// // Small Town Soundscapes // // These are Derived from the rural soundscapes. // // Please keep all generic and global updates within Rural, // while any map specific replacements or changes go here. //======================= //======================= // Small Town 01 //======================= //======================= // the very start of the map, surrounded by cars, not up over the hill yet "smalltown_01.woods_start" { "dsp" "1" "playsoundscape" { "name" "rural.woods" "volume" "1" } // shore animal sounds "playrandom" { "time" "4,21" "volume" ".6,.8" "pitch" "90,110" "attenuation" ".2,.5" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl01.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl02.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl03.wav" } } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_far_heavy" "positionoverride" "0" } } // generic woods "smalltown_01.woods" { "dsp" "1" "playsoundscape" { "name" "rural.woods" "volume" "1" } // shore animal sounds "playrandom" { "time" "4,21" "volume" ".6,.8" "pitch" "90,110" "attenuation" ".2,.5" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl01.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl02.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl03.wav" } } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_far_heavy" "positionoverride" "0" } } // riverbed replaced river....river went away! "smalltown_01.riverbed" { "dsp" "1" "playsoundscape" { "name" "rural.woods" "volume" "1" } //positional tone "playlooping" { "volume" ".3" "pitch" "100" "wave" "ambient/levels/canals/swamp_frogs_loop2.wav" "origin" "-13336.701172, -11634.560547, -510.178101;" "soundlevel" "SNDLVL_100dB" } // shore animal sounds "playrandom" { "time" "4,21" "volume" ".6,.8" "pitch" "90,110" "attenuation" ".2,.5" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl01.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl02.wav" "wave" "ambient/Random_Amb_SFX/RUR_RandomScreechOwl03.wav" } } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_far_heavy" "positionoverride" "0" } } // this is inside the tunnel throughout. "smalltown_01.tunnel" { "dsp" "1" "playsoundscape" { "name" "rural.caveclosed" "volume" "1" } } // small halls off of the tunnel "smalltown_01.tunnel_hall" { "dsp" "1" "playsoundscape" { "name" "rural.drainagesmall" "volume" "1" } } // the big room right before the stairs that lead to the woods "smalltown_01.tunnel_bigroom" { "dsp" "1" "playsoundscape" { "name" "rural.bigroom" "volume" "1" } } // river is not used "smalltown_01.river" { "dsp" "1" "playsoundscape" { "name" "rural.river" "volume" "1" } } // caves are not used "smalltown_01.caveclosed" { "dsp" "1" "playsoundscape" { "name" "rural.caveclosed" "volume" "1" } // cave frogs "playrandom" { "time" "3,9" "volume" ".6,.9" "pitch" "55,110" "attenuation" ".2,.5" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Frog_01a.wav" "wave" "ambient/Random_Amb_SFX/Frog_01.wav" "wave" "ambient/Random_Amb_SFX/Frog_02a.wav" "wave" "ambient/Random_Amb_SFX/Frog_02.wav" "wave" "ambient/Random_Amb_SFX/Frog_03a.wav" } } } "smalltown_01.caveopen" { "dsp" "1" "playsoundscape" { "name" "rural.caveopen" "volume" "1" } } "smalltown_01.pumproom" { "dsp" "1" "playsoundscape" { "name" "rural.pumproom" "volume" ".7" } } //======================= //======================= // Small Town 02 //======================= //======================= "smalltown_02.pumproom" { "dsp" "1" "playsoundscape" { "name" "rural.pumproom" "volume" ".7" } } "smalltown_02.drainagesmall" { "dsp" "1" "playsoundscape" { "name" "rural.drainagesmall" "volume" "1" } } // NEW "smalltown_02.drainagemedium" { "dsp" "1" "playsoundscape" { "name" "rural.drainagesmall" "volume" "1" } "playrandom" { "time" "5,12" "volume" "1" "pitch" "50,100" "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" } } } "smalltown_02.drainagebig" { "dsp" "1" "playsoundscape" { "name" "rural.drainagebig" "volume" "1" } } "smalltown_02.drainageopen" { "dsp" "1" "playsoundscape" { "name" "rural.drainageopen" "volume" "1" } } "smalltown_02.trainyardbuilding" { "dsp" "1" "playsoundscape" { "name" "rural.trainyardbuilding" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_02.woods" { "dsp" "1" "playsoundscape" { "name" "rural.woods" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) // little