// Soundscapes for ep2 outland //----------------------------EPISODE 2 OUTLAND2 --------------------------------- //----------- Outside Portal Storm: citadel portal storm fx ----------- "ep2_portalstorm_stage_1" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_outside" "volume" "1.0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "0.25" } "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" } } "playlooping" { "volume" "1" "wave" "ambient\levels\outland\OL01Portal_Loop_Stage01.wav" "pitch" "100" "position" "0" } } //----------- Outside Portal Storm: citadel portal storm fx while indoors ----------- "ep2_portalstorm_stage_1_inside" { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_inside" "volume" ".5" "position" "0" } "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/levels/caves/cave_howl_loop1.wav" } "playrandom" { "time" "6,11" "volume" "0.2,0.3" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" "wave" "ambient/materials/shutter8.wav" "wave" "ambient/materials/metal9.wav" } } } //----------- Mines: elevator shaft, cavern, tube ----------- // play outside deserted mine, position 0 is always citadel "ep2_mines.outside" { "dsp" "1" "playsoundscape" { "positionoverride" "0" "name" "ep1.citadel_unstable_outside" "volume" "0.3" } "playsoundscape" { "name" "ep2_forest.util_birds" "volume" "0.5" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } "playrandom" { "time" "7,14" "volume" "0.15,0.3" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" "wave" "ambient/materials/shutter7.wav" "wave" "ambient/materials/shutter8.wav" "wave" "ambient/materials/metal_rattle3.wav" "wave" "ambient/materials/metal9.wav" } } } // play inside wooden buildings, near mines "ep2_mines.woodbuilding" { "dsp" "1" "dsp_volume" "1.0" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } "playrandom" { "time" "10,18" "volume" "0.2,0.35" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" "wave" "ambient/materials/shutter7.wav" "wave" "ambient/materials/shutter8.wav" } } } // play in mine tunnel "ep2_mines.tunnel" { "dsp" "1" "playlooping" { "volume" "0.35" "pitch" "100" "wave" "ambient/atmosphere/cave_outdoor1.wav" } "playrandom" { "time" "10, 20" "volume" "0.45, 0.55" "pitch" "98,102" "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" } } "playrandom" { "time" "3, 15" "volume" "0.35,0.6" "pitch" "50,80" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } } // play in mine tunnel with pit at position 0 "ep2_mines.tunnel_dropoff" { "dsp" "1" "playsoundscape" { "name" "ep2_mines.tunnel" "volume" "0.7" } "playsoundscape" { "positionoverride" "0" "name" "ep2_caves.dropoff" "volume" "0.9" } } // play in vertical elevator shaft "ep2_mines.elevator_shaft" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/hole_amb3.wav" "pitch" "100" } "playrandom" { "time" "3, 8" "volume" "0.35,0.6" "pitch" "70,80" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" "wave" "ambient/materials/wood_creak6.wav" } } "playrandom" { "time" "8, 14" "volume" "0.4, 0.7" "pitch" "100" "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" } } } // play in large underground mine chambers "ep2_mines.chamber" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/Drone2LP.wav" "pitch" "100" } } // play in mine tunnel with lots of grubs "ep2_mines.tunnel_nests" { "dsp" "1" "playsoundscape" { "name" "ep2_mines.tunnel" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.nests_tunnel" "volume" "0.5" } } // play in mine tunnel with some grubs "ep2_mines.tunnel_grubs" { "dsp" "1" "playsoundscape" { "name" "ep2_mines.tunnel" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.quiet_tunnel" "volume" "0.5" } } // play in small tunnels with some grubs and fly sounds "ep2_caves.quiet_tunnel_flies" { "dsp" "1" "playsoundscape" { "name" "ep2_caves.quiet_tunnel" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.util_flies" "volume" "1.0" } } // play in caverns with grubs and water "ep2_caves.watery_cavern_grubs" { "dsp" "1" "playsoundscape" { "name" "ep2_caves.watery_cavern" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.quiet_tunnel" "volume" "0.7" } } // play in large caverns with grubs and water "ep2_caves.large_watery_cavern_grubs" { "dsp" "1" "playsoundscape" { "name" "ep2_caves.watery_cavern" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.large_tunnel" "volume" "0.7" } } // play in large caverns with grubs and water and a tall ceiling or pit at position 0 "ep2_caves.watery_cavern_grubs_dropoff" { "dsp" "1" "playsoundscape" { "name" "ep2_caves.watery_cavern" "volume" "0.7" } "playsoundscape" { "name" "ep2_caves.quiet_tunnel" "volume" "0.7" } "playsoundscape" { "positionoverride" "0" "name" "ep2_caves.dropoff" "volume" "0.7" } } // play in large areas with tall ceilings or deep pits and grubs "ep2_caves.dropoff_grubs" { "dsp" "1" "playsoundscape" { "positionoverride" "0" "name" "ep2_caves.dropoff" "volume" "1" } "playsoundscape" { "name" "ep2_caves.quiet_tunnel" "volume" "0.5" } } //----------- Factory: poison pools, windy bridge, warehouse // play when on bridge, position 0 is ALWAYS citadel "ep2_factory.on_bridge" { "dsp" "1" "playsoundscape" { "positionoverride" "0" "name" "ep1.citadel_unstable_outside" "volume" "0.5" } // wind "playlooping" { "volume" "0.25" "wave" "ambient/wind/wind_rooftop1.wav" "pitch" "100" } "playrandom" { "time" "5, 15" "volume" "0.3,0.6" "pitch" "100,120" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/wind/windgust.wav" "wave" "ambient/wind/windgust_strong.wav" } } "playsoundscape" { "name" "coast.util_metalstress" "volume" "0.7" } } // play when inside wooden room "ep2_factory.woodenroom" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } "playrandom" { "time" "9,16" "volume" "0.2,0.45" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" } } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.25" } } // play when inside concrete room "ep2_factory.concreteroom" { "dsp" "1" "playlooping" { "volume" "0.25" "pitch" "100" "soundlevel" "SNDLVL_140dB" "wave" "ambient/atmosphere/underground_hall_loop1.wav" } } // play when outside, near toxic pits, position 0 is ALWAYS citadel, positio 1,2,3 are slime "ep2_factory.slimepit" { "dsp" "1" "playlooping" { "volume" "0.35" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } "playsoundscape" { "positionoverride" "0" "name" "ep1.citadel_unstable_outside" "volume" "0.4" } // This is a burbling slime sound, position 1 "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "1" "volume" "1.0" } // This is a burbling slime sound, position 1 "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "2" "volume" "1.0" } // This is a burbling slime sound, position 1 "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "3" "volume" "1.0" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.5" } "playsoundscape" { "name" "coast.util_shackmetal" "volume" "0.5" } } // play on vista, overlooking bridge and factory, position 0 is citadel "ep2_factory.vista" { "dsp" "1" "playsoundscape" { "positionoverride" "0" "name" "ep1.citadel_unstable_outside" "volume" "0.5" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.5" } } //----------- Farm: outside advisor room, inside houses, inside advisor barn, advisor room // sound of crashed advisorpod, position 0 "ep2_util.advisorpod" { "playlooping" { "volume" "0.3" "pitch" "125" "soundlevel" "SNDLVL_80dB" "wave" "ambient/atmosphere/city_rumble_loop1.wav" } "playlooping" { "volume" "0.05" "wave" "ambient/gas/steam_loop1.wav" "pitch" "75" "soundlevel" "SNDLVL_80dB" } } // play in advisor room, position 0 is computer terminal "ep2_farm.advisor_room" { "dsp" "1" "playlooping" { "volume" "0.55" "pitch" "150" "wave" "ambient/atmosphere/Drone4LP.wav" } "playsoundscape" { "name" "d3_citadel.util_hits" "volume" "1.0" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "1.0" "positionoverride" "0" } } // play outside advisor barn. Position 0 is advisor pod "ep2_farm.courtyard" { "dsp" "1" "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "0.7" } //Position 0 - advisor pod "playsoundscape" { "positionoverride" "0" "name" "ep2_util.advisorpod" "volume" "1.0" } "playsoundscape" { "name" "ep2_forest.util_birds" "volume" "0.4" } } // play inside barn "ep2_farm.barn" { "dsp" "1" "playlooping" { "volume" "0.35" "pitch" "100" "wave" "ambient/atmosphere/Drone4LP.wav" } "playsoundscape" { "name" "ep2_mines.woodbuilding" "volume" "1.0" } } "ep2_farm.barn_crawlspace" { "dsp" "1" "playlooping" { "volume" "0.45" "pitch" "130" "wave" "ambient/atmosphere/Drone4LP.wav" } "playsoundscape" { "name" "ep2_mines.woodbuilding" "volume" "1.0" } } //----------- Radio arena: Radiotower courtyard, radio room power on "ep2_util.hunters" { "dsp" "1" "playrandom" { "time" "10, 20" "volume" "0.05,0.1" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "npc/ministrider/hunter_idle3.wav" "wave" "npc/ministrider/hunter_laugh1.wav" "wave" "npc/ministrider/hunter_laugh3.wav" "wave" "npc/ministrider/hunter_scan1.wav" "wave" "npc/ministrider/hunter_scan2.wav" "wave" "npc/ministrider/hunter_scan3.wav" } } } // play