.     }
  1285.  
  1286.     "playsoundscape"
  1287.     {
  1288.         "name"    "d1_canals.util_windgusts"
  1289.         "volume" "1.0"
  1290.     }
  1291.  
  1292.     "playsoundscape"
  1293.     {
  1294.         "name"    "d1_canals.util_birds"
  1295.         "volume" "0.25"
  1296.     }
  1297.  
  1298.     "playsoundscape"
  1299.     {
  1300.         "name"    "d1_canals.util_headcrab_canister"
  1301.         "volume" "0.5"
  1302.         "positionoverride"    "0"
  1303.     }
  1304.  
  1305.     "playsoundscape"
  1306.     {
  1307.         "name"    "canals_river_calm"
  1308.         "volume" "0.38"
  1309.     }
  1310.  
  1311. }
  1312.  
  1313. // position 0 is manhack 'charge station' ambience
  1314.  
  1315. "d1_canals.floodgate_base_ambience"
  1316. {
  1317.     "dsp"    "1"
  1318.  
  1319.     "playlooping"
  1320.     {
  1321.         "volume"    "0.25"
  1322.         "wave"        "ambient/levels/canals/generator_ambience_loop1.wav"
  1323.         "pitch"        "100"
  1324.     }
  1325.  
  1326.     "playlooping"
  1327.     {
  1328.         "volume"    "0.3"
  1329.         "wave"        "ambient/atmosphere/cargo_hold2.wav"
  1330.         "pitch"        "100"
  1331.     }
  1332.  
  1333.     // manhack dispenser ambience - position 0
  1334.  
  1335.     "playlooping"
  1336.     {
  1337.         "volume"    "0.6"
  1338.         "soundlevel" "SNDLVL_80dB"
  1339.         "position"    "0"
  1340.         "wave"        "ambient/levels/canals/manhack_machine_loop1.wav"
  1341.         "pitch"        "100"
  1342.     }
  1343.  
  1344.     // position 1 is combine computer terminal
  1345.     "playsoundscape"
  1346.     {
  1347.         "name"    "combine.computer"
  1348.         "volume"    "0.8"
  1349.         "positionoverride"    "1"
  1350.     }
  1351.  
  1352. }
  1353.  
  1354. "d1_canals.floodgate_machineroom"
  1355. {
  1356.     "playlooping"
  1357.     {
  1358.         "volume"    "0.4"
  1359.         "wave"        "ambient/wind/wasteland_wind.wav"
  1360.         "pitch"        "100"
  1361.     }
  1362.  
  1363.     "playlooping"
  1364.     {
  1365.         "volume"    "0.3"
  1366.         "wave"        "ambient/atmosphere/cargo_hold1.wav"
  1367.         "pitch"        "100"
  1368.     }
  1369. }
  1370.  
  1371. "d1_canals.shore_and_reeds"
  1372. {
  1373.     "dsp"    "1"
  1374.  
  1375.     "playsoundscape"
  1376.     {
  1377.         "name"        "d1_canals.util_shoreline"
  1378.         "volume"    "1.0"
  1379.     }
  1380.  
  1381.     "playsoundscape"
  1382.     {
  1383.         "name"        "d1_canals.util_birds"
  1384.         "volume"    "1.0"
  1385.     }
  1386.  
  1387.     "playsoundscape"
  1388.     {
  1389.         "name"        "d1_canals.util_windgusts"
  1390.         "volume"    "0.8"
  1391.     }
  1392.  
  1393. }
  1394.  
  1395.  
  1396.  
  1397. "d1_canals.spooky_infested_pipe"
  1398. {
  1399.     "dsp"    "1"
  1400.  
  1401.     "playrandom"
  1402.     {
  1403.         "time"        "7, 16"
  1404.         "volume"    "0.2,0.3"
  1405.         "pitch"        "80,90"
  1406.         "position"    "random"
  1407.         "soundlevel"    "SNDLVL_140db"
  1408.         "rndwave"
  1409.         {
  1410.             "wave"    "ambient/wind/wind_moan1.wav"
  1411.             "wave"    "ambient/wind/wind_moan2.wav"
  1412.             "wave"    "ambient/wind/wind_snippet1.wav"
  1413.             "wave"    "ambient/wind/wind_snippet2.wav"
  1414.             "wave"    "ambient/wind/wind_moan4.wav"
  1415.             "wave"    "ambient/levels/canals/critter6.wav"
  1416.             "wave"    "ambient/atmosphere/hole_hit1.wav"
  1417.             "wave"    "ambient/atmosphere/hole_hit5.wav"
  1418.         }
  1419.     }
  1420.  
