//////////////////////////////////////////// // soundscapes_dod_bunkerdown_beta2.txt // // This file controls the sounds // // played in this map. Hint lines // // added to help future mappers // // and personal customization of // // this maps sounds. // // by Grand Architect // //////////////////////////////////////////// //---------------------------------------------------------- // lets set up some subsoundscapes // that we'll call up later //---------------------------------------------------------- // First Lets do the background sounds beach //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // play lightwaves loop "playlooping" // this plays a looping wave/mp3 file { "volume" "0.3" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/lightwaves.wav" //sound to play } //now add random birds "playrandom" // this plays a random wave/mp3 file { "time" "20.0,60.0" //random time to play between 20 sec to 60 sec "volume" "0.1,0.3" //random volume to play at between 0.1 and 0.3 "pitch" "100" //can be set randomly like time and volume, I dont want to "rndwave" //List of random wave files to pick from to play { "ambient/levels/coast/coastbird1.wav" "ambient/levels/coast/coastbird2.wav" "ambient/levels/coast/coastbird3.wav" "ambient/levels/coast/coastbird4.wav" "ambient/levels/coast/coastbird5.wav" "ambient/levels/coast/coastbird6.wav" "ambient/levels/coast/coastbird7.wav" } } } //---------------------------------------------------------- // Now for more backgorund sounds cliff //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // play lightwind loop "playlooping" // this plays a looping wave/mp3 file { "volume" "0.6" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/lightwind.wav" //sound to play } //now add random windgusts "playrandom" // this plays a random wave/mp3 file { "time" "20.0,120.0" //random time to play between 20 sec to 120 sec "volume" "0.1,0.3" //random volume to play at between 0.2 and 0.3 "pitch" "100" //can be set randomly like time and volume, I dont want to "rndwave" //List of random wave files to pick from to play { "ambient/windgust1.wav" "ambient/windgust2.wav" "ambient/windgust3.wav" } } //now add random birds "playrandom" // this plays a random wave/mp3 file { "time" "20.0,60.0" //random time to play between 20 sec to 60 sec "volume" "0.1,0.3" //random volume to play at between 0.1 and 0.3 "pitch" "100" //can be set randomly like time and volume, I dont want to "rndwave" //List of random wave files to pick from to play { "ambient/levels/coast/coastbird1.wav" "ambient/levels/coast/coastbird2.wav" "ambient/levels/coast/coastbird3.wav" "ambient/levels/coast/coastbird4.wav" "ambient/levels/coast/coastbird5.wav" "ambient/levels/coast/coastbird6.wav" "ambient/levels/coast/coastbird7.wav" } } } //---------------------------------------------------------- // Now we start add the soundscapes call by the map Bunker //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // play tunnel_wind_loop "playlooping" //this plays a looping wave/mp3 file { "volume" "0.2" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/levels/canals/tunnel_wind_loop1.wav" //sound to play } // play sewersteam "playlooping" //this plays a looping wave/mp3 file { "volume" "0.1" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/sewersteam.wav" //sound to play } //now add random steam "playrandom" // this plays a random wave/mp3 file { "time" "20.0,120.0" //random time to play between 20 sec to 120 sec "volume" "0.2,0.3" //random volume to play at between 0.2 and 0.6 "pitch" "100" //can be set randomly like time and volume, I dont want to "rndwave" //List of random wave files to pick from to play { "hl1/ambient/steamburst1.wav" } } } //---------------------------------------------------------- Bunker.spawn //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo bunker we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "bunker" "volume" "0.5" } // play axis radio in spawn "playrandom" // this plays a random wave/mp3 file { "time" "60.0,120.0" //random time to play between 60 sec to 120 sec "volume" "0.2,0.3" //random volume to play at between 0.2 and 0.3 "pitch" "100" //can be set randomly like time and volume, I dont want to "rndwave" //List of random wave files to pick from to play { "ambient/italianradio.wav" } } } //---------------------------------------------------------- Bunker.Pillbox //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo cliff we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "Cliff" "volume" "0.2" } } //---------------------------------------------------------- Bunker.depot //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo cliff we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "Cliff" "volume" "0.1" } // play tank idle engine "playlooping" //this plays a looping wave/mp3 file { "volume" "0.1" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/machines/diesel_engine_idle1.wav" //sound to play } } //---------------------------------------------------------- Cliff.top //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo cliff we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "cliff" "volume" "0.4" } } //---------------------------------------------------------- Upper.beach //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo beach we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "beach" "volume" "0.2" } // rather then redo cliff we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "cliff" "volume" "0.2" } } //---------------------------------------------------------- lower.beach //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo beach we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "beach" "volume" "0.4" } } //---------------------------------------------------------- Allied.spawn //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo beach we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "beach" "volume" "0.4" } } //---------------------------------------------------------- Allied.cliff //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo allied.spawn we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "allied.spawn" "volume" "0.2" } // rather then redo cliff we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "cliff" "volume" "0.6" } } //---------------------------------------------------------- Supply.room //Name of soundscape { // set room type 1 is auto and good as a default "bsp" "1" // rather then redo bunker we'll just call it up with a play soundscape "playsoundscape" //Plays another soundscape { "name" "bunker" "volume" "0.5" } // play pipe1 "playlooping" //this plays a looping wave/mp3 file { "volume" "0.2" //scale of 0.0 to 1.0 "pitch" "100" //scale of 0 to 200 "wave" "ambient/atmosphere/pipe1.wav" //sound to play } } //----------------------------------------------------------