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soundscapes_town.txt
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2005-05-08
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11KB
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541 lines
// *******************************************************************************
// ***************** ravenholm *****************
// don't play directly - these 2 are referenced by other soundscapes
"d1_town.ScaredPeopleInside"
{
"playrandom"
{
"time" "60, 300"
"volume" "0.18,0.35"
"pitch" "95,115"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/town_scared_sob1.wav"
"wave" "ambient/creatures/town_scared_breathing1.wav"
"wave" "ambient/creatures/town_scared_breathing2.wav"
}
}
}
"d1_town.ScaredPeopleOutside"
{
"playrandom"
{
"time" "60, 300"
"volume" "0.18,0.35"
"pitch" "95,115"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/town_child_scream1.wav"
"wave" "ambient/creatures/town_muffled_cry1.wav"
"wave" "ambient/creatures/town_scared_sob2.wav"
}
}
}
// first 2 maps
"d1_town.Start"
{
"dsp" "1"
"dsp_volume" "1.0"
"playsoundscape"
{
"name" "d1_town.ScaredPeopleOutside"
"volume" "1.0"
}
"playlooping"
{
"volume" "0.55"
"wave" "ambient/atmosphere/tone_alley.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "7, 16"
"volume" "0.4,0.7"
"pitch" "95,110"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/wind/wind_moan1.wav"
"wave" "ambient/wind/wind_moan2.wav"
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/wind/wind_moan4.wav"
"wave" "ambient/atmosphere/hole_hit1.wav"
"wave" "ambient/atmosphere/hole_hit5.wav"
"wave" "ambient/creatures/town_zombie_call1.wav"
"wave" "ambient/creatures/town_moan1.wav"
}
}
}
// in the streets
"d1_town.Street"
{
"dsp" "1"
"dsp_volume" "1.0"
"playlooping"
{
"volume" "0.55"
"wave" "ambient/atmosphere/town_ambience.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "6,12"
"volume" "0.35,0.65"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/wind/wind_moan1.wav"
"wave" "ambient/wind/wind_moan2.wav"
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet3.wav"
"wave" "ambient/wind/wind_moan4.wav"
"wave" "ambient/materials/shutter7.wav"
"wave" "ambient/materials/shutter8.wav"
"wave" "ambient/materials/metal4.wav"
"wave" "ambient/materials/metal5.wav"
"wave" "ambient/atmosphere/cave_hit5.wav"
"wave" "ambient/atmosphere/cave_hit6.wav"
}
}
}
// room with corpses, buzzing flies
"d1_town.CorpseRoom"
{
"dsp" "1"
"dsp_volume" "1.0"
"playsoundscape"
{
"name" "d1_town.ScaredPeopleOutside"
"volume" "0.5"
}
"playrandom"
{
"time" "1,14"
"volume" "0.4,0.7"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"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" "0.2,0.4"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
}
}
}
// in wooden buildings
"d1_town.WoodBuilding"
{
"dsp" "1"
"dsp_volume" "1.0"
"playsoundscape"
{
"name" "d1_town.ScaredPeopleInside"
"volume" "0.7"
}
"playrandom"
{
"time" "9,16"
"volume" "0.35,0.6"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/wood_creak1.wav"
"wave" "ambient/materials/wood_creak2.wav"
"wave" "ambient/materials/wood_creak3.wav"
"wave" "ambient/materials/wood_creak4.wav"
"wave" "ambient/materials/wood_creak5.wav"
"wave" "ambient/materials/wood_creak6.wav"
"wave" "ambient/materials/shutter7.wav"
"wave" "ambient/materials/shutter8.wav"
}
}
"playrandom"
{
"time" "20,40"
"volume" "0.25,0.35"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
"wave" "ambient/creatures/flies1.wav"
"wave" "ambient/creatures/flies4.wav"
}
}
}
// in concrete buildings
"d1_town.ConcreteBuilding"
{
"dsp" "1"
"dsp_volume" "1.0"
}
// on rooftops, above streets
"d1_town.Rooftop"
{
"dsp" "1"
"dsp_volume" "0.7"
"playlooping"
{
"volume" "0.6"
"wave" "ambient/atmosphere/town_ambience.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "7,14"