louder, but less frequent "playsoundscape" { "name" "rural.combat_far_medium" "positionoverride" "0" } } //======================= //======================= // Small Town 03 //======================= //======================= "smalltown_03.trainyardbuilding" { "dsp" "1" "playsoundscape" { "name" "rural.trainyardbuilding" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_03.trainyard" { "dsp" "1" "playsoundscape" { "name" "rural.trainyard" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_03.woods_far" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_03.woods_medium" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } "playlooping" { "volume" ".76" "pitch" "75" "wave" "ambient/Spacial_Loops/carfire_loop.wav" "origin" "-9756.758789, -3895.526855, 16.995613" "soundlevel" "SNDLVL_80dB" } } "smalltown_03.woods_close" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_03.graveyard" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" "1" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } } "smalltown_03.church" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" ".5" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } // creeky wood "playrandom" { "time" "5,16" "volume" ".8,.9" "pitch" "90,100" "rndwave" { "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak01.wav" "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak02.wav" "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak03.wav" "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak04.wav" "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak05.wav" "wave" "ambient/Random_Amb_SFX/Wood_Floor_Squeak06.wav" } } } "smalltown_03.house" { "dsp" "1" "playsoundscape" { "name" "rural.woods3" "volume" ".3" } // combat sounds coming from the town over the hill (from soundscapes_rural) "playsoundscape" { "name" "rural.combat_close_light" "positionoverride" "0" } "playlooping" { "volume" "1" "pitch" "100" "wave" "ambient/fire/fire_small_loop2.wav" "origin" "-6956.063965, -1823.382813, 10.212468;" "soundlevel" "SNDLVL_70dB" } // shutters "playrandom" { "time" "1,4" "volume" "0.5,0.8" "pitch" "90,110" "rndwave" { "wave" "ambient/materials/shutter6.wav" "wave" "ambient/materials/shutter8.wav" "wave" "ambient/materials/shutter7.wav" } } } "smalltown_03.town" { "dsp" "1" "playsoundscape" { "name" "rural.town" "volume" "1" } "playlooping" { "volume" ".9" "pitch" "90" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "-239.482910, -1101.991211, -243.295319;" "soundlevel" "SNDLVL_75dB" } "playlooping" { "volume" ".5" "pitch" "150" "wave" "ambient/Spacial_Loops/CarFire_Loop.wav" "origin" "-221.181152, -1391.906738, -159.932785;" "soundlevel" "SNDLVL_70dB" } "playlooping" { "volume" ".62" "pitch" "100" "wave" "ambient/Spacial_Loops/VendingMachineHum_Loop.wav" "origin" "-3283.993164, -2058.968750, -52.794048;" "soundlevel" "SNDLVL_60dB" } "playrandom" { "time" "15,25" "volume" ".24" "pitch" "90,110" "attenuation" ".2,.3" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig01.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig02.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig03.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig04.wav" } } } "smalltown_03.towninside" { "dsp" "1" "playsoundscape" { "name" "rural.towninside" "volume" ".6" } } "smalltown_03.townalley" { "dsp" "1" "playsoundscape" { "name" "rural.townalley" "volume" ".7" } } //======================= //======================= // Small Town 04 //======================= //======================= "smalltown_04.town" { "dsp" "1" "playsoundscape" { "name" "rural.town" "volume" "1" } "playlooping" { "volume" ".8" "pitch" "120" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "4306.207520, -4515.686035, 61.858189;" "soundlevel" "SNDLVL_65dB" } "playrandom" { "time" "11,25" "volume" ".39" "pitch" "90,110" "attenuation" ".2,.3" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig01.