// Soundscapes for Episode 01 - // escape from c17 //--------------------------- // water areas "ep1.util_fardrips" { "playrandom" { "volume" "0.1,0.2" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } //---------------------------- "ep1_c17_00.util_fardrips" { "playrandom" { "volume" "0.2,0.5" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } "ep1_c17_00.general_watery_tunnel" { "playlooping" { "volume" "0.2" "wave" "ambient/levels/canals/waterleak_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "ep1_c17_00.util_fardrips" "position" "0" "volume" "1.0" } } "ep1_c17_00_tunnel_wet" { "dsp" "1" // This is the sound of the tunnel "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playsoundscape" { "name" "ep1_c17_00.general_watery_tunnel" "volume" "1.0" } } // zombie tunnels "ep1.zombiedark" { "soundmixer" "Zombie_Dark_Tunnel" // "dsp" "134" "dsp" "1" "playlooping" { "volume" "0.18" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playrandom" { "time" "15,40" "volume" "0.35,0.55" "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" } } "playrandom" { "time" "20,40" "volume" "0.1,0.2" "pitch" "80,100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "npc/zombie/zombie_alert2.wav" "wave" "npc/zombie/zombie_alert3.wav" "wave" "npc/zombie/zombie_pain3.wav" "wave" "npc/zombie/zombie_pain6.wav" } } "playrandom" { "time" "8, 14" "volume" "0.2, 0.35" "pitch" "100,120" "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" } } "playsoundscape" { "name" "ep1.util_fardrips" "volume" "0.55" } "playrandom" { "time" "30, 180" "volume" "0.3,0.5" "pitch" "80,120" "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" } } } // stalker train exterior "ep1.outsidestalkertrain" { "soundmixer" "Zombie_Dark_Tunnel" // "dsp" "134" "dsp" "1" "playlooping" { "volume" "0.12" "pitch" "100" "soundlevel" "SNDLVL_50dB" "wave" "ambient/atmosphere/underground_hall_loop1.wav" } "playrandom" { "time" "4, 10" "volume" "0.2, 0.35" "pitch" "100,120" "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" } } //position 0 is the stalker screams "playrandom" { "time" "0.4, 2" "volume" "0.1, 0.2" "pitch" "90,110" "position" "0" "soundlevel" "SNDLVL_80db" "rndwave" { "wave" "npc/stalker/stalker_alert1b.wav" "wave" "npc/stalker/stalker_alert2b.wav" "wave" "npc/stalker/stalker_alert3b.wav" "wave" "npc/stalker/stalker_pain1.wav" "wave" "npc/stalker/stalker_pain2.wav" "wave" "npc/stalker/stalker_pain3.wav" } } "playrandom" { "time" "4, 10" "volume" "0.5,0.9" "pitch" "75,95" "soundlevel" "SNDLVL_120dB" "position" "random" "rndwave" { "wave" "ambient/materials/metal4.wav" "wave" "ambient/materials/metal_stress1.wav" "wave" "ambient/materials/metal_stress2.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/shipgroan2.wav" "wave" "ambient/materials/shipgroan3.wav" "wave" "ambient/materials/shipgroan4.wav" } } "playsoundscape" { "name" "ep1.util_fardrips" "volume" "0.65" } } //---------------------------- // evacuated city soundscapes //---------------------------- //////////////////////////////// Utility soundscapes //////////////////////// "ep1.util_sirens" { "playrandom" { "time" "8,18" "volume" "0.1,0.4" "pitch" "70" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/citadel/citadel_5sirens3.wav" "wave" "ambient/levels/citadel/citadel_5sirens.wav" } } } "ep1.util_light_sirens" { "playrandom" { "time" "20,60" "volume" "0.1,0.4" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/citadel/fcitadel_alert.wav" "wave" "ambient/levels/citadel/fcitadel_alert.wav" "wave" "ambient/levels/citadel/fcitadel_deploydiagnose.wav" "wave" "ambient/levels/citadel/fcitadel_restrictorsdisengaged.wav" } } } "ep1.util_light_combat_atmosphere" { "playrandom" { "time" "10,40" "volume" "0.15,0.35" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playsoundscape" { "name" "ep1.util_light_sirens" "volume" "0.9" } } "ep1.util_medium_combat_atmosphere" { "playrandom" { "time" "3,15" "volume" "0.25,0.55" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playsoundscape" { "name" "ep1.util_sirens" "volume" "1.0" } } // distant explosions, wind "ep1.util_heavy_wind_and_destruction" { "playrandom" { "time" "0.5, 5.0" "volume" "0.16,0.29" "pitch" "70,90" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/atmosphere/city_skybeam1.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" "wave" "ambient/levels/intro/Rhumble_1_42_07.wav" } } "playrandom" { "volume" "0.14,0.25" "pitch" "100" "time" "1.0, 5.0" "pitch" "80,100" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med2.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "ep1.util_light_wind_and_destruction" { "playrandom" { "time" "5.0, 20.0" "volume" "0.12,0.25" "pitch" "70,90" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/atmosphere/city_skybeam1.