"volume" "0.4,0.65"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/wind/wind_snippet3.wav"
"wave" "ambient/wind/wind_snippet4.wav"
"wave" "ambient/wind/wind_snippet5.wav"
"wave" "ambient/materials/shutter7.wav"
"wave" "ambient/materials/shutter8.wav"
"wave" "ambient/materials/metal_rattle3.wav"
"wave" "ambient/materials/metal9.wav"
"wave" "ambient/atmosphere/cave_hit5.wav"
"wave" "ambient/atmosphere/cave_hit6.wav"
}
}
}
// above and in mineshaft
"d1_town.MineshaftDown"
{
"dsp" "1"
"playlooping"
{
"volume" "0.35"
"wave" "ambient/atmosphere/hole_amb3.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "3, 8"
"volume" "0.35,0.6"
"pitch" "70,80"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/wood_creak1.wav"
"wave" "ambient/materials/wood_creak2.wav"
"wave" "ambient/materials/wood_creak3.wav"
"wave" "ambient/materials/wood_creak4.wav"
"wave" "ambient/materials/wood_creak5.wav"
"wave" "ambient/materials/wood_creak6.wav"
}
}
"playrandom"
{
"time" "8, 14"
"volume" "0.4, 0.7"
"pitch" "100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}
"attenuation" "0"
}
"playrandom"
{
"time" "10, 14"
"volume" "0.35, 0.55"
"pitch" "70, 120"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/atmosphere/hole_hit1.wav"
"wave" "ambient/atmosphere/hole_hit2.wav"
"wave" "ambient/atmosphere/hole_hit3.wav"
"wave" "ambient/atmosphere/hole_hit4.wav"
"wave" "ambient/atmosphere/hole_hit5.wav"
}
"attenuation" "0"
}
}
// swim cave + shaft
"d1_town.WaterCave"
{
"dsp" "1"
"playlooping"
{
"volume" "0.2"
"wave" "ambient/atmosphere/hole_amb3.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "0.5, 1.5"
"volume" "0.25, 0.35"
"pitch" "96,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/water/drip1.wav"
"wave" "ambient/water/drip2.wav"
"wave" "ambient/water/drip3.wav"
"wave" "ambient/water/drip4.wav"
}
}
"playrandom"
{
"time" "12, 20"
"volume" "0.45,0.6"
"pitch" "70,80"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/wood_creak1.wav"
"wave" "ambient/materials/wood_creak2.wav"
"wave" "ambient/materials/wood_creak3.wav"
"wave" "ambient/materials/wood_creak4.wav"
"wave" "ambient/materials/wood_creak5.wav"
"wave" "ambient/materials/wood_creak6.wav"
}
}
}
// In headcrab cave
"d1_town.HeadcrabCave"
{
"dsp" "1"
"playlooping"
{
"volume" "0.25"
"wave" "ambient/atmosphere/hole_amb3.wav"
"pitch" "100"
"attenuation" "0"
}
"playrandom"
{
"time" "10, 16"
"volume" "0.1,0.3"
"pitch" "100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/atmosphere/cave_hit1.wav"
"wave" "ambient/atmosphere/cave_hit2.wav"
"wave" "ambient/atmosphere/cave_hit3.wav"
"wave" "ambient/atmosphere/cave_hit4.wav"
"wave" "ambient/atmosphere/cave_hit5.wav"
"wave" "ambient/atmosphere/cave_hit6.wav"
}
}
// support Metal Creak
"playrandom"
{
"time" "5, 6"
"volume" "0.35, 0.65"
"pitch" "98,102"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/metal_stress1.wav"
"wave" "ambient/materials/metal_stress2.wav"
"wave" "ambient/materials/metal_stress3.wav"
"wave" "ambient/materials/metal_stress4.wav"
"wave" "ambient/materials/metal_stress5.wav"
}
}
"playrandom"
{
"time" "2, 6"
"volume" "0.15, 0.3"
"pitch" "96,105"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/water/drip1.wav"
"wave" "ambient/water/drip2.wav"
"wave" "ambient/water/drip3.wav"
"wave" "ambient/water/drip4.wav"
"wave" "ambient/water/distant_drip1.wav"
"wave" "ambient/water/distant_drip2.wav"
"wave" "ambient/water/distant_drip3.wav"
"wave" "ambient/water/distant_drip4.wav"
}
}
"playrandom"
{
"time" "5, 7"
"volume" "0.45, 0.55"
"pitch" "98,102"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}
}
}
// exit tunnel from headcrab cave
"d1_town.CaveTunnel"
{
"dsp" "1"
"playlooping"
{
"volume" "0.35"
"pitch" "100"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playrandom"
{
"time" "10, 16"
"volume" "0.45, 0.55"
"pitch" "98,102"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}
}
}