// Halflife 2 custom sound mixers. // These Sound Mixers are referenced by name from Soundscapes, and are used to provide // custom volume control over various sound categories, called 'mix groups' // "GROUPRULES" specifies the rules for inclusion of a sound in a mix group. // Rules are checked sequentially (from top to bottom). All fields must match // in a row in order for a sound to match the group. A sound my be included // in up to 8 mix groups. // LIMITS: // up to 64 unique mix groups // up to 76 group rules entries // up to 32 sound mixers // all strings are limited to 31 characters! // NOTE2: at runtime, you can display the classname of the sound source by // setting snd_showclassname 1 in the console. // NOTE3: main character dialog during critical scenes is ducked using a separate code path which, when // active, temporarilly disables mixer ducking (prevent double ducking). // Lower priority sounds are ducked by higher priority sounds, if "is ducked" is enabled. // Only sounds with "causes ducking" enabled can cause a lower priority sound to be ducked. "GROUPRULES" { // NOTE: order these from least general to most general // directory or .wav classname Causes Duck to Ducker // group name name substring substring chan sndlvl_min sndlvl_max priority Is Ducked Ducking Percent Threshold // --------- ------------------ --------- ----------- ---------- ---------- -------- -------- ------- ------- --------- "Vort_Dialog" "/vort" "" "" "" "" "60" "0" "1" "100" "20" "Alyx_Dialog" "/alyx" "" "" "" "" "60" "0" "1" "100" "20" "Alyx_Dialog" "/al_" "" "" "" "" "60" "0" "1" "100" "20" "Citizen_Dialog" "/citizen" "" "" "" "" "60" "0" "1" "100" "20" "Citizen_Dialog" "/female" "" "" "" "" "60" "0" "1" "100" "20" "Citizen_Dialog" "/male" "" "" "" "" "60" "0" "1" "100" "20" "Monk_Dialog" "/monk" "" "" "" "" "60" "0" "1" "100" "20" "Eli_Dialog" "/eli_" "" "" "" "" "60" "0" "1" "100" "20" "Kleiner_Dialog" "/kl_" "" "" "" "" "60" "0" "1" "100" "20" "Breen_Dialog" "/br_" "" "" "" "" "60" "0" "1" "100" "20" "Barney_Dialog" "/ba_" "" "" "" "" "60" "0" "1" "100" "20" "Gman_Dialog" "/gman_" "" "" "" "" "60" "0" "1" "100" "20" "Metrocop_Dialog" "/mcop" "" "" "" "" "60" "0" "1" "100" "20" "Soldier_Dialog" "/cs_" "" "" "" "" "60" "0" "1" "100" "20" "bullethit" "impact_bullet" "" "" "" "" "50" "0" "0" "100" "40" "bulletmiss" "nearmiss" "" "" "" "" "50" "0" "0" "100" "40" "Explosions" "explo" "" "" "120" "" "50" "0" "1" "100" "40" "Player_Suit" "fvox/" "Player" "" "" "" "50" "0" "0" "100" "40" "Player_Weapons_Loud" "weapon" "Player" "" "140" "" "50" "0" "1" "100" "40" "Player_Weapons" "weapon" "Player" "" "" "" "50" "0" "1" "100" "40" "Player" "player/" "Player" "" "" "" "50" "0" "0" "100" "40" "Player" "physics/" "Player" "" "" "" "50" "0" "0" "100" "40" "Physgun" "weapons/phys" "" "" "" "" "50" "0" "0" "100" "40" "NPC_Voice" "" "NPC" "CHAN_VOICE" "" "" "50" "0" "1" "100" "40" "NPC_Weapons_Loud" "" "NPC" "CHAN_WEAPON" "140" "" "50" "0" "1" "100" "40" "NPC_Weapons" "" "NPC" "CHAN_WEAPON" "" "" "50" "0" "1" "100" "40" "NPC_Body" "" "NPC" "CHAN_BODY" "" "" "50" "0" "0" "100" "40" "NPC_Looping" "" "NPC" "CHAN_STATIC" "" "" "50" "0" "0" "100" "40" "NPC" "" "NPC" "" "" "" "50" "0" "0" "100" "40" "Zombies" "zombie" "NPC" "" "" "" "50" "0" "0" "100" "40" "AHELI_WEAPON" "aheli_weapon" "" "" "140" "" "50" "0" "1" "100" "40" "GUNSHIP_WEAPON" "gunship_weapon" "" "" "140" "" "50" "0" "1" "100" "40" "STRIDER_WEAPON" "strider_weapon" "" "" "140" "" "50" "0" "1" "100" "40" "Ambient_Alarms" "ambient/alarms" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Atmosphere" "ambient/atmos" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Wind" "ambient/wind" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Water" "ambient/water" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Fire" "ambient/fire" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Gas" "ambient/gas" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