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } "playrandom" { "volume" "0.1,0.2" "pitch" "100" "time" "3.0, 15.0" "pitch" "80,100" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "ep1.util_light_combat" { "playrandom" { "time" "10,35" "volume" "0.2,0.35" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" } } "playrandom" { "time" "5,30" "volume" "0.2,0.45" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "ep1.util_medium_combat" { "playrandom" { "time" "1,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } "playrandom" { "time" "3,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } // unstable citadel, sky flashes and bursts at Position 0 "ep1.util_slow_sky_flashes" { "playrandom" { "volume" "0.5,0.8" "pitch" "85,120" "time" "8.0, 30.0" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/city/citadel_cloudhit1.wav" "wave" "ambient/levels/city/citadel_cloudhit2.wav" "wave" "ambient/levels/city/citadel_cloudhit3.wav" "wave" "ambient/levels/city/citadel_cloudhit4.wav" "wave" "ambient/levels/city/citadel_cloudhit5.wav" } } } "ep1.util_rapid_sky_flashes" { "playrandom" { "volume" "0.5,1.0" "pitch" "90,130" "time" "0.5,5.0" "position" "0" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/city/citadel_cloudhit1.wav" "wave" "ambient/levels/city/citadel_cloudhit2.wav" "wave" "ambient/levels/city/citadel_cloudhit3.wav" "wave" "ambient/levels/city/citadel_cloudhit4.wav" "wave" "ambient/levels/city/citadel_cloudhit5.wav" } } } //---------------------------- // evacuated city soundscapes //---------------------------- // unstable citadel, heard from outside on street // position 0 is top of the citadel "ep1.citadel_unstable_outside" { "dsp" "1" "playlooping" { "volume" "0.2" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_critical_loop1.wav" } "playlooping" { "volume" "0.2" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_winds_loop1.wav" } "playsoundscape" { "positionoverride" "0" "name" "ep1.util_slow_sky_flashes" "volume" "0.4" } } // unstable citadel, heard from inside a building // position 0 is top of the citadel "ep1.citadel_unstable_inside" { "dsp" "1" "playlooping" { "volume" "0.15" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_critical_loop1.wav" } "playsoundscape" { "name" "ep1.util_slow_sky_flashes" "volume" "0.2" } } // very unstable citadel // citadel in last level, position 0 is top of the citadel "ep1.citadel_critical_outside" { "dsp" "1" "playlooping" { "volume" "0.26" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_critical_loop1.wav" } "playlooping" { "volume" "0.29" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_winds_loop1.wav" } "playsoundscape" { "positionoverride" "0" "name" "ep1.util_rapid_sky_flashes" "volume" "0.9" } } // inside a building, citadel is critical outside - // play inside train station at end of game "ep1.citadel_critical_inside" { "dsp" "1" "playlooping" { "volume" "0.18" "pitch" "100" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_critical_loop1.wav" } "playsoundscape" { "name" "ep1.util_rapid_sky_flashes" "volume" "0.35" } } // citadel just before it blows. this is a loud soundscape "ep1.citadel_predetonation_outside" { "dsp" "1" "playlooping" { "volume" "0.5" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_critical_loop1.wav" } "playlooping" { "volume" "0.6" "pitch" "100" "position" "0" "soundlevel" "SNDLVL_140dB" "wave" "ambient/levels/city/citadel_nearwinds_loop1.wav" } "playsoundscape" { "positionoverride" "0" "name" "ep1.util_rapid_sky_flashes" "volume" "1.0" } } // small control room - position 0,1 is combine terminal "ep1.control_room" { "dsp" "1" "playsoundscape" { "name" "ep1.util_medium_combat" "volume" "0.3" } // position 0,1 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // underground, away from combat, small tunnel "ep1.general_small_tunnel" { "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/atmosphere/pipe1.wav" } } // large underground tunnels "ep1.general_large_tunnel" { "dsp" "1" "playlooping" { "volume" "0.20" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } } "ep1.util_rubble" { "playrandom" { "time" "8,20" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/streetwar/building_rubble1.wav" "wave" "ambient/levels/streetwar/building_rubble2.wav" "wave" "ambient/levels/streetwar/building_rubble3.wav" "wave" "ambient/levels/streetwar/building_rubble4.wav" "wave" "ambient/levels/streetwar/building_rubble5.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" } } "playrandom" { "time" "60,360" "volume" "0.5,0.8" "pitch" "80,100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/atmosphere/terrain_rumble1.