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Text File  |  2005-05-08  |  11KB  |  541 lines

  1. // *******************************************************************************
  2. // ***************** ravenholm *****************
  3.  
  4. // don't play directly - these 2 are referenced by other soundscapes
  5.  
  6. "d1_town.ScaredPeopleInside"
  7. {
  8.     "playrandom"
  9.     {
  10.         "time"        "60, 300"
  11.         "volume"    "0.18,0.35"
  12.         "pitch"        "95,115"
  13.         "position"    "random"
  14.         "soundlevel"    "SNDLVL_140db"
  15.         "rndwave"
  16.         {
  17.             "wave"    "ambient/creatures/town_scared_sob1.wav"
  18.             "wave"    "ambient/creatures/town_scared_breathing1.wav"
  19.             "wave"    "ambient/creatures/town_scared_breathing2.wav"
  20.         }    
  21.     }
  22. }
  23.  
  24. "d1_town.ScaredPeopleOutside"
  25. {
  26.     "playrandom"
  27.     {
  28.         "time"        "60, 300"
  29.         "volume"    "0.18,0.35"
  30.         "pitch"        "95,115"
  31.         "position"    "random"
  32.         "soundlevel"    "SNDLVL_140db"
  33.         "rndwave"
  34.         {
  35.             "wave"    "ambient/creatures/town_child_scream1.wav"
  36.             "wave"    "ambient/creatures/town_muffled_cry1.wav"
  37.             "wave"    "ambient/creatures/town_scared_sob2.wav"
  38.         }    
  39.     }
  40. }
  41.  
  42. // first 2 maps
  43.  
  44. "d1_town.Start"
  45. {
  46.     "dsp"    "1"
  47.     "dsp_volume" "1.0"
  48.     
  49.     "playsoundscape"
  50.     {
  51.         "name"        "d1_town.ScaredPeopleOutside"
  52.         "volume"    "1.0"
  53.     }
  54.  
  55.     "playlooping"
  56.     {
  57.         "volume"    "0.55"
  58.         "wave"        "ambient/atmosphere/tone_alley.wav"
  59.         "pitch"        "100"
  60.         "attenuation"    "0"
  61.     }
  62.  
  63.     "playrandom"
  64.     {
  65.         "time"        "7, 16"
  66.         "volume"    "0.4,0.7"
  67.         "pitch"        "95,110"
  68.         "position"    "random"
  69.         "soundlevel"    "SNDLVL_140db"
  70.         "rndwave"
  71.         {
  72.             "wave"    "ambient/wind/wind_moan1.wav"
  73.             "wave"    "ambient/wind/wind_moan2.wav"
  74.             "wave"    "ambient/wind/wind_snippet1.wav"
  75.             "wave"    "ambient/wind/wind_snippet2.wav"
  76.             "wave"    "ambient/wind/wind_moan4.wav"
  77.             "wave"    "ambient/atmosphere/hole_hit1.wav"
  78.             "wave"    "ambient/atmosphere/hole_hit5.wav"
  79.             "wave"    "ambient/creatures/town_zombie_call1.wav"
  80.             "wave"    "ambient/creatures/town_moan1.wav"
  81.         }
  82.         
  83.     }
  84. }
  85.  
  86. // in the streets
  87.  
  88. "d1_town.Street"
  89. {
  90.     "dsp"    "1"
  91.     "dsp_volume" "1.0"
  92.  
  93.     "playlooping"
  94.     {
  95.         "volume"    "0.55"
  96.         "wave"        "ambient/atmosphere/town_ambience.wav"
  97.         "pitch"        "100"
  98.         "attenuation"    "0"
  99.     }
  100.  
  101.     "playrandom"
  102.     {
  103.         "time"        "6,12"
  104.         "volume"    "0.35,0.65"
  105.         "pitch"        "95,105"
  106.         "position"    "random"
  107.         "soundlevel"    "SNDLVL_140db"
  108.  
