home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2005 October
/
Gamestar_77_2005-10_dvd.iso
/
DVDStar
/
Akce
/
Half-Life2
/
install-at2v4release2005.exe
/
AntTroopDuece
/
scripts
/
soundscapes_prison.txt
< prev
next >
Wrap
Text File
|
2005-05-08
|
18KB
|
984 lines
////////////////////////// prison /////////////////////////////////
// utility soundscapes
"prison.util_distantcombat_verylight"
{
"playrandom"
{
"time" "1,30"
"volume" "0.05,0.15"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle1.wav"
"wave" "ambient/levels/prison/inside_battle2.wav"
"wave" "ambient/levels/prison/inside_battle3.wav"
"wave" "ambient/levels/prison/inside_battle4.wav"
"wave" "ambient/levels/prison/inside_battle5.wav"
"wave" "ambient/levels/prison/inside_battle6.wav"
"wave" "ambient/levels/prison/inside_battle7.wav"
"wave" "ambient/levels/prison/inside_battle8.wav"
"wave" "ambient/levels/prison/inside_battle9.wav"
}
}
"playrandom"
{
"time" "5,30"
"volume" "0.05,0.1"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle_antlion1.wav"
"wave" "ambient/levels/prison/inside_battle_antlion2.wav"
"wave" "ambient/levels/prison/inside_battle_antlion3.wav"
"wave" "ambient/levels/prison/inside_battle_antlion4.wav"
"wave" "ambient/levels/prison/inside_battle_antlion5.wav"
"wave" "ambient/levels/prison/inside_battle_antlion6.wav"
"wave" "ambient/levels/prison/inside_battle_antlion7.wav"
"wave" "ambient/levels/prison/inside_battle_antlion8.wav"
"wave" "ambient/levels/prison/inside_battle_zombie1.wav"
"wave" "ambient/levels/prison/inside_battle_zombie2.wav"
"wave" "ambient/levels/prison/inside_battle_zombie3.wav"
"wave" "ambient/levels/prison/inside_battle_soldier1.wav"
"wave" "ambient/levels/prison/inside_battle_soldier2.wav"
"wave" "ambient/levels/prison/inside_battle_soldier3.wav"
}
}
}
"prison.util_distantcombat_light"
{
"playrandom"
{
"time" "1,16"
"volume" "0.1,0.2"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle1.wav"
"wave" "ambient/levels/prison/inside_battle2.wav"
"wave" "ambient/levels/prison/inside_battle3.wav"
"wave" "ambient/levels/prison/inside_battle4.wav"
"wave" "ambient/levels/prison/inside_battle5.wav"
"wave" "ambient/levels/prison/inside_battle6.wav"
"wave" "ambient/levels/prison/inside_battle7.wav"
"wave" "ambient/levels/prison/inside_battle8.wav"
"wave" "ambient/levels/prison/inside_battle9.wav"
}
}
"playrandom"
{
"time" "2,16"
"volume" "0.1,0.2"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle_antlion1.wav"
"wave" "ambient/levels/prison/inside_battle_antlion2.wav"
"wave" "ambient/levels/prison/inside_battle_antlion3.wav"
"wave" "ambient/levels/prison/inside_battle_antlion4.wav"
"wave" "ambient/levels/prison/inside_battle_antlion5.wav"
"wave" "ambient/levels/prison/inside_battle_antlion6.wav"
"wave" "ambient/levels/prison/inside_battle_antlion7.wav"
"wave" "ambient/levels/prison/inside_battle_antlion8.wav"
"wave" "ambient/levels/prison/inside_battle_zombie1.wav"
"wave" "ambient/levels/prison/inside_battle_zombie2.wav"
"wave" "ambient/levels/prison/inside_battle_zombie3.wav"
"wave" "ambient/levels/prison/inside_battle_soldier1.wav"