  1421.     "playsoundscape"
  1422.     {
  1423.         "name"        "d1_canals.util_fardrips"
  1424.         // "position"    "0"
  1425.         "volume"    "0.7"
  1426.     }
  1427.  
  1428. }
  1429.  
  1430.  
  1431.  
  1432. "d1_canals.water_tunnel_with_frogs"
  1433. {
  1434.     "dsp"    "1"
  1435.  
  1436.     "playlooping"
  1437.     {
  1438.         "volume"    "0.2"
  1439.         "wave"        "ambient/levels/canals/swamp_stereo_frogs_loop1.wav"
  1440.         "pitch"        "100"
  1441.     }
  1442.  
  1443.  
  1444.     "playlooping"
  1445.     {
  1446.         "volume"    "0.3"
  1447.         "wave"        "ambient/levels/canals/water_rivulet_loop2.wav"
  1448.         "pitch"        "100"
  1449.     }
  1450.  
  1451.     "playsoundscape"
  1452.     {
  1453.         "name"        "d1_canals.util_shoreline"
  1454.         "volume"    "1.0"
  1455.     }
  1456.  
  1457.     "playsoundscape"
  1458.     {
  1459.         "name"        "d1_canals.util_critters"
  1460.         "volume"    "1.0"
  1461.     }
  1462.  
  1463.  
  1464. }
  1465.  
  1466.  
  1467.  
  1468. // windchimes at position 0
  1469.  
  1470. "d1_canals.windchimes_and_wind"
  1471. {
  1472.     "playlooping"
  1473.     {
  1474.         "volume"    "0.15"
  1475.         "wave"        "ambient/levels/canals/windmill_wind_loop1.wav"
  1476.         "pitch"        "100"
  1477.     }
  1478.  
  1479.     "playrandom"
  1480.     {
  1481.         "volume"    "0.2,0.4"
  1482.         "pitch"        "100"
  1483.         "time"        "3.0, 8.0"
  1484.         "soundlevel" "SNDLVL_80dB"
  1485.         "position"    "0"
  1486.         "rndwave"
  1487.         {
  1488.             "wave"    "ambient/levels/canals/windchine1.wav"
  1489.             "wave"    "ambient/levels/canals/windchime2.wav"
  1490.             //"wave"    "ambient/levels/canals/windchime3.wav"
  1491.             "wave"    "ambient/levels/canals/windchime4.wav"
  1492.             "wave"    "ambient/levels/canals/windchime5.wav"
  1493.             //"wave"    "ambient/levels/canals/windchime6.wav"
  1494.             //"wave"    "ambient/levels/canals/windchime7.wav"
  1495.             //"wave"    "ambient/levels/canals/windchime8.wav"
  1496.         }
  1497.     }
  1498.  
  1499.     "playsoundscape"
  1500.     {
  1501.         "name" "d1_canals.util_birds"
  1502.         "volume" "0.2"
  1503.     }
  1504. }
  1505.  
  1506.  
  1507. //-----------------------------------------------------------------------------
  1508. // All slime tunnels throughout the canals
  1509. //-----------------------------------------------------------------------------
  1510. "canals_slime_outside"
  1511. {
  1512.     "dsp"    "1"
  1513.  
  1514.     // This is the sound of the tunnel
  1515.     "playlooping"
  1516.     {
  1517.         "volume"    "0.2"
  1518.         "pitch"        "100"
  1519.         "wave"        "ambient/atmosphere/ambience5.wav"
  1520.     }
  1521.  
  1522.     "playsoundscape"
  1523.     {
  1524.         "name"        "d1_canals.util_toxic_slime"
  1525.         "position"    "0"
  1526.         "volume"    "1.0"
  1527.     }
  1528. }
  1529.  
  1530. "canals_slime_tunnel"
  1531. {
  1532.     "dsp"    "1"
  1533.  
  1534.     // This is the sound of the tunnel
  1535.     "playlooping"
  1536.     {
  1537.         "volume"    "0.25"
  1538.         "pitch"        "100"
  1539.         "wave"        "ambient/atmosphere/ambience5.wav"
  1540.     }
  1541.  
