// DSP Effects // 0 : "Normal (off)" // 1 : "Generic" // 2 : "Metal Small" // 3 : "Metal Medium" // 4 : "Metal Large" // 5 : "Tunnel Small" // 6 : "Tunnel Medium" // 7 : "Tunnel Large" // 8 : "Chamber Small" // 9 : "Chamber Medium" // 10: "Chamber Large" // 11: "Bright Small" // 12: "Bright Medium" // 13: "Bright Large" // 14: "Water 1" // 15: "Water 2" // 16: "Water 3" // 17: "Concrete Small" // 18: "Concrete Medium" // 19: "Concrete Large" // 20: "Big 1" // 21: "Big 2" // 22: "Big 3" // 23: "Cavern Small" // 24: "Cavern Medium" // 25: "Cavern Large" // 26: "Weirdo 1" // 27: "Weirdo 2" // 28: "Weirdo 3" // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // SNDLVL_50dB = 50, // 3.9 // SNDLVL_55dB = 55, // 3.0 // SNDLVL_IDLE = 60, // 2.0 // SNDLVL_TALKING = 60, // 2.0 // SNDLVL_60dB = 60, // 2.0 // SNDLVL_65dB = 65, // 1.5 // SNDLVL_STATIC = 66, // 1.25 // SNDLVL_70dB = 70, // 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, // 0.8 // SNDLVL_80dB = 80, // 0.7 // SNDLVL_85dB = 85, // 0.6 // SNDLVL_90dB = 90, // 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, // 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, // 0.27 // SNDLVL_140dB = 140, // 0.2 // SNDLVL_150dB = 150, // 0.2 // General soundscapes // This soundscape enables automatic dsp "automatic" { "dsp" "1" "dsp_volume" "1.0" } // This soundscape enables automatic dsp at 50% mix - good if you have // a lot of dialog that must be understood at any distance "automatic_dialog" { "dsp" "1" "dsp_volume" "0.5" } // ******************************************************************************* // ***************** E3_Techdemo_01 - 06 ***************** // e3_techdemo_01 "e3_techdemo_gmanspeaking" { "dsp" "10" } "e3_Techdemo_02" { "dsp" "20" // physics room "playlooping" { "volume" "0.1" "pitch" "100" "attenuation" "0" "wave" "ambient/machines/courtyard_mach_loop.wav" } } "e3_Techdemo_03" { "dsp" "1" } "e3_Techdemo_05" { "dsp" "10" // dripping cave ambient "playlooping" { "volume" "0.23" "pitch" "100" "attenuation" "0" "wave" "ambient/water/corridor_water.wav" } } "e3_Techdemo_06" { "dsp" "20" // lake "playlooping" { "volume" "0.5" "pitch" "100" "attenuation" "0" "wave" "ambient/water/lake_water.wav" } } "e3_end" { "dsp" "0" } // ***************** E3_Techdemo_01 - 06 ***************** // ******************************************************************************* // ****************** SOUNDSCAPE TEST *************************************** // No DSP, no ambients "Nothing" { "dsp" "0" } "GenericIndoor" { "dsp" "1" "playlooping" { "volume" "1" "pitch" "100" "wave" "ambient/atmosphere/indoor2.wav" } } "GenericOutdoor" { "dsp" "1" "playlooping" { "volume" "0.25" "wave" "ambient/atmosphere/indoor2.wav" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/outdoor2.wav" "pitch" "100" "position" "0" } "playsoundscape" { "name" "d2_depot_cellblock_medium" "volume" "0.75" "position" "2" } "playsoundscape" { "name" "d2_depot_cellblock_medium" "volume" "0.75" "position" "2" } } "cabin" { "dsp" "11" "playlooping" { "volume" "0.5" "pitch" "100" "wave" "test/temp/soundscape_test/cabin_ambience.wav" } // *** TEST TV ******** "playsoundscape" { "name" "test_tvset" "volume" "1" "position" "0" } // ** Tower sticking out of wall "playlooping" { "volume" "0.6" "wave" "test/temp/soundscape_test/cabin_wall.wav" "pitch" "100" "attenuation" "2" "position" "1" } // Random Sounds for Wall "playrandom" { // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval ) // every 0.5 to 2 seconds "time" "1,4" // at a volume of 0.25 to 0.25 "volume" "0.5,0.8" // at a pitch of 90 to 100 "pitch" "80,120" // play one of these .wav files randomly each time "rndwave" { "wave" "test/temp/soundscape_test/wall1.wav" "wave" "test/temp/soundscape_test/wall2.wav" "wave" "test/temp/soundscape_test/wall3.wav" "wave" "test/temp/soundscape_test/wall4.wav" } // omit position for ambient sounds "position" "1" // only required if "position" is present "attenuation" "2" } } "cabin_outdoor" { "dsp" "1" "playlooping" { "volume" "1" "pitch" "100" "wave" "test/temp/soundscape_test/outdoor.wav" } "playrandom" { // time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval ) // every 0.5 to 2 seconds "time" "0.1, 0.1" // at a volume of 0.25 to 0.25 "volume" "0.5,1" // at a pitch of 90 to 100 "pitch" "50,120" // play one of these .wav files randomly each time "rndwave" { "wave" "test/temp/soundscape_test/music_snippet1.wav" "wave" "test/temp/soundscape_test/music_snippet2.wav" //"wave" "test/temp/soundscape_test/music_snippet3.wav" //"wave" "test/temp/soundscape_test/music_snippet4.wav" //"wave" "test/temp/soundscape_test/music_snippet5.wav" //"wave" "test/temp/soundscape_test/music_snippet6.wav" //"wave" "test/temp/soundscape_test/music_snippet7.wav" //"wave" "test/temp/soundscape_test/music_snippet8.wav" } } } "test_tvset" { "dsp" "1" "playlooping" { "volume" "0.15" "pitch" "100" "wave" "test/temp/soundscape_test/tv_music.wav" "position" "0" "attenuation" "2" } "playrandom" { "time" "0.1, 0.3" "volume" "0.1,0.15" "pitch" "95,105" "attenuation" "2" "position" "0" "rndwave" { "wave" "test/temp/soundscape_test/music_snippet1.wav" "wave" "test/temp/soundscape_test/music_snippet2.wav" "wave" "test/temp/soundscape_test/music_snippet3.wav" } } }