  109.         "rndwave"
  110.         {
  111.             "wave"    "ambient/wind/wind_moan1.wav"
  112.             "wave"    "ambient/wind/wind_moan2.wav"
  113.             "wave"    "ambient/wind/wind_snippet1.wav"
  114.             "wave"    "ambient/wind/wind_snippet3.wav"
  115.             "wave"    "ambient/wind/wind_moan4.wav"
  116.             "wave"    "ambient/materials/shutter7.wav"
  117.             "wave"    "ambient/materials/shutter8.wav"
  118.             "wave"    "ambient/materials/metal4.wav"
  119.             "wave"    "ambient/materials/metal5.wav"
  120.             "wave"    "ambient/atmosphere/cave_hit5.wav"
  121.             "wave"    "ambient/atmosphere/cave_hit6.wav"
  122.         }
  123.         
  124.     }
  125. }
  126.  
  127. // room with corpses, buzzing flies
  128.  
  129. "d1_town.CorpseRoom"
  130. {
  131.     "dsp"    "1"
  132.     "dsp_volume" "1.0"
  133.  
  134.     "playsoundscape"
  135.     {
  136.         "name"        "d1_town.ScaredPeopleOutside"
  137.         "volume"    "0.5"
  138.     }
  139.  
  140.     "playrandom"
  141.     {
  142.         "time"        "1,14"
  143.         "volume"    "0.4,0.7"
  144.         "pitch"        "95,105"
  145.         "position"    "random"
  146.         "soundlevel"    "SNDLVL_140db"
  147.  
  148.         "rndwave"
  149.         {
  150.             "wave"        "ambient/creatures/flies1.wav"
  151.             "wave"        "ambient/creatures/flies2.wav"
  152.             "wave"        "ambient/creatures/flies3.wav"
  153.             "wave"        "ambient/creatures/flies4.wav"
  154.             "wave"        "ambient/creatures/flies5.wav"
  155.         }
  156.         
  157.     }
  158.  
  159.     "playrandom"
  160.     {
  161.         "time"        "20,40"
  162.         "volume"    "0.2,0.4"
  163.         "pitch"        "95,105"
  164.         "position"    "random"
  165.         "soundlevel"    "SNDLVL_140db"
  166.  
  167.         "rndwave"
  168.         {
  169.             "wave"    "ambient/creatures/rats1.wav"
  170.             "wave"    "ambient/creatures/rats2.wav"
  171.             "wave"    "ambient/creatures/rats3.wav"
  172.             "wave"    "ambient/creatures/rats4.wav"
  173.         }
  174.         
  175.     }
  176. }
  177.  
  178. // in wooden buildings
  179.  
  180. "d1_town.WoodBuilding"
  181. {
  182.  
  183.     "dsp"    "1"
  184.     "dsp_volume" "1.0"
  185.  
  186.     "playsoundscape"
  187.     {
  188.         "name"        "d1_town.ScaredPeopleInside"
  189.         "volume"    "0.7"
  190.     }
  191.  
  192.     "playrandom"
  193.     {
  194.         "time"        "9,16"
  195.         "volume"    "0.35,0.6"
  196.         "pitch"        "95,105"
  197.         "position"    "random"
  198.         "soundlevel"    "SNDLVL_140db"
  199.  
  200.         "rndwave"
  201.         {
  202.             "wave"    "ambient/materials/wood_creak1.wav"
  203.             "wave"    "ambient/materials/wood_creak2.wav"
  204.             "wave"    "ambient/materials/wood_creak3.wav"
  205.             "wave"    "ambient/materials/wood_creak4.wav"
  206.             "wave"    "ambient/materials/wood_creak5.wav"
  207.             "wave"    "ambient/materials/wood_creak6.wav"
  208.             "wave"    "ambient/materials/shutter7.wav"
  209.             "wave"    "ambient/materials/shutter8.wav"
  210.         }
  211.     
  212.     }
  213.  