  1542.     "playsoundscape"
  1543.     {
  1544.         "name"        "d1_canals.util_tunnel_windgusts"
  1545.         "volume"    "1.0"
  1546.     }
  1547.  
  1548.     // This is a burbling slime sound
  1549.     "playsoundscape"
  1550.     {
  1551.         "name"        "d1_canals.util_toxic_slime"
  1552.         "position"    "0"
  1553.         "volume"    "1.0"
  1554.     }
  1555. }
  1556.  
  1557.  
  1558. //-----------------------------------------------------------------------------
  1559. // Tunnels throughout the canals
  1560. //-----------------------------------------------------------------------------
  1561.  
  1562. // A dry tunnel, which has no water or slime
  1563. "canals_tunnel_dry"
  1564. {
  1565.     "dsp"    "1"
  1566.  
  1567.     // This is the sound of the tunnel
  1568.     "playlooping"
  1569.     {
  1570.         "volume"    "0.2"
  1571.         "pitch"        "100"
  1572.         "wave"        "ambient/atmosphere/sewer_air1.wav"
  1573.     }
  1574.  
  1575.     "playsoundscape"
  1576.     {
  1577.         "name"        "d1_canals.util_tunnel_windgusts"
  1578.         "volume"    "1.0"
  1579.     }
  1580.  
  1581. }
  1582.  
  1583. // A wet tunnel, which has water
  1584. "canals_tunnel_wet"
  1585. {
  1586.     "dsp"    "1"
  1587.  
  1588.     // This is the sound of the tunnel
  1589.     "playlooping"
  1590.     {
  1591.         "volume"    "0.2"
  1592.         "pitch"        "100"
  1593.         "wave"        "ambient/atmosphere/ambience5.wav"
  1594.     }
  1595.     
  1596.     "playsoundscape"
  1597.     {
  1598.         "name"        "d1_canals.general_watery_tunnel"
  1599.         "volume"    "1.0"
  1600.     }
  1601. }
  1602.  
  1603.  
  1604. //-----------------------------------------------------------------------------
  1605. // Generic outdoor area surrounded by concrete
  1606. //-----------------------------------------------------------------------------
  1607.  
  1608. // This version is where there's no water nearby
  1609. "canals_canal_nowater"
  1610. {
  1611.     "dsp"    "1"
  1612.  
  1613.     "playsoundscape"
  1614.     {
  1615.         "name" "d1_canals.util_birds"
  1616.         "volume" "0.3"
  1617.     }
  1618.  
  1619.     "playsoundscape"
  1620.     {
  1621.         "name" "d1_canals.util_windgusts"
  1622.         "volume" "0.4"
  1623.     }
  1624.  
  1625. }
  1626.  
  1627. // This version is where there's water through the canal
  1628. "canals_canal_water"
  1629. {
  1630.     "dsp"    "1"
  1631.  
  1632.     "playsoundscape"
  1633.     {
  1634.         "name"        "d1_canals.util_shoreline"
  1635.         "volume"    "0.8"
  1636.     }
  1637.  
  1638.     "playsoundscape"
  1639.     {
  1640.         "name" "d1_canals.util_birds"
  1641.         "volume" "0.3"
  1642.     }
  1643.  
  1644.     
  1645.     "playsoundscape"
  1646.     {
  1647.         "name"        "d1_canals.util_windgusts"
  1648.         "volume"    "0.4"
  1649.     }
  1650. }
  1651.  
  1652. // This version is where there's water through the canal in an industrial area
  1653. "canals_canal_water_industrial"
  1654. {
  1655.     "dsp"    "1"
  1656.  
  1657.     "playsoundscape"
  1658.     {
  1659.         "name"        "d1_canals.util_shoreline"
  1660.         "volume"    "0.8"
  1661.     }
  1662.  
  1663.     "playsoundscape"
  1664.     {
  1665.         "name"        "d1_canals.util_industrial"
  1666.         "volume"    "0.5"
  1667.     }
  1668.  
  1669.     "playsoundscape"
  1670.     {
  1671.         "name"        "d1_canals.util_windgusts"
  1672.         "volume"    "0.4"
  1673.     }
  1674. }
  1675.  
  1676.  