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig02.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig03.wav" "wave" "ambient/Random_Amb_SFX/RUR_Random_DogBig04.wav" } } // paper gusts "playrandom" { "time" "6,21" "volume" ".08" "pitch" "140" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Blowing_papers01.wav" "wave" "ambient/Random_Amb_SFX/Blowing_papers02.wav" } } // wind metal rattles "playrandom" { "time" "6,15" "volume" ".3,.4" "pitch" "97,103" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_01.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_02.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_03.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_04.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_05.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_06.wav" "wave" "ambient/Random_Amb_SFX/Urban_1b-5b_RandomMetal_Interior/Random_InteriorMetal_07.wav" } } } "smalltown_04.towninside" { "dsp" "1" "playsoundscape" { "name" "rural.towninside" "volume" ".7" } "playlooping" { "volume" ".5" "pitch" "100" "wave" "ambient/Spacial_Loops/Fluorescent_Lights_loop.wav" "origin" "1871.428345, -5544.370605, 22.182076;" "soundlevel" "SNDLVL_55dB" } } "smalltown_04.townalley" { "dsp" "1" "playsoundscape" { "name" "rural.townalley" "volume" "1" } "playlooping" { "volume" ".8" "pitch" "120" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "-1128.436768, -4921.853516, -40.168610;" "soundlevel" "SNDLVL_65dB" } } "smalltown_04.street" { "dsp" "1" "playsoundscape" { "name" "hospital.street" "volume" "1" } } "smalltown_04.house" { "dsp" ".5" "playsoundscape" { "name" "urban.apartment" "volume" ".45" } } "smalltown_04.trainyardbuilding" { "dsp" "1" "playsoundscape" { "name" "rural.trainyardbuilding" "volume" ".7" } } //======================= //======================= // Small Town 05 //======================= //======================= "smalltown_05.park" { "dsp" "1" "playsoundscape" { "name" "rural.town_02" "volume" "1" } // leaves rustling "playrandom" { "time" "6,21" "volume" ".4,.5" "pitch" "100,120" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Leaves_Rustle02.wav" "wave" "ambient/Random_Amb_SFX/Leaves_Rustle03.wav" } } "playlooping" { "volume" ".75" "pitch" "100" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "5312.284668, -859.436951, 9.130814;" "soundlevel" "SNDLVL_65dB" } } "smalltown_05.shack" { "dsp" "1" "playsoundscape" { "name" "rural.shack" "volume" "1" } } "smalltown_05.town" { "dsp" "1" "playsoundscape" { "name" "rural.town_02" "volume" "1" } // 1st fire "playlooping" { "volume" ".8" "pitch" "120" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "2656.173828, 2919.529785, -18.677378;" "soundlevel" "SNDLVL_65dB" } //2nd fire "playlooping" { "volume" ".75" "pitch" "100" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "2980.757324, 1780.566162, -38.367176;" "soundlevel" "SNDLVL_65dB" } } "smalltown_05.boatinterior" { "dsp" "1" "playsoundscape" { "name" "rural.boatinterior" "volume" "1" } } "smalltown_05.boatexterior" { "dsp" "1" "playsoundscape" { "name" "rural.shoreline" "volume" "1" } // leaves rustling "playrandom" { "time" "6,21" "volume" ".4,.5" "pitch" "100,120" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Leaves_Rustle02.wav" "wave" "ambient/Random_Amb_SFX/Leaves_Rustle03.wav" } } "playlooping" { "volume" ".75" "pitch" "100" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "5312.284668, -859.436951, 9.130814;" "soundlevel" "SNDLVL_65dB" } } "smalltown_05.shoreline" { "dsp" "1" "playsoundscape" { "name" "rural.shoreline" "volume" "1" } // leaves rustling "playrandom" { "time" "6,21" "volume" ".4,.5" "pitch" "100,120" "position" "random" "rndwave" { "wave" "ambient/Random_Amb_SFX/Leaves_Rustle02.wav" "wave" "ambient/Random_Amb_SFX/Leaves_Rustle03.wav" } } "playlooping" { "volume" ".75" "pitch" "100" "wave" "ambient/Spacial_Loops/MediumFire_Loop.wav" "origin" "5312.284668, -859.436951, 9.130814;" "soundlevel" "SNDLVL_65dB" } } "smalltown_05.house" { "dsp" "1" "playsoundscape" { "name" "rural.house" "volume" "1" } }