before combat with hunters, at radio tower, position 0 is citadel "ep2_radiotower.courtyard_hunters" { /// - begin portal storm "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_outside" "volume" "1.0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "0.25" } "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" } } "playlooping" { "volume" "1" "wave" "ambient\levels\outland\OL01Portal_Loop_Stage01.wav" "pitch" "100" "position" "0" } /// -end portal storm "playsoundscape" { "name" "ep2_forest.light_forest" "volume" "0.3" } "playsoundscape" { "name" "ep2_util.hunters" "volume" "1.0" } } // play in courtyard, after hunter battle, position 0 is citadel "ep2_radiotower.courtyard_no_hunters" /// begin portal storm { "dsp" "1" "playsoundscape" { "name" "ep1.citadel_critical_outside" "volume" "1.0" } "playsoundscape" { "name" "ep1.util_heavy_wind_and_destruction" "volume" "0.25" } "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" } } "playlooping" { "volume" "1" "wave" "ambient\levels\outland\OL01Portal_Loop_Stage01.wav" "pitch" "100" "position" "0" } /// end portal storm "playsoundscape" { "positionoverride" "0" "name" "ep1.citadel_unstable_outside" "volume" "0.4" } "playsoundscape" { "name" "ep2_forest.light_forest" "volume" "0.3" } } // play when in basement room, under radio room "ep2_radiotower.basement" { "dsp" "1" "playlooping" { "volume" "0.2" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/atmosphere/indoor2.wav" } "playrandom" { "time" "9,16" "volume" "0.2,0.45" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" } } } // play when in radio building and power is on "ep2_radiotower.radioroom_power_on" { "dsp" "1" "playsoundscape" { "name" "coast.combine_controlroom_ambience" "volume" "0.2" } "playrandom" { "time" "9,16" "volume" "0.2,0.45" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" } } } // play when in radio building and power is off "ep2_radiotower.radioroom_power_off" { "dsp" "1" "playrandom" { "time" "9,16" "volume" "0.2,0.45" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/wood_creak2.wav" "wave" "ambient/materials/wood_creak3.wav" "wave" "ambient/materials/wood_creak4.wav" "wave" "ambient/materials/wood_creak5.wav" } } "playsoundscape" { "name" "ep2_util.hunters" "volume" "0.3" } } //----------- Garage: toxic industrial area, car repair garage, turret arena, crane arena "ep2_industrial.garage" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/laundry_amb.wav" "pitch" "100" } } // play outside near slime, positions 0,1 are slime "ep2_industrial.courtyard_toxic" { "dsp" "1" // This is a burbling slime sound, position 0 "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "1" "volume" "1.0" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.5" } } // play when entering turret room - turret at position 0 // stop the soundscape when turret destroyed "ep2_industrial.inside_turret_building" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/levels/citadel/field_loop1.wav" "pitch" "100" "position" "0" } } // play in crane arena, position 0,1,2 are slime "ep2_industrial.crane_arena" { "dsp" "1" // This is a burbling slime sound, position 0 "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "0" "soundlevel" "SNDLVL_100db" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "1" "soundlevel" "SNDLVL_100db" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "position" "2" "soundlevel" "SNDLVL_100db" "volume" "1.0" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } } "ep2_industrial.no_slime_crane_arena" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } } // outland_08 - being chased byu the chopper along the tracks "ep2_industrial.traintracks_tunnel" { "dsp" "1" "playlooping" { "volume" "0.5" "wave" "ambient/atmosphere/tunnel1.wav" "pitch" "100" } } // outland_08 - being chased byu the chopper along the tracks "ep2_industrial.traintracks_chopper" { "dsp" "1" "playsoundscape" { "name" "ep2_forest.util_windgusts" "soundlevel" "SNDLVL_90db" "volume" "0.7" } "playsoundscape" { "name" "ep2_forest.util_birds" "soundlevel" "SNDLVL_90db" "volume" "0.3" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } } // outland_08 - inside the chopper arena "ep2_industrial.traintracks_chopperarena" { "dsp" "1" "playsoundscape" { "name" "ep2_forest.util_windgusts" "soundlevel" "SNDLVL_90db" "volume" "0.7" } "playsoundscape" { "name" "ep2_forest.util_birds" "soundlevel" "SNDLVL_90db" "volume" "0.4" } "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/town_ambience.wav" "pitch" "100" } } //----------- Silo: hallway, general room, tech room, silo room top, silo room lower, silo room engines "ep2_util.rocket" { // hisses, groans, rumbles "playlooping" { "volume" "0.05" "pitch" "100" "soundlevel" "SNDLVL_140db" "wave" "ambient/gas/steam2.wav" } "playrandom" { "time" "5,15" "volume" "0.35,0.45" "pitch" "50,80" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/fire/gascan_ignite1.wav" "wave" "ambient/fire/ignite.wav" } } "playrandom" { "time" "4,10" "volume" "0.35,0.45" "pitch" "70,90" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/shipgroan1.wav" "wave" "ambient/materials/shipgroan2.wav" "wave" "ambient/materials/shipgroan3.wav" "wave" "ambient/materials/shipgroan4.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/icegrind1.wav" } } } "ep2_silo.concretehall" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/tunnel1.wav" "pitch" "100" } } // play in silo, room with tech gear at position 0 "ep2_silo.techroom" { "dsp" "1" "playlooping" { "volume" "0.07" "wave" "ambient/levels/labs/equipment_beep_loop1.wav" "position" "0" "soundlevel" "SNDLVL_90db" "pitch" "80" } "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" } } // play in silo, general concrete room "ep2_silo.concreteroom" { "dsp" "1" "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" } } // play at top of silo with missile, position 0 is lab equipment "ep2_silo.silo_top" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/ambience_base.wav" "pitch" "100" "position" "0" } "playsoundscape" { "name" "ep2_util.rocket" "volume" "0.5" } "playlooping" { "volume" "0.1" "wave" "ambient/levels/labs/equipment_beep_loop1.wav" "position" "0" "soundlevel" "SNDLVL_90db" "pitch" "80" } } // play at middle of silo, near missle "ep2_silo.silo_middle" { "dsp" "1" "playlooping" { "volume" "0.4" "wave" "ambient/atmosphere/ambience_base.wav" "pitch" "100" "position" "0" } "playsoundscape" { "name" "ep2_util.rocket" "volume" "0.7" } } // play at bottom of missile silo, near engines "ep2_silo.silo_bottom" { "dsp" "1" "playlooping" { "volume" "0.4" "wave" "ambient/atmosphere/Drone1LP.wav" "pitch" "100" } "playsoundscape" { "name" "ep2_util.rocket" "volume" "1.0" } } //----------- Silobattle: red room scary, open silo windy // play in silo halls and rooms during battle "ep2_silobattle.halls" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" } "playrandom" { "time" "5,15" "volume" "0.2,0.4" "pitch" "80,120" "position" "random" "rndwave" { "wave" "ambient/materials/metal_rattle1.wav" "wave" "ambient/materials/metal_rattle3.wav" "wave" "ambient/materials/metal_rattle4.wav" "wave" "ambient/materials/metal4.wav" "wave" "ambient/materials/metal5.wav" } } } // play in flooded areas of silo "ep2_silobattle.waterroom" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/Drone2LP.wav" "pitch" "100" } "playrandom" { "time" "0.2,1.0" "volume" "0.05,0.1" "pitch" "100,120" "position" "random" "rndwave" { "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" } } "playlooping" { "volume" "0.02" "wave" "ambient/water/water_in_boat1.wav" "pitch" "100" } } // play in upper silo, when doors are open "ep2_silobattle.silo_open" { "dsp" "1" "playrandom" { "time" "2,10" "volume" "0.3,0.5" "pitch" "95,105" "position" "random" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" } } "playlooping" { "volume" "0.4" "wave" "ambient/atmosphere/cave_outdoor1.wav" "pitch" "100" } } // play in upper silo, when doors are shut "ep2_silobattle.silo_shut" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/elev_shaft1.wav" "pitch" "100" } } //----------- Whiteforest: training area, prebattle forest, battleground "ep2_whiteforest.training" { "dsp" "1" "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/plaza_amb.wav" "pitch" "100" } // wind "playrandom" { "time" "5,15" "volume" "0.1,0.2" "pitch" "80,120" "position" "random" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" } } } "ep2_whiteforest.pre_battle" { "dsp" "1" // forest light "playsoundscape" { "name" "ep2_forest.light_forest" "volume" "1.0" } } "ep2_whiteforest.battle" { "dsp" "1" "playsoundscape" { "name" "ep2_forest.util_windgusts" "volume" "1.0" } } "ep2_whiteforest.post_battle" { "dsp" "1" "playsoundscape" { "name" "ep2_forest.util_windgusts" "volume" "1.0" } }