  214.     "playrandom"
  215.     {
  216.         "time"        "20,40"
  217.         "volume"    "0.25,0.35"
  218.         "pitch"        "95,105"
  219.         "position"    "random"
  220.         "soundlevel"    "SNDLVL_140db"
  221.  
  222.         "rndwave"
  223.         {
  224.             "wave"    "ambient/creatures/rats1.wav"
  225.             "wave"    "ambient/creatures/rats2.wav"
  226.             "wave"    "ambient/creatures/rats3.wav"
  227.             "wave"    "ambient/creatures/rats4.wav"
  228.             "wave"    "ambient/creatures/flies1.wav"
  229.             "wave"    "ambient/creatures/flies4.wav"
  230.         }    
  231.     }
  232.             
  233. }
  234.  
  235. // in concrete buildings
  236.  
  237. "d1_town.ConcreteBuilding"
  238. {
  239.     "dsp"    "1"
  240.     "dsp_volume" "1.0"
  241. }
  242.  
  243. // on rooftops, above streets
  244.  
  245. "d1_town.Rooftop"
  246. {
  247.     "dsp"    "1"
  248.     "dsp_volume" "0.7"
  249.  
  250.     "playlooping"
  251.     {
  252.         "volume"    "0.6"
  253.         "wave"        "ambient/atmosphere/town_ambience.wav"
  254.         "pitch"        "100"
  255.         "attenuation"    "0"
  256.     }
  257.  
  258.     "playrandom"
  259.     {
  260.         "time"        "7,14"
  261.         "volume"    "0.4,0.65"
  262.         "pitch"        "95,105"
  263.         "position"    "random"
  264.         "soundlevel"    "SNDLVL_140db"
  265.  
  266.         "rndwave"
  267.         {
  268.             "wave"    "ambient/wind/wind_snippet1.wav"
  269.             "wave"    "ambient/wind/wind_snippet2.wav"
  270.             "wave"    "ambient/wind/wind_snippet3.wav"
  271.             "wave"    "ambient/wind/wind_snippet4.wav"
  272.             "wave"    "ambient/wind/wind_snippet5.wav"
  273.             "wave"    "ambient/materials/shutter7.wav"
  274.             "wave"    "ambient/materials/shutter8.wav"
  275.             "wave"    "ambient/materials/metal_rattle3.wav"
  276.             "wave"    "ambient/materials/metal9.wav"
  277.             "wave"    "ambient/atmosphere/cave_hit5.wav"
  278.             "wave"    "ambient/atmosphere/cave_hit6.wav"
  279.         }    
  280.     }
  281. }
  282.  
  283. // above and in mineshaft
  284.  
  285. "d1_town.MineshaftDown"
  286. {
  287.     "dsp"    "1"
  288.  
  289.     "playlooping"
  290.     {
  291.         "volume"    "0.35"
  292.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  293.         "pitch"        "100"
  294.         "attenuation"    "0"
  295.     }
  296.  
  297.     "playrandom"
  298.     {
  299.         "time"        "3, 8"
  300.         "volume"    "0.35,0.6"
  301.         "pitch"        "70,80"
  302.         "position"    "random"
  303.         "soundlevel"    "SNDLVL_140db"
  304.         "rndwave"
  305.         {
  306.             "wave"    "ambient/materials/wood_creak1.wav"
  307.             "wave"    "ambient/materials/wood_creak2.wav"
  308.             "wave"    "ambient/materials/wood_creak3.wav"
  309.             "wave"    "ambient/materials/wood_creak4.wav"
  310.             "wave"    "ambient/materials/wood_creak5.wav"
  311.             "wave"    "ambient/materials/wood_creak6.wav"
  312.         }
  313.         
  314.     }
  315.  
  316.  