"wave" "ambient/levels/prison/inside_battle_soldier2.wav"
"wave" "ambient/levels/prison/inside_battle_soldier3.wav"
}
}
}
"prison.util_distantcombat_heavy"
{
"playrandom"
{
"time" "1,4"
"volume" "0.1,0.3"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle1.wav"
"wave" "ambient/levels/prison/inside_battle2.wav"
"wave" "ambient/levels/prison/inside_battle3.wav"
"wave" "ambient/levels/prison/inside_battle4.wav"
"wave" "ambient/levels/prison/inside_battle5.wav"
"wave" "ambient/levels/prison/inside_battle6.wav"
"wave" "ambient/levels/prison/inside_battle7.wav"
"wave" "ambient/levels/prison/inside_battle8.wav"
"wave" "ambient/levels/prison/inside_battle9.wav"
}
}
"playrandom"
{
"time" "2,4"
"volume" "0.1,0.3"
"pitch" "90,105"
"rndwave"
{
"wave" "ambient/levels/prison/inside_battle_antlion1.wav"
"wave" "ambient/levels/prison/inside_battle_antlion2.wav"
"wave" "ambient/levels/prison/inside_battle_antlion3.wav"
"wave" "ambient/levels/prison/inside_battle_antlion4.wav"
"wave" "ambient/levels/prison/inside_battle_antlion5.wav"
"wave" "ambient/levels/prison/inside_battle_antlion6.wav"
"wave" "ambient/levels/prison/inside_battle_antlion7.wav"
"wave" "ambient/levels/prison/inside_battle_antlion8.wav"
"wave" "ambient/levels/prison/inside_battle_zombie1.wav"
"wave" "ambient/levels/prison/inside_battle_zombie2.wav"
"wave" "ambient/levels/prison/inside_battle_zombie3.wav"
"wave" "ambient/levels/prison/inside_battle_soldier1.wav"
"wave" "ambient/levels/prison/inside_battle_soldier2.wav"
"wave" "ambient/levels/prison/inside_battle_soldier3.wav"
}
}
}
"prison.util_antlion_burrows"
{
"playrandom"
{
"time" "4,15"
"volume" "0.2,0.4"
"pitch" "90,115"
"soundlevel" "SNDLVL_80dB"
"rndwave"
{
"wave" "ambient/levels/coast/antlion_hill_ambient1.wav"
"wave" "ambient/levels/coast/antlion_hill_ambient2.wav"
"wave" "ambient/levels/coast/antlion_hill_ambient4.wav"
}
}
"playrandom"
{
"time" "3, 6"
"volume" "0.1,0.35"
"pitch" "95,115"
"soundlevel" "SNDLVL_80dB"
"rndwave"
{
"wave" "npc/antlion/idle1.wav"
"wave" "npc/antlion/idle2.wav"
"wave" "npc/antlion/idle3.wav"
"wave" "npc/antlion/idle4.wav"
"wave" "npc/antlion/idle5.wav"
}
}
}
"prison.util_fardrips"
{
"playrandom"
{
"volume" "0.1,0.2"
"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"
}
}
}
"prison.util_drips"
{
"playrandom"
{
"volume" "0.2,0.5"
"pitch" "100"
"time" "0.5, 5.0"
"position" "random"
"rndwave"
{
"wave" "ambient/water/rain_drip1.wav"
"wave" "ambient/water/rain_drip2.wav"
"wave" "ambient/water/rain_drip3.wav"
"wave" "ambient/water/rain_drip4.wav"
}
}
}
"prison.util_distant_trains"
{
"playrandom"
{
"time" "30,60"
"volume" "0.1,0.2"
"pitch" "95,105"
"rndwave"
{
"wave" "ambient/alarms/train_horn_distant1.wav"
}
}
}
"prison.util_radio"
{
"playrandom"
{
"volume" "0.1,0.3"
"pitch" "80,120"
"time" "1.0, 15.0"
"rndwave"
{
"wave" "ambient/levels/prison/radio_random1.wav"
"wave" "ambient/levels/prison/radio_random2.wav"
"wave" "ambient/levels/prison/radio_random3.wav"
"wave" "ambient/levels/prison/radio_random4.wav"
"wave" "ambient/levels/prison/radio_random5.wav"
"wave" "ambient/levels/prison/radio_random6.wav"