Levels" "ambient/levels" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Creatures" "ambient/creatures" "" "" "" "" "20" "1" "0" "60" "40" "Ambient_Machines" "ambient/machines" "" "" "" "" "50" "1" "0" "60" "40" "Trains" "plats/" "" "" "" "" "50" "0" "0" "100" "40" "Doors" "doors/" "" "" "" "" "50" "0" "0" "100" "40" "Buttons" "buttons/" "" "" "" "" "50" "0" "0" "100" "40" "Items" "items/" "" "" "" "" "50" "0" "0" "100" "40" "Beams" "beams/" "" "" "" "" "50" "0" "0" "100" "40" "Vehicles" "vehicles/" "" "" "" "" "20" "1" "0" "68" "40" "Vehicles_Looping" "vehicles/" "" "CHAN_STATIC" "" "" "20" "1" "0" "68" "40" "UI" "common/" "" "" "" "" "50" "0" "0" "100" "40" "UI" "ui/" "" "" "" "" "50" "0" "0" "100" "40" "Physics" "physics/" "" "" "" "" "50" "0" "0" "100" "40" "Ambient" "ambien" "" "" "" "" "50" "0" "0" "100" "40" "Music" "music/" "" "" "" "" "25" "1" "1" "75" "40" "Dialog" "vo/" "" "" "" "" "60" "0" "1" "100" "20" "Dialog" "combined/" "" "" "" "" "60" "0" "1" "100" "20" "Combat" "weapon" "" "" "110" "" "50" "0" "0" "100" "40" "Combat" "explo" "" "" "110" "" "50" "0" "0" "100" "40" "Weapons" "weapon" "" "" "120" "" "50" "0" "0" "100" "40" "Footsteps" "footstep" "" "" "" "" "20" "0" "0" "100" "40" "Footsteps" "_step" "" "" "" "" "20" "0" "0" "100" "40" "Footsteps" "foot" "" "" "" "" "20" "0" "0" "100" "40" "Quiet" "" "" "" "0" "70" "50" "0" "0" "100" "40" "Medium" "" "" "" "71" "90" "50" "0" "0" "100" "40" "Loud" "" "" "" "91" "100" "50" "0" "0" "100" "40" "VeryLoud" "" "" "" "101" "149" "50" "0" "0" "100" "40" "SuperLoud" "" "" "" "150" "" "50" "0" "0" "100" "40" "All" "" "" "" "" "" "50" "0" "0" "100" "40" } //---------------------------------------------------------------- // Sound Mixers, referenced in Soundscapes via "SOUNDMIXER" "name" // New Sound Mixers may be created by level designers or sound engineer. //---------------------------------------------------------------- // This is the default mix for the game. // The mix value of a sound will be set to the value referenced by the // least general group found that includes the sound. (top to bottom search of grouprules) "Default_Mix" { // group name mix value // -------- --------- "Explosions" "0.90" "Player_Weapons_Loud" "1.0" "Player_Suit" "0.56" "Weapons" "0.79" "AHELI_WEAPON" "0.85" "GUNSHIP_WEAPON" "0.85" "STRIDER_WEAPON" "0.85" "bullethit" "0.67" "Music" "0.81" "All" "0.72" } "Display_Mix" { // group name mix value // -------- --------- "Explosions" "1.0" "Physics" "0.7" "Ambient" "0.7" "Music" "0.7" "Vehicles" "0.7" "Vehicles_Looping" "0.7" "Ambient_Alarms" "0.7" "Trains" "0.7" "Doors" "0.7" "Buttons" "0.7" "Items" "0.7" "Beams" "0.7" "UI" "0.7" "bullethit" "0.7" "bulletmiss" "0.7" "Player_Suit" "0.7" "Player_Weapons_Loud" "0.7" "Player_Weapons" "0.7" "Player" "0.7" "NPC_Voice" "0.7" "NPC_Weapons" "0.7" "NPC_Weapons_Loud" "0.7" "NPC_Body" "0.7" "NPC_Looping" "0.7" "AHELI_WEAPON" "1.0" "GUNSHIP_WEAPON" "1.0" "STRIDER_WEAPON" "1.0" "NPC" "0.7" "Dialog" "0.7" "Weapons" "0.8" "Alyx_Dialog" "0.7" "Citizen_Dialog" "0.7" "Barney_Dialog" "0.7" "Metrocop_Dialog" "0.7" "Soldier_Dialog" "0.7" "All" "0.7" } "Voicetest_Mix" { // group name mix value // -------- --------- "NPC_Voice" "1.0" "Dialog" "1.0" "Alyx_Dialog" "1.0" "Citizen_Dialog" "1.0" "Barney_Dialog" "1.0" "Metrocop_Dialog" "1.0" "Soldier_Dialog" "1.0" "All" "0.1" } "Citadel_Dialog_Only" { // group name mix value // -------- --------- "NPC_Voice" "0.72" "Dialog" "0.72" "Alyx_Dialog" "0.72" "Gman_Dialog" "0.72" "Music" "0.81" "All" "0.01" } "Zombie_Dark_Tunnel" { // group name mix value // -------- --------- "Explosions" "0.90" "Player_Weapons_Loud" "1.0" "Player_Suit" "0.56" "Weapons" "0.79" "AHELI_WEAPON" "0.85" "GUNSHIP_WEAPON" "0.85" "STRIDER_WEAPON" "0.85" "bullethit" "0.67" "Music" "0.81" "Ambient" "1.0" "Footsteps" "1.0" "Physgun" "0.6" "Zombies" "1.0" "All" "0.72" } // add new sound mixers here...ALWAYS use Default_Mix as a template.