  317.     "playrandom"
  318.     {
  319.         "time"        "8, 14"
  320.         "volume"    "0.4, 0.7"
  321.         "pitch"        "100"
  322.         "position"    "random"
  323.         "soundlevel"    "SNDLVL_140db"
  324.         "rndwave"
  325.         {
  326.             "wave"    "ambient/materials/rock1.wav"
  327.             "wave"    "ambient/materials/rock2.wav"
  328.             "wave"    "ambient/materials/rock3.wav"
  329.             "wave"    "ambient/materials/rock4.wav"
  330.             "wave"    "ambient/materials/rock5.wav"
  331.         }
  332.  
  333.         "attenuation"    "0"    
  334.     }
  335.  
  336.  
  337.     "playrandom"
  338.     {
  339.         "time"        "10, 14"
  340.         "volume"    "0.35, 0.55"
  341.         "pitch"        "70, 120"
  342.         "position"    "random"
  343.         "soundlevel"    "SNDLVL_140db"
  344.         "rndwave"
  345.         {
  346.             "wave"    "ambient/atmosphere/hole_hit1.wav"
  347.             "wave"    "ambient/atmosphere/hole_hit2.wav"
  348.             "wave"    "ambient/atmosphere/hole_hit3.wav"
  349.             "wave"    "ambient/atmosphere/hole_hit4.wav"
  350.             "wave"    "ambient/atmosphere/hole_hit5.wav"
  351.         }
  352.  
  353.         "attenuation"    "0"    
  354.     }
  355. }
  356.  
  357. // swim cave + shaft
  358.  
  359. "d1_town.WaterCave"
  360. {
  361.     "dsp"    "1"
  362.  
  363.     "playlooping"
  364.     {
  365.         "volume"    "0.2"
  366.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  367.         "pitch"        "100"
  368.         "attenuation"    "0"
  369.     }
  370.  
  371.     "playrandom"
  372.     {
  373.         "time"        "0.5, 1.5"
  374.         "volume"    "0.25, 0.35"
  375.         "pitch"        "96,105"
  376.         "position"    "random"
  377.         "soundlevel"    "SNDLVL_140db"
  378.         "rndwave"
  379.         {
  380.             "wave"    "ambient/water/drip1.wav"
  381.             "wave"    "ambient/water/drip2.wav"
  382.             "wave"    "ambient/water/drip3.wav"
  383.             "wave"    "ambient/water/drip4.wav"
  384.         }    
  385.  
  386.     }
  387.  
  388.     "playrandom"
  389.     {
  390.         "time"        "12, 20"
  391.         "volume"    "0.45,0.6"
  392.         "pitch"        "70,80"
  393.         "position"    "random"
  394.         "soundlevel"    "SNDLVL_140db"
  395.         "rndwave"
  396.         {
  397.             "wave"    "ambient/materials/wood_creak1.wav"
  398.             "wave"    "ambient/materials/wood_creak2.wav"
  399.             "wave"    "ambient/materials/wood_creak3.wav"
  400.             "wave"    "ambient/materials/wood_creak4.wav"
  401.             "wave"    "ambient/materials/wood_creak5.wav"
  402.             "wave"    "ambient/materials/wood_creak6.wav"
  403.         }
  404.         
  405.     }
  406. }
  407.  
  408. // In headcrab cave
  409.  
  410. "d1_town.HeadcrabCave"
  411. {
  412.     "dsp"    "1"
  413.  
  414.     "playlooping"
  415.     {
  416.         "volume"    "0.25"
  417.         "wave"        "ambient/atmosphere/hole_amb3.wav"
  418.         "pitch"        "100"
  419.         "attenuation"    "0"
  420.     }
  421.  
  422.     "playrandom"
  423.     {
  424.         "time"        "10, 16"
  425.         "volume"    "0.1,0.3"
  426.         "pitch"        "100"
  427.         "position"    "random"
  428.         "soundlevel"    "SNDLVL_140db"
  429.         "rndwave"
  430.         {
  431.             "wave"    "ambient/atmosphere/cave_hit1.wav"
  432.             "wave"    "ambient/atmosphere/cave_hit2.wav"
  433.             "wave"    "ambient/atmosphere/cave_hit3.wav"
  434.             "wave"    "ambient/atmosphere/cave_hit4.wav"
  435.             "wave"    "ambient/atmosphere/cave_hit5.wav"
  436.             "wave"    "ambient/atmosphere/cave_hit6.wav"
  437.  