  1677. //-----------------------------------------------------------------------------
  1678. // Generic outdoor river area
  1679. //-----------------------------------------------------------------------------
  1680. "canals_river"
  1681. {
  1682.     // This is the sound of the reservoir, audible after the chopper is destroyed.
  1683.  
  1684.     "dsp"    "1"
  1685.  
  1686.     // Ambient sound of the river
  1687.     
  1688.     "playsoundscape"
  1689.     {
  1690.         "name"        "d1_canals.util_windgusts"
  1691.         "volume"    "1.0"
  1692.     }
  1693.  
  1694.     "playsoundscape"
  1695.     {
  1696.         "name"        "d1_canals.util_birds"
  1697.         "volume"    "0.3"
  1698.     }
  1699.  
  1700.     
  1701.     "playsoundscape"
  1702.     {
  1703.         "name"        "d1_canals.util_shoreline"
  1704.         "volume"    "0.3"
  1705.     }
  1706. }
  1707.  
  1708. //-----------------------------------------------------------------------------
  1709. // Generic outdoor river area with frogs and critters
  1710. //-----------------------------------------------------------------------------
  1711. "canals_river_calm"
  1712. {
  1713.     // This is the sound of the calm river sections after the shanty
  1714.  
  1715.     "dsp"    "1"
  1716.  
  1717.     // Ambient sound of the river
  1718.     
  1719.     "playsoundscape"
  1720.     {
  1721.         "name"        "d1_canals.util_windgusts"
  1722.         "volume"    "1.0"
  1723.     }
  1724.  
  1725.     "playsoundscape"
  1726.     {
  1727.         "name"        "d1_canals.util_birds"
  1728.         "volume"    "0.3"
  1729.     }
  1730.     
  1731.     "playsoundscape"
  1732.     {
  1733.         "name"        "d1_canals.util_shoreline"
  1734.         "volume"    "0.5"
  1735.     }
  1736.     "playlooping"
  1737.     {
  1738.         "volume"    "0.1"
  1739.         "wave"        "ambient/levels/canals/swamp_frogs_loop2.wav"
  1740.         "pitch"        "100"
  1741.     }
  1742.  
  1743.     "playsoundscape"
  1744.     {
  1745.         "name"        "d1_canals.util_critters"
  1746.         "volume"    "1.0"
  1747.     }
  1748. }
  1749.  
  1750. //-----------------------------------------------------------------------------
  1751. // d1_canals_05
  1752. //-----------------------------------------------------------------------------
  1753.  
  1754. // d1_canals_05 -- This is for the tunnel right before the shanty area.
  1755.  
  1756. "d1_canals_05_shanty_approach"
  1757. {
  1758.     "dsp"    "1"
  1759.  
  1760.     "playsoundscape"
  1761.     {
  1762.         "name"        "d1_canals.util_tunnel_windgusts"
  1763.         "volume"    "1.0"
  1764.     }
  1765.  
  1766.     // This is a burbling slime sound
  1767.     "playsoundscape"
  1768.     {
  1769.         "name"        "d1_canals.util_toxic_slime"
  1770.         "position"    "0"
  1771.         "volume"    "1.0"
  1772.     }
  1773.     
  1774.     // This is a burbling slime sound
  1775.     "playsoundscape"
  1776.     {
  1777.         "name"        "d1_canals.util_toxic_slime"
  1778.         "position"    "1"
  1779.         "volume"    "1.0"
  1780.     }
  1781. }
  1782.  
  1783. // d1_canals_05 -- This is for the shanty area.
  1784. // canisters at positions 2,3,4,5,6
  1785.  
  1786. "d1_canals_05_shanty"
  1787. {
  1788.     "dsp"    "1"
  1789.  
  1790.     "playsoundscape"
  1791.     {
  1792.         "name"        "d1_canals.util_windgusts"
  1793.         "volume"    "1.0"
  1794.     }
  1795.  
  1796.  
  1797.     // This is for the toxic slime at the zombie intro.
  1798.  
  1799.     "playsoundscape"
  1800.     {
  1801.         "name"        "d1_canals.util_toxic_slime"
  1802.         "position"    "0"
  1803.         "volume"    "0.3"
  1804.     }
  1805.  
  1806.     // This is for the toxic slime at the end of the shanty.
  1807.  
  1808.     "playsoundscape"
  1809.     {
  1810.         "name"        "d1_canals.util_toxic_slime"
  1811.         "position"    "1"
  1812.         "volume"    "0.3"
  1813.     }
  1814.  
