//----------------------------------------------------------------------------- // // global/sound0.txt // // Sounds located in this file are typically being used as loop sounds where we // need 1 or 2 things that we don't get with 'loopsound': // 1. to guarantee that when we start the sound it starts at the beginning of the asset // 2. to guarantee that we don't respatialize certain loop sounds that are playing in the level // // WARNING!! (5/04) Please note that the term milliseconds is wrong here, // 1 second is a value of 100000 // e.g. loopend 500000 seems to mean loop at the end of 5 secs // // // Possible Keys: // -------------- // sound (The start of every definition) // mindist (specifies the default minimum distance at which this sound is played // maxdist (does not work) // volume (specifies the default volume) // pitch (specifies the default pitch) // loopstart (specifies the time in ms which is the start of the loop) // loopend (specifies the time in ms which is the end of the loop), -1 means EOF // maxnumber // maxfactor // localsound (specifies this sound as a local sound // defaultmindist (specifies the default minimum distance for all sounds) // defaultmaxdist (does nothing) // defaultvolume (specifies the default volume for all sounds) // // Sample Formatting: // ------------------ // sound "blah" // localsound // volume 1 // mindist 1000 // // // !USE TABS! // // ********************************************************************************** // ********************************************************************************** // ********************************************************************************** // // YOU MUST: // dwc: EXAMPLE OF USING 3 SOUNDS FOR A RISING, LOOPING, DECAYING BLEND // Make sure your sound in ubersound is playing on CHAN_WEAPON. // Make sure that in ubersound, your file is set to 'loaded', not 'streamed' // CAVEAT: These are not the same type loop sounds as used with S_StopLoopSound() // // ----------------------------------------------------------------------------- //SoundTest: // ----------------------------------------------------------------------------- // // local.ent = $jeep // // dprintln "play first sound" // local.ent playsound air_raid_bell_start wait // local.ent waittill sounddone // // // play and stop the sound on channel 6. i'm not sure why. // // yet another weird feature of our game. // dprintln "ok, loop now" // local.ent playsound air_raid_bell_loop 6 // wait 4 // // dprintln "kill the loop and play decay" // local.ent stopsound 6 // local.ent playsound air_raid_bell_end // //end sound "sound/environment/raininside.wav" localsound sound "sound/environment/rainoutside.wav" localsound sound "sound/music/streamed_action_11.wav" localsound sound "sound/music/streamed_m5.wav" localsound sound "sound/music/action_11.wav" localsound sound "sound/music/m5.wav" localsound sound "sound/weapons/weapons_mohpa/Attacks/Machine_gun_loop.wav" loopstart 0 loopend -1 sound "sound/weapons/fire/7mm_zero_snd_fireloop04.wav" loopstart 0 loopend -1 sound "sound/LevelSpecificEvents/5_1/air_raid_bell_loop.wav" loopstart 0 loopend -1 sound "sound/weapons/fire/wildcat_fire_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/fire/dauntless_fire_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/fire/12mm_aircobra_snd_fireloop.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/Attacks/thompson_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/Attacks/50Cal_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/Attacks/Mdl92Heavy_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/Attacks/type100_snd_fire_lp.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/FIRES/BAR/BAR_PlayerLoop1.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/FIRES/BAR/BAR_PlayerLoop_mono1.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/FIRES/BAR/BAR_NPC_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/FIRES/30Cal/Wpn_30Cal_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/weapons_mohpa/FIRES/30Cal/Wpn_30Cal_mono_Loop1.wav" loopstart 0 loopend -1 sound "sound/amb/Fire_med_LP1.wav" loopstart 0 loopend -1 sound "sound/amb/amb_waterfall_lp.wav" loopstart 0 loopend -1 sound "sound/amb/amb_WtrOvrRoc_lrg.wav" loopstart 0 loopend -1 sound "sound/amb/amb_WtrOvrRoc_med.wav" loopstart 0 loopend -1 sound "sound/amb/amb_WtrOvrRoc_sml.wav" loopstart 0 loopend -1 sound "sound/LevelSpecificEvents/5_1/amb_icemachine_gen_LP.wav" loopstart 0 loopend -1 sound "sound/amb/amb_leaves_wind.wav" localsound loopstart 0 loopend -1 sound "sound/weapons/fires_new/BAR/Wpn_BAR_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/BAR/Wpn_BAR_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Type100/Wpn_Type100_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Type100/Wpn_Type100_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/30Cal/Wpn_30Cal_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/30Cal/Wpn_30Cal_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/50Cal/Wpn_50Cal_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Reising/Wpn_ReisingLMG_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Reising/Wpn_ReisingLMG_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model92/Wpn_Model92_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model92/Wpn_Model92_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model92/Wpn_Model96LMG_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model92/Wpn_Model96LMG_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model96/Wpn_Model92_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model96/Wpn_Model92_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model96/Wpn_Model96LMG_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Model96/Wpn_Model96LMG_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Thompson/Wpn_Thompson_ST_Loop1.wav" loopstart 0 loopend -1 sound "sound/weapons/fires_new/Thompson/Wpn_Thompson_M_Loop1.wav" loopstart 0 loopend -1 sound "sound/amb/SoldiersRun.wav" loopstart 0 loopend -1 //======================================================== // max channels // | time factor // | | distance factor // | | | max channels on low end machine // | | | | audiotypepriority "auto" 16 -900 100 10 audiotypepriority "body" 5 -800 100 3 audiotypepriority "item" 5 -800 100 3 // 10.12 weapon_idle is now used for weapon decay sounds. // please don't change this for MOHPA. check with Dan Chisholm or Anthony Ku. audiotypepriority "weapon_idle" 8 0 300 5 audiotypepriority "voice" 5 -900 100 3 audiotypepriority "local" 10 -400 100 5 audiotypepriority "weapon" 7 0 300 5 audiotypepriority "dialog_secondary" 16 -700 100 6 audiotypepriority "dialog" 16 -400 100 6 audiotypepriority "menu" 5 -800 100 3 audiotypepriority "whizbys" 4 -900 100 3 audiotypepriority "bullet_impacts" 4 -900 100 3 audiotypepriority "plane_flybys" 17 600 600 17 audiotypepriority "weapon_npc" 6 -600 100 4