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" } } } // ------------------------------------------- // general soundscapes for ep1, evacuated city // ------------------------------------------- // start of ep1, combat & sirens heard from streets, // citadel is not yet critical // citadel at position 0 "ep1.general_start_of_evac_outside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_unstable_outside" "volume" "0.7" "positionoverride" "0" } "playsoundscape" { "name" "ep1.util_medium_combat" "volume" "0.8" } "playsoundscape" { "name" "ep1.util_medium_combat_atmosphere" "volume" "0.8" } } "ep1.general_start_of_evac_inside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_unstable_inside" "volume" "0.7" } "playsoundscape" { "name" "ep1.util_medium_combat" "volume" "0.4" } "playsoundscape" { "name" "ep1.util_medium_combat_atmosphere" "volume" "0.3" } } // middle of evacuation, less combat and sirens, citadel is louder // citadel at position 0 "ep1.general_middle_of_evac_outside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_unstable_outside" "volume" "1.0" "positionoverride" "0" } "playsoundscape" { "name" "ep1.util_light_combat" "volume" "0.8" } "playsoundscape" { "name" "ep1.util_light_wind_and_destruction" "volume" "0.8" } "playsoundscape" { "name" "ep1.util_light_combat_atmosphere" "volume" "0.8" } } "ep1.general_middle_of_evac_inside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_unstable_inside" "volume" "0.8" } "playsoundscape" { "name" "ep1.util_light_combat" "volume" "0.4" } "playsoundscape" { "name" "ep1.util_light_combat_atmosphere" "volume" "0.4" } "playsoundscape" { "name" "ep1.util_rubble" "volume" "0.7" } } // end of evacuation, no combat or sirens, citadel is loudest // citadel at position 0 "ep1.general_end_of_evac_outside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_outside" "volume" "1.0" "positionoverride" "0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "1.0" } } "ep1.general_end_of_evac_inside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_inside" "volume" "1.0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "0.25" } "playsoundscape" { "name" "ep1.util_rubble" "volume" "1.0" } } // pre-detonation of citadel, citadel is violent // citadel at position 0 "ep1.general_citadel_predetonation" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_predetonation_outside" "volume" "1.0" "positionoverride" "0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "1.0" } } // soundscape for hospital (ep1_c17_02a) after gunship battle "ep1.hospital" { "dsp" "1" "dsp_volume" "1.0" "playlooping" { "volume" "0.28" "wave" "ambient/atmosphere/corridor2.wav" "pitch" "100" "attenuation" "0" } "playrandom" { "time" "9, 18" "volume" "0.3,0.6" "pitch" "95,110" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/atmosphere/hole_hit1.wav" "wave" "ambient/atmosphere/hole_hit5.wav" "wave" "ambient/creatures/town_moan1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit4.wav" "wave" "ambient/atmosphere/cave_hit5.wav" } } "playsoundscape" { "name" "ep1.general_middle_of_evac_inside" "volume" "1.0" } } // play in water room under hospital "ep1.hospital_water_room" { "dsp" "1" "dsp_volume" "1.0" "playlooping" { "volume" "0.20" "wave" "ambient/atmosphere/underground.wav" "pitch" "100" "attenuation" "0" } "playsoundscape" { "name" "ep1_c17_00.general_watery_tunnel" "volume" "1.0" } } // play in car tunnels, ep1_c17_00 // positions 0,1,2 are antlion holes "ep1.antlion_parking_garage" { "dsp" "1" "dsp_volume" "1.0" "playlooping" { "volume" "0.20" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" "attenuation" "0" } "playsoundscape" { "name" "ep1.general_large_tunnel" "volume" "1.0" } "playrandom" { "time" "5,18" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/hole_hit1.wav" "wave" "ambient/atmosphere/hole_hit2.wav" "wave" "ambient/atmosphere/hole_hit5.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" } } "playsoundscape" { "positionoverride" "0" "name" "coast.util_antlion_den" "volume" "0.3" } "playsoundscape" { "positionoverride" "1" "name" "coast.util_antlion_den" "volume" "0.3" } "playsoundscape" { "positionoverride" "2" "name" "coast.util_antlion_den" "volume" "0.3" } } // music placement: // unused - rock precombat into combat (ep1_c17_02a) after alyx gets shotty & enters hall (saved: music1) //"ep_song10" // unused - ambient, long, machines - ep1_c17_00a after elevator fails and player begins searching //"ep_song11" (needs to be quieter) // unused - rapid combat/movement - ep1_c17_00a play during zombie elevator combat, when fast zombies show //"ep_song9" // unused - rapid combat, techno - ep1_c17_02a when antlion guard dies - and soldiers attack //"ep_song16" // unused - creepy march //"ep_song0" // unused - rock combat //"ep_song4" // unused - slow march, elevator/train ride or reveal //"ep_song6" // unused - ambient, mystery, exploration, resolution //"ep_song12" // unused - house, upbeat (maybe for travel/motion) //"ep_song13" // unused - ambient + bongo groove, wasteland caves //"ep_song14" // unused - ambient, nature, wasteland, positive //"ep_song15"