  1815.     "playsoundscape"
  1816.     {
  1817.         "name"    "d1_canals.util_headcrab_canister"
  1818.         "volume" "0.7"
  1819.         "positionoverride"    "2"
  1820.     }
  1821.  
  1822.     "playsoundscape"
  1823.     {
  1824.         "name"    "d1_canals.util_headcrab_canister"
  1825.         "volume" "0.7"
  1826.         "positionoverride"    "3"
  1827.     }
  1828.  
  1829.     "playsoundscape"
  1830.     {
  1831.         "name"    "d1_canals.util_headcrab_canister"
  1832.         "volume" "0.7"
  1833.         "positionoverride"    "4"
  1834.     }
  1835.     
  1836.     "playsoundscape"
  1837.     {
  1838.         "name"    "d1_canals.util_headcrab_canister"
  1839.         "volume" "0.7"
  1840.         "positionoverride"    "5"
  1841.     }
  1842.     "playsoundscape"
  1843.     {
  1844.         "name"    "d1_canals.util_headcrab_canister"
  1845.         "volume" "0.7"
  1846.         "positionoverride"    "6"
  1847.     }
  1848. }
  1849.  
  1850.  
  1851. //-----------------------------------------------------------------------------
  1852. // d1_canals_07, 2nd helicopter bombing level
  1853. //-----------------------------------------------------------------------------
  1854. // This is the tunnel you're in right before the reservoir
  1855. "d1_canals_07_entry_tunnel"
  1856. {
  1857.     "dsp"    "1"
  1858.  
  1859.     // This is the sound of the tunnel
  1860.     "playlooping"
  1861.     {
  1862.         "volume"    "0.3"
  1863.         "pitch"        "100"
  1864.         "wave"        "ambient/atmosphere/ambience5.wav"
  1865.     }
  1866.  
  1867.     // This is a dripping noise somewhere inside the tunnel
  1868.     "playsoundscape"
  1869.     {
  1870.         "name"        "d1_canals.util_fardrips"
  1871.         "position"    "0"
  1872.         "volume"    "0.4"
  1873.     }
  1874.  
  1875.     // This is a dripping noise somewhere inside the tunnel
  1876.     "playsoundscape"
  1877.     {
  1878.         "name"        "d1_canals.util_drips"
  1879.         "positionoverride"    "1"
  1880.         "volume"    "0.2"
  1881.     }
  1882.  
  1883.     
  1884.     "playsoundscape"
  1885.     {
  1886.         "name"        "d1_canals.util_tunnel_windgusts"
  1887.         "volume"    "1.0"
  1888.     }
  1889. }
  1890.  
  1891. //-----------------------------------------------------------------------------
  1892. // d1_canals_07a, final helicopter bombing run
  1893. //-----------------------------------------------------------------------------
  1894. "d1_canals_07a_warehouse"
  1895. {
  1896.     // The ambient sounds of the warehouse
  1897.     "playlooping"
  1898.     {
  1899.         "volume"    "0.25"
  1900.         "pitch"        "100"
  1901.         "soundlevel" "SNDLVL_90dB"
  1902.         "wave"        "ambient/atmosphere/ambience_base.wav"
  1903.     }
  1904.  
  1905.     "playsoundscape"
  1906.     {
  1907.         "name"        "d1_canals.util_windgusts"
  1908.         "volume"    "1.0"
  1909.     }
  1910.  
  1911.     "playrandom"
  1912.     {
  1913.         "time"        "9,16"
  1914.         "volume"    "0.1,0.3"
  1915.         "pitch"        "95,105"
  1916.         "position"    "random"
  1917.         "soundlevel"    "SNDLVL_140db"
  1918.  
  1919.         "rndwave"
  1920.         {
  1921.             "wave"    "ambient/materials/wood_creak1.wav"
  1922.             "wave"    "ambient/materials/wood_creak2.wav"
  1923.             "wave"    "ambient/materials/wood_creak3.wav"
  1924.             "wave"    "ambient/materials/wood_creak4.wav"
  1925.             "wave"    "ambient/materials/wood_creak5.wav"
  1926.             "wave"    "ambient/materials/wood_creak6.wav"
  1927.         }
  1928.     }
  1929.  
  1930. }
  1931.  