"wave" "ambient/levels/prison/radio_random7.wav"
"wave" "ambient/levels/prison/radio_random8.wav"
"wave" "ambient/levels/prison/radio_random9.wav"
"wave" "ambient/levels/prison/radio_random10.wav"
"wave" "ambient/levels/prison/radio_random11.wav"
"wave" "ambient/levels/prison/radio_random12.wav"
"wave" "ambient/levels/prison/radio_random13.wav"
"wave" "ambient/levels/prison/radio_random14.wav"
"wave" "ambient/levels/prison/radio_random15.wav"
}
}
}
"prison.util_control_room"
{
"dsp" "1"
"playlooping"
{
"volume" "0.2"
"wave" "ambient/atmosphere/city_rumble_loop1.wav"
"pitch" "100"
}
// position 0 is combine computer terminal
"playsoundscape"
{
"name" "combine.computer"
"volume" "0.4"
"positionoverride" "0"
}
}
////////////////////////// Soundscapes for use in levels /////////////////////////////
"prison.citizen_camp"
{
"playsoundscape"
{
"name" "coast.util_distant_shoreline"
"volume" "0.5"
}
"playsoundscape"
{
"name" "coast.util_windgusts"
"volume" "0.2"
}
}
"prison.redlight_bunker"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"wave" "ambient/atmosphere/hole_amb3.wav"
"pitch" "100"
}
}
"prison.outdoor_courtyard"
{
"playsoundscape"
{
"name" "coast.util_distant_shoreline"
"volume" "0.4"
}
"playsoundscape"
{
"name" "coast.util_windgusts"
"volume" "0.3"
}
"playsoundscape"
{
"name" "d1_trainstation.city"
"volume" "0.2"
}
}
"prison.outdoor_courtyard_hvycombat"
{
"playsoundscape"
{
"name" "prison.util_distantcombat_heavy"
"volume" "1.0"
}
"playsoundscape"
{
"name" "coast.util_distant_shoreline"
"volume" "0.4"
}
"playsoundscape"
{
"name" "coast.util_windgusts"
"volume" "0.3"
}
"playsoundscape"
{
"name" "d1_trainstation.city"
"volume" "0.2"
}
}
// near alyx encounter
"prison.trainstation"
{
"dsp" "1"
"playsoundscape"
{
"name" "prison.util_distant_trains"
"volume" "0.5"
}
"playlooping"
{
"volume" "0.17"
"wave" "ambient/atmosphere/drone2LP.wav"
"pitch" "100"
}
"playrandom"
{
"time" "15, 60"
"volume" "0.1,0.3"
"pitch" "95,105"
"position" "random"
"rndwave"
{
"wave" "ambient/atmosphere/city_skypass1.wav"
"wave" "ambient/atmosphere/city_truckpass1.wav"
}
}
}
// teleport lab
"prison.teleport_area"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"wave" "ambient/atmosphere/drone4LP.wav"
"pitch" "100"
}
"playlooping"
{
"volume" "0.06"
"wave" "ambient/atmosphere/tone_quiet.wav"
"pitch" "100"
}
// position 0 is main control area
"playsoundscape"
{
"name" "prison.util_control_room"
"positionoverride" "0"
"volume" "1.0"
}
// position 1 is secondary computer console
"playsoundscape"
{
"name" "combine.computer"
"volume" "0.4"
"positionoverride" "1"
}
}
// control room with combine equipment
"prison.control_room"
{
"dsp" "1"
"playlooping"
{
"volume" "0.15"
"wave" "ambient/atmosphere/city_rumble_loop1.wav"
"pitch" "100"
}
// position 0 is radio speaker
"playsoundscape"
{
"name" "prison.util_radio"
"volume" "1.0"
"positionoverride" "0"
}
// position 1 is combine computer terminal
"playsoundscape"
{
"name" "combine.computer"
"volume" "0.4"
"positionoverride" "1"
}
}
// control room with no combine equipment
"prison.control_room_simple"