  438.         }
  439.         
  440.     }
  441.  
  442.  
  443.  
  444.     // support Metal Creak
  445.  
  446.     "playrandom"
  447.     {
  448.         "time"        "5, 6"
  449.         "volume"    "0.35, 0.65"
  450.         "pitch"        "98,102"
  451.         "position"    "random"
  452.         "soundlevel"    "SNDLVL_140db"
  453.         "rndwave"
  454.         {
  455.  
  456.             "wave"    "ambient/materials/metal_stress1.wav"
  457.             "wave"    "ambient/materials/metal_stress2.wav"
  458.             "wave"    "ambient/materials/metal_stress3.wav"
  459.             "wave"    "ambient/materials/metal_stress4.wav"
  460.             "wave"    "ambient/materials/metal_stress5.wav"
  461.  
  462.  
  463.         }
  464.  
  465.     }
  466.  
  467.  
  468.     "playrandom"
  469.     {
  470.         "time"        "2, 6"
  471.         "volume"    "0.15, 0.3"
  472.         "pitch"        "96,105"
  473.         "position"    "random"
  474.         "soundlevel"    "SNDLVL_140db"
  475.         "rndwave"
  476.         {
  477.             "wave"    "ambient/water/drip1.wav"
  478.             "wave"    "ambient/water/drip2.wav"
  479.             "wave"    "ambient/water/drip3.wav"
  480.             "wave"    "ambient/water/drip4.wav"
  481.             
  482.             "wave"    "ambient/water/distant_drip1.wav"
  483.             "wave"    "ambient/water/distant_drip2.wav"
  484.             "wave"    "ambient/water/distant_drip3.wav"
  485.             "wave"    "ambient/water/distant_drip4.wav"
  486.  
  487.         }
  488.  
  489.     }
  490.  
  491.  
  492.     "playrandom"
  493.     {
  494.         "time"        "5, 7"
  495.         "volume"    "0.45, 0.55"
  496.         "pitch"        "98,102"
  497.         "position"    "random"
  498.         "soundlevel"    "SNDLVL_140db"
  499.         "rndwave"
  500.         {
  501.             "wave"    "ambient/materials/rock1.wav"
  502.             "wave"    "ambient/materials/rock2.wav"
  503.             "wave"    "ambient/materials/rock3.wav"
  504.             "wave"    "ambient/materials/rock4.wav"
  505.             "wave"    "ambient/materials/rock5.wav"
  506.         }
  507.     }
  508. }
  509.  
  510. // exit tunnel from headcrab cave
  511.  
  512. "d1_town.CaveTunnel"
  513. {
  514.     "dsp"    "1"
  515.  
  516.     "playlooping"
  517.     {
  518.         "volume"    "0.35"
  519.         "pitch"        "100"
  520.         "wave"        "ambient/atmosphere/ambience_base.wav"
  521.     }
  522.  
  523.     "playrandom"
  524.     {
  525.         "time"        "10, 16"
  526.         "volume"    "0.45, 0.55"
  527.         "pitch"        "98,102"
  528.         "position"    "random"
  529.         "soundlevel"    "SNDLVL_140db"
  530.         "rndwave"
  531.         {
  532.             "wave"    "ambient/materials/rock1.wav"
  533.             "wave"    "ambient/materials/rock2.wav"
  534.             "wave"    "ambient/materials/rock3.wav"
  535.             "wave"    "ambient/materials/rock4.wav"
  536.             "wave"    "ambient/materials/rock5.wav"
  537.         }    
  538.     }
  539.  
  540. }
  541.