  1932.  
  1933. //-----------------------------------------------------------------------------
  1934. // d1_canals_08a
  1935. //-----------------------------------------------------------------------------
  1936.  
  1937. // d1_canals_08a, This is right inside the gun scene tunnel entrance.
  1938. "d1_canals_08a_gun_tunnel_entrance"
  1939. {
  1940.     "dsp"    "1"
  1941.  
  1942.     "playsoundscape"
  1943.     {
  1944.         "name"        "d1_canals.util_shoreline"
  1945.         "volume"    "1.0"
  1946.     }
  1947.  
  1948.     "playlooping"
  1949.     {
  1950.         "volume"    "0.05"
  1951.         "wave"        "ambient/levels/canals/water_rivulet_loop2.wav"
  1952.         "pitch"        "100"
  1953.     }    
  1954.     
  1955. }
  1956.  
  1957. // d1_canals_08a, The outdoor area where the ramp puzzle is.
  1958. "d1_canals_08a_puzzle_arena"
  1959. {
  1960.     "dsp"    "1"
  1961.  
  1962.     "playsoundscape"
  1963.     {
  1964.         "name"        "d1_canals.util_shoreline"
  1965.         "volume"    "1.0"
  1966.     }
  1967.     
  1968.     "playsoundscape"
  1969.     {
  1970.         "name"        "d1_canals.util_windgusts"
  1971.         "volume"    "0.3"
  1972.     }
  1973.  
  1974.     "playsoundscape"
  1975.     {
  1976.         "name"        "d1_canals.util_birds"
  1977.         "volume"    "0.1"
  1978.     }
  1979. }
  1980.  
  1981. // d1_canals_08a, The gun scene tunnel area.  
  1982. "d1_canals_08a_gun_scene"
  1983. {
  1984.     "dsp"    "1"
  1985.  
  1986.     // This is the sound of the tunnel
  1987.     "playlooping"
  1988.     {
  1989.         "volume"    "0.2"
  1990.         "pitch"        "100"
  1991.         "wave"        "ambient/atmosphere/ambience5.wav"
  1992.     }
  1993.  
  1994.     "playlooping"
  1995.     {
  1996.         "volume"    "0.05"
  1997.         "pitch"        "100"
  1998.         "wave"        "ambient/levels/canals/waterleak_loop1.wav"
  1999.     }
  2000.  
  2001.     // This is a dripping noise somewhere inside the tunnel
  2002.     "playsoundscape"
  2003.     {
  2004.         "name"        "d1_canals.util_fardrips"
  2005.         "position"    "0"
  2006.         "volume"    "0.4"
  2007.     }
  2008.  
  2009.     // This is a dripping noise somewhere inside the tunnel
  2010.     "playsoundscape"
  2011.     {
  2012.         "name"        "d1_canals.util_drips"
  2013.         "position"    "1"
  2014.         "volume"    "0.2"
  2015.     }
  2016. }
  2017.  
  2018. // d1_canals_08a, The gun scene exit tunnel, triggered right before the helicopter shows up.  Copied from canals_tunnel_wet -JL
  2019. "d1_canals_08a_tunnel_exit"
  2020. {
  2021.     "dsp"    "1"
  2022.  
  2023.     // This is the sound of the tunnel
  2024.     "playlooping"
  2025.     {
  2026.         "volume"    "0.4"
  2027.         "pitch"        "100"
  2028.         "wave"        "ambient/atmosphere/ambience5.wav"
  2029.     }
  2030.     
  2031.     "playsoundscape"
  2032.     {
  2033.         "name"        "d1_canals.util_tunnel_windgusts"
  2034.         "volume"    "1.0"
  2035.     }
  2036.  
  2037. }
  2038.  
  2039.  
  2040.  
  2041. //-----------------------------------------------------------------------------
  2042. // d1_canals_06a, second gun map
  2043. //-----------------------------------------------------------------------------
  2044. // This version is where there's water through the canal w/ creaking wood nearby
  2045. // position 0 - creaking wood
  2046. // position 1 - creaking wood
  2047. "canals_canal_water_creaking_wood"
  2048. {
  2049.     "dsp"    "1"
  2050.  
  2051.     "playsoundscape"
  2052.     {
  2053.         "name"        "d1_canals.util_shoreline"
  2054.         "volume"    "0.8"
  2055.     }
  2056.  