{
"dsp" "1"
"playlooping"
{
"volume" "0.15"
"wave" "ambient/atmosphere/indoor1.wav"
"pitch" "100"
}
// position 0 is radio speaker
"playsoundscape"
{
"name" "prison.util_radio"
"volume" "1.0"
"positionoverride" "0"
}
}
// area adjacent to huge combine wall
"prison.combine_wall"
{
"dsp" "1"
"playlooping"
{
"volume" "0.2"
"wave" "ambient/atmosphere/ambience6.wav"
"pitch" "100"
}
// position 0 - the wall
"playrandom"
{
"time" "4, 4"
"volume" "0.3"
"rndwave"
{
"wave" "ambient/atmosphere/metallic1.wav"
}
"pitch" "100"
}
"playrandom"
{
"time" "3, 10"
"volume" "0.2,0.5"
"pitch" "95,105"
"position" "random"
"rndwave"
{
"wave" "ambient/atmosphere/terrain_rumble1.wav"
"wave" "ambient/atmosphere/thunder1.wav"
"wave" "ambient/atmosphere/thunder2.wav"
"wave" "ambient/atmosphere/thunder3.wav"
"wave" "ambient/atmosphere/thunder4.wav"
}
}
}
"prison.util_quiet_cellblock"
{
"dsp" "1"
"playlooping"
{
"volume" "0.12"
//"wave" "ambient/atmosphere/underground.wav"
"wave" "ambient/atmosphere/undercity_loop1.wav"
"pitch" "80"
}
"playsoundscape"
{
"name" "prison.util_drips"
"volume" "0.15"
}
"playrandom"
{
"time" "3, 10"
"volume" "0.05,0.15"
"pitch" "95,105"
"position" "random"
"rndwave"
{
"wave" "ambient/materials/metal_rattle1.wav"
"wave" "ambient/materials/metal_rattle2.wav"
"wave" "ambient/materials/metal_rattle3.wav"
}
}
}
"prison.util_louder_cellblock"
{
"dsp" "1"
"playlooping"
{
"volume" "0.17"
"wave" "ambient/atmosphere/underground.wav"
"pitch" "80"
}
}
// quiet atmospheric cellblock - very light distant combat
"prison.larger_cellblock_vlightcombat"
{
"dsp" "1"
"playsoundscape"
{
"name" "prison.util_quiet_cellblock"
"volume" "1.0"
}
"playsoundscape"
{
"name" "prison.util_distantcombat_verylight"
"volume" "1.0"
}
}
// ambient cellblock, just after player enters prison for first time (heavy combat, distant inside)
"prison.larger_cellblock_hvycombat"
{
"playsoundscape"
{
"name" "prison.util_louder_cellblock"
"volume" "1.0"
}
"playsoundscape"
{
"name" "prison.util_distantcombat_heavy"
"volume" "1.0"
}
}
"prison.larger_cellblock_lightcombat"
{
"playsoundscape"
{
"name" "prison.util_quiet_cellblock"
"volume" "1.0"
}
"playsoundscape"
{
"name" "prison.util_distantcombat_light"
"volume" "1.0"
}
}
"prison.general_hallway_lightcombat"
{
"dsp" "1"
"playlooping"
{
"volume" "0.14"
"wave" "ambient/atmosphere/indoor2.wav"
"pitch" "100"
}
"playsoundscape"
{
"name" "prison.util_distantcombat_light"
"volume" "1.0"
}
}
"prison.general_hallway_vlightcombat"
{
"dsp" "1"
"playlooping"
{
"volume" "0.18"
"wave" "ambient/atmosphere/indoor2.wav"
"pitch" "100"
}
"playsoundscape"
{
"name" "prison.util_distantcombat_verylight"
"volume" "1.0"
}
}
// watery tunnel, entering base
"prison.general_dripping_tunnel"
{
"dsp" "1"
"playlooping"
{
"volume" "0.2"
"wave" "ambient/water/drip_loop1.wav"
"pitch" "100"
}
"playlooping"
{
"volume" "0.25"
"wave" "ambient/wind/wind_tunnel1.wav"
"pitch" "100"
}
"playsoundscape"
{
"name" "prison.util_fardrips"
// "position" "0"
"volume" "1.0"
}
"playsoundscape"
{
"name" "d1_canals.util_tunnel_windgusts"
"volume" "0.7"
}
}
"prison.hall_with_burrows"
{
// antlion burrow area - before turret combat
"dsp" "1"
"playlooping"
{
"volume" "0.1"
"wave" "ambient/atmosphere/indoor2.wav"
"pitch" "100"
}
//Position 0 - soft antlion chittering from burrow
"playsoundscape"
{
"positionoverride" "0"
"name" "prison.util_antlion_burrows"
"volume" "1.0"
}
//Position 1 - soft antlion chittering from burrow
"playsoundscape"
{
"positionoverride" "1"
"name" "prison.util_antlion_burrows"
"volume" "1.0"
}
}
"prison.electric_water_room"
{
"dsp" "1"
"playsoundscape"
{
"name" "prison.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"
}
// distant, echo-y wet
// running water
"playlooping"
{
"volume" "0.05"
"wave" "ambient/water/water_flow_loop1.wav"
"pitch" "100"
"soundlevel" "SNDLVL_90dB"
}
}
"prison.laundry"
{
"dsp" "1"
"playlooping"
{
"volume" "0.45"
"pitch" "100"
"wave" "ambient/atmosphere/laundry_amb.wav"
}
// Machines - position 0
"playlooping"
{
"volume" "0.45"
"wave" "ambient/machines/laundry_machine1_amb.wav"
"pitch" "100"
"soundlevel" "SNDLVL_90dB"
"position" "0"
}
"playrandom"
{
"time" "0.5, 1"
"volume" "0.05, 0.15"
"pitch" "99,102"
"rndwave"
{
"wave" "ambient/machines/machine1_hit1.wav"
"wave" "ambient/machines/machine1_hit2.wav"
}
"soundlevel" "SNDLVL_90dB"
"position" "0"
}
}
"prison.watery_hallway"
{
"dsp" "1"
// dripping water
"playlooping"
{
"volume" "0.2"
"wave" "ambient/water/drip_loop1.wav"
"pitch" "120"
"soundlevel" "SNDLVL_90dB"
}
//dripping water
"playlooping"
{
"volume" "0.2"
"wave" "ambient/water/drip_loop1.wav"
"pitch" "140"
"soundlevel" "SNDLVL_90dB"
}
}
"prison.showers"
{
"dsp" "1"
// big echo-y wet
//Position 0 - running water
"playlooping"
{
"volume" "0.2"
"wave" "ambient/water/water_flow_loop1.wav"
"pitch" "100"
"soundlevel" "SNDLVL_90dB"
"position" "0"
}
//Position 1 - dripping water
"playlooping"
{
"volume" "0.3"
"wave" "ambient/water/drip_loop1.wav"
"pitch" "120"
"soundlevel" "SNDLVL_90dB"
"position" "1"
}
//Position 1 - dripping water
"playlooping"
{
"volume" "0.2"
"wave" "ambient/water/drip_loop1.wav"
"pitch" "140"
"soundlevel" "SNDLVL_90dB"
"position" "1"
}
//Position 2 - water heater hiss
"playlooping"
{
"volume" "0.15"
"wave" "ambient/gas/steam_loop1.wav"
"pitch" "100"
"soundlevel" "SNDLVL_80dB"
"position" "2"
}
}
"prison.zombie_infested"
{
"playrandom"
{
"time" "15, 60"
"volume" "0.05,0.15"
"pitch" "90,110"
"position" "random"
"rndwave"
{
"wave" "ambient/creatures/town_moan1.wav"
"wave" "ambient/creatures/town_zombie_call1.wav"
"wave" "ambient/creatures/town_scared_breathing1.wav"
}
}
"playlooping"
{
"volume" "0.4"
"pitch" "50"
"wave" "ambient/atmosphere/tone_alley.wav"
}
"playsoundscape"
{
"name" "prison.util_fardrips"
"volume" "0.85"
}
"playrandom"
{
"time" "3,15"
"volume" "0.2,0.5"
"pitch" "95,105"
"attenuation" "0"
"rndwave"
{
"wave" "ambient/creatures/flies1.wav"
"wave" "ambient/creatures/flies2.wav"
"wave" "ambient/creatures/flies3.wav"
"wave" "ambient/creatures/flies4.wav"
"wave" "ambient/creatures/flies5.wav"
}
}
"playrandom"
{
"time" "20,40"
"volume" "0.1,0.3"
"pitch" "95,105"
"attenuation" "0"
"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
}
}
}