// cs_militia soundscapes // Author: Michael Booth, Turtle Rock Studios, Inc., Januray 2006 //------------------------------------------------------------------------------------------ // // Generic outdoors ambience // "militia.Outside" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "0.9" "pitch" "100" "wave" "ambient/nature/woodland_ambient_1.wav" } "playrandom" { "time" "30,60" "pitch" "90,100" "volume" "0.7" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/nature/wind_leaves_mild_gust_1.wav" } } } "militia.OutsideOnRoof" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "0.9" "pitch" "100" "wave" "ambient/nature/woodland_ambient_1.wav" } "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.4" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/wind/wind_gust_2.wav" "wave" "ambient/wind/wind_gust_8.wav" "wave" "ambient/wind/wind_gust_10.wav" } } "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.2" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/misc/wood1.wav" "wave" "ambient/misc/wood2.wav" "wave" "ambient/misc/wood3.wav" "wave" "ambient/misc/wood5.wav" "wave" "ambient/misc/wood6.wav" } } } //------------------------------------------------------------------------------------------ // // Inside the underground tunnel // "militia.TunnelTone" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "0.4" "pitch" "100" "wave" "ambient/tones/tunnel_wind_loop.wav" } } //------------------------------------------------------------------------------------------ // // Generic indoors ambience // "militia.Inside" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "1" "pitch" "100" "wave" "ambient/wind/dry_air_short_indoors.wav" } "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.3" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/misc/wood1.wav" "wave" "ambient/misc/wood2.wav" "wave" "ambient/misc/wood3.wav" "wave" "ambient/misc/wood5.wav" "wave" "ambient/misc/wood6.wav" } } } //------------------------------------------------------------------------------------------ // // Bare lightbulb hum - used for all lightbulbs in the map // "militia.LightbulbHum" { "dsp" "1" "playlooping" { "position" "0" "pitch" "100" "volume" "0.7" "soundlevel" "SNDLVL_45dB" "wave" "ambient/machines/power_transformer_loop_1.wav" } } //------------------------------------------------------------------------------------------ // // Florescent light hum // "militia.FluorescentLightHum" { "dsp" "1" "playlooping" { "position" "0" "pitch" "100" "volume" "0.2" "soundlevel" "SNDLVL_50dB" "wave" "ambient/machines/fluorescent_hum_1.wav" } } //------------------------------------------------------------------------------------------ // // Florescent light hum (2nd version because cant play 2 identical at same time) // "militia.FluorescentLightHum2" { "dsp" "1" "playlooping" { "position" "0" "pitch" "100" "volume" "0.2" "soundlevel" "SNDLVL_50dB" "wave" "ambient/machines/fluorescent_hum_2.wav" } } //------------------------------------------------------------------------------------------ // // Refrigerator hum - used for all refrigerators in the map // "militia.RefrigeratorHum" { "dsp" "1" "playrandom" { "position" "0" "pitch" "100" "volume" "0.6" "time" "40,40" "soundlevel" "SNDLVL_65dB" "rndwave" { "wave" "ambient/playonce/machines/refrigerator.wav" } } } //------------------------------------------------------------------------------------------ // // Squeaky ceiling fan // "militia.CeilingFan" { "dsp" "1" "playrandom" { "time" "2,2" "pitch" "100,100" "volume" "0.4" "soundlevel" "SNDLVL_60dB" "rndwave" { "wave" "ambient/machines/squeak_2.wav" "wave" "ambient/machines/squeak_3.wav" "wave" "ambient/machines/squeak_4.wav" "wave" "ambient/machines/squeak_5.wav" "wave" "ambient/machines/squeak_6.wav" "wave" "ambient/machines/squeak_8.wav" } } "playlooping" { "pitch" "100" "volume" "0.15" "soundlevel" "SNDLVL_60dB" "wave" "ambient/machines/electrical_hum_2.wav" } } //------------------------------------------------------------------------------------------ // // A chirping cricket // "militia.Cricket" { "dsp" "1" "playrandom" { "time" "0.8,1.0" "pitch" "98,102" "volume" "0.7" "soundlevel" "SNDLVL_55dB" "rndwave" { "wave" "ambient/animal/cricket_chirp_1.wav" } } } //------------------------------------------------------------------------------------------ // // A burrowing/scratching rodent // "militia.Rodent" { "dsp" "1" "playrandom" { "time" "3,15" "pitch" "95,102" "volume" "0.7" "soundlevel" "SNDLVL_55dB" "rndwave" { "wave" "ambient/animal/rodent_scratch_1.wav" "wave" "ambient/animal/rodent_scratch_short_1.wav" "wave" "ambient/animal/rodent_scratch_short_2.wav" "wave" "ambient/animal/rodent_scratch_short_3.wav" } } } //------------------------------------------------------------------------------------------ // // Birdsong // "militia.Birds" { "dsp" "1" "playrandom" { "time" "6,20" "pitch" "85,105" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/animal/bird1.wav" "wave" "ambient/animal/bird2.wav" "wave" "ambient/animal/bird3.wav" "wave" "ambient/animal/bird4.wav" "wave" "ambient/animal/bird5.wav" "wave" "ambient/animal/bird6.wav" "wave" "ambient/animal/bird7.wav" "wave" "ambient/animal/bird8.wav" "wave" "ambient/animal/bird9.wav" "wave" "ambient/animal/bird10.wav" "wave" "ambient/animal/bird11.wav" "wave" "ambient/animal/bird12.wav" "wave" "ambient/animal/bird13.wav" "wave" "ambient/animal/bird14.wav" "wave" "ambient/animal/bird15.wav" "wave" "ambient/animal/bird16.wav" "wave" "ambient/animal/bird17.wav" "wave" "ambient/animal/bird18.wav" "wave" "ambient/animal/bird19.wav" "wave" "ambient/animal/bird20.wav" } } } //------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------ "militia.CTSpawn" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0: APC 1 "playlooping" { "position" "0" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/big_truck.wav" } // 1: APC 2 "playlooping" { "position" "1" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/big_truck.wav" } // 2: In the trees "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } "playrandom" { "position" "2" "time" "10,30" "pitch" "95,105" "volume" "0.75" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/animal/crow_1.wav" "wave" "ambient/animal/crow_2.wav" } } // 3: In the trees "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4: Near bridge "playsoundscape" { "positionoverride" "4" "name" "militia.Cricket" } } //------------------------------------------------------------------------------------------ "militia.Bridge" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0: Under the bridge "playlooping" { "position" "0" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/nature/Water_StreamLoop3.wav" } // 1: In the trees "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2: In the trees "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3: In the trees "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4: In the water "playsoundscape" { "positionoverride" "6" "name" "militia.Cricket" } // 5: In the trees "playsoundscape" { "positionoverride" "5" "name" "militia.Birds" } // 6: Dark corner against the silos "playsoundscape" { "positionoverride" "6" "name" "militia.Cricket" } } //------------------------------------------------------------------------------------------ "militia.FrontRoad" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0: Water "playlooping" { "position" "0" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" "ambient