  2057.     "playsoundscape"
  2058.     {
  2059.         "name" "d1_canals.util_birds"
  2060.         "volume" "0.3"
  2061.     }
  2062.  
  2063.     
  2064.     "playsoundscape"
  2065.     {
  2066.         "name"        "d1_canals.util_windgusts"
  2067.         "volume"    "0.4"
  2068.     }
  2069.  
  2070.     "playrandom"
  2071.     {
  2072.         "time"        "9,16"
  2073.         "volume"    "0.1,0.35"
  2074.         "pitch"        "95,105"
  2075.         "position"        "0"
  2076.  
  2077.         "rndwave"
  2078.         {
  2079.             "wave"    "ambient/materials/wood_creak1.wav"
  2080.             "wave"    "ambient/materials/wood_creak2.wav"
  2081.             "wave"    "ambient/materials/wood_creak3.wav"
  2082.             "wave"    "ambient/materials/wood_creak4.wav"
  2083.             "wave"    "ambient/materials/wood_creak5.wav"
  2084.             "wave"    "ambient/materials/wood_creak6.wav"
  2085.         }
  2086.     }
  2087.  
  2088.     "playrandom"
  2089.     {
  2090.         "time"        "9,16"
  2091.         "volume"    "0.1,0.35"
  2092.         "pitch"        "95,105"
  2093.         "position"        "1"
  2094.  
  2095.         "rndwave"
  2096.         {
  2097.             "wave"    "ambient/materials/wood_creak1.wav"
  2098.             "wave"    "ambient/materials/wood_creak2.wav"
  2099.             "wave"    "ambient/materials/wood_creak3.wav"
  2100.             "wave"    "ambient/materials/wood_creak4.wav"
  2101.             "wave"    "ambient/materials/wood_creak5.wav"
  2102.             "wave"    "ambient/materials/wood_creak6.wav"
  2103.         }
  2104.     }
  2105. }
  2106.  
  2107. "canals_canal_water_creaking_metal"
  2108. {
  2109.     "dsp"    "1"
  2110.  
  2111.     "playsoundscape"
  2112.     {
  2113.         "name"        "d1_canals.util_shoreline"
  2114.         "volume"    "0.8"
  2115.     }
  2116.  
  2117.     "playsoundscape"
  2118.     {
  2119.         "name" "d1_canals.util_birds"
  2120.         "volume" "0.3"
  2121.     }
  2122.  
  2123.     "playsoundscape"
  2124.     {
  2125.         "name"        "d1_canals.util_windgusts"
  2126.         "volume"    "0.4"
  2127.     }
  2128.  
  2129.     "playrandom"
  2130.     {
  2131.         "time"        "9,16"
  2132.         "volume"    "0.1,0.35"
  2133.         "pitch"        "95,105"
  2134.         "position"        "0"
  2135.  
  2136.         "rndwave"
  2137.         {
  2138.             "wave"    "ambient/materials/metal_stress2.wav"
  2139.             "wave"    "ambient/materials/metal_stress4.wav"
  2140.             "wave"    "ambient/materials/metal_stress5.wav"
  2141.         }
  2142.     }
  2143.  
  2144.     "playrandom"
  2145.     {
  2146.         "time"        "9,16"
  2147.         "volume"    "0.1,0.35"
  2148.         "pitch"        "95,105"
  2149.         "position"        "1"
  2150.  
  2151.         "rndwave"
  2152.         {
  2153.             "wave"    "ambient/materials/metal_stress2.wav"
  2154.             "wave"    "ambient/materials/metal_stress4.wav"
  2155.             "wave"    "ambient/materials/metal_stress5.wav"
  2156.         }
  2157.     }
  2158. }
  2159.  
  2160.  
  2161. //-----------------------------------------------------------------------------
  2162. // d1_canals_08, final helicopter battle
  2163. //-----------------------------------------------------------------------------
  2164.  
  2165. // This is the tunnel you're in right before the reservoir
  2166. "d1_canals_08_entry_tunnel"
  2167. {
  2168.     "dsp"    "1"
  2169.  
  2170.     // This is the sound of the tunnel
  2171.     "playlooping"
  2172.     {
  2173.         "volume"    "0.3"
  2174.         "pitch"        "100"
  2175.         "wave"        "ambient/atmosphere/ambience5.wav"
  2176.     }
  2177.  
  2178.     "playsoundscape"
  2179.     {
  2180.         "name"        "d1_canals.util_tunnel_windgusts"
  2181.         "volume"    "1.0"
  2182.     }
  2183.  
  2184.     // This is a dripping noise somewhere inside the tunnel
  2185.     "playsoundscape"
  2186.     {
  2187.         "name"        "d1_canals.util_fardrips"
  2188.         "positionoverride"    "0"
  2189.         "volume"    "1.0"
  2190.     }
  2191.  
  2192.     // This is the sound of a helicopter outside the tunnel to foreshadow the chopper battle
  2193.     "playrandom"
  2194.     {
  2195.         "time"        "15,25"
  2196.         "volume"    "0.2,0.8"
  2197.         "pitch"        "100"
  2198.         "position"    "2"
  2199.  
  2200.         "rndwave"
  2201.         {
  2202.             "wave"    "ambient/machines/heli_pass1.wav"
  2203.         }
  2204.     }
  2205. }
  2206.  
  2207. // This is the reservoir where the battle with the helicopter happens
  2208. "d1_canals_08_reservoir"
  2209. {
  2210.     "dsp"    "1"
  2211.  
  2212.     // Ambient sound of the reservoir
  2213.     
  2214.     // This is the sound of the dam itself
  2215.     "playlooping"
  2216.     {
  2217.         "volume"    "0.7"
  2218.         "pitch"        "100"
  2219.         "soundlevel" "SNDLVL_100dB"
  2220.         "position"    "1"
  2221.         "wave"        ")ambient/levels/canals/dam_water_loop2.wav"
  2222.     }
  2223.     "playsoundscape"
  2224.     {
  2225.         "name"        "d1_canals.util_windgusts"
  2226.         "volume"    "1.0"
  2227.     }
  2228.  
  2229.     "playsoundscape"
  2230.     {
  2231.         "name"        "d1_canals.util_birds"
  2232.         "volume"    "0.3"
  2233.     }
  2234.     
  2235.     "playsoundscape"
  2236.     {
  2237.         "name"        "d1_canals.util_shoreline"
  2238.         "volume"    "0.5"
  2239.     }
  2240.     "playlooping"
  2241.     {
  2242.         "volume"    "0.05"
  2243.         "wave"        "ambient/levels/canals/swamp_frogs_loop2.wav"
  2244.         "pitch"        "100"
  2245.     }
  2246.  
  2247.     "playsoundscape"
  2248.     {
  2249.         "name"        "d1_canals.util_critters"
  2250.         "volume"    "1.0"
  2251.     }
  2252. }
  2253.  
  2254. // This is over the island that the base is on (also necessary to cause us to
  2255. // switch away from the base_interior soundscape when we leave the base)
  2256. // You could make new sounds here (target0 still represents the dam), or leave it
  2257. "d1_canals_08_island"
  2258. {
  2259.     "playsoundscape"    
  2260.     {
  2261.         "name"        "d1_canals_08_reservoir"
  2262.         "volume"    "1.0"
  2263.     }
  2264.  
  2265.     // This is the sound of the dam itself
  2266.     "playlooping"
  2267.     {
  2268.         "volume"    "0.7"
  2269.         "pitch"        "100"
  2270.         "soundlevel" "SNDLVL_100dB"
  2271.         "position"    "0"
  2272.         "wave"        ")ambient/levels/canals/dam_water_loop2.wav"
  2273.     }
  2274.  
  2275.     "playsoundscape"
  2276.     {
  2277.         "name"        "d1_canals.util_windgusts"
  2278.         "volume"    "1.0"
  2279.     }
  2280. }
  2281.  
  2282. // This is the interior of the base on the island
  2283. "d1_canals_08_base_interior"
  2284. {
  2285.     // The ambient sounds of the base
  2286.     "playlooping"
  2287.     {
  2288.         "volume"    "0.2"
  2289.         "wave"        "ambient/atmosphere/ambience_base.wav"
  2290.     }
  2291.  
  2292.     // position 0 is combine computer
  2293.  
  2294.     // position 1 is combine computer terminal
  2295.     "playsoundscape"
  2296.     {
  2297.         "name"    "combine.computer"
  2298.         "volume"    "0.9"
  2299.         "position"    "1"
  2300.     }
  2301.  
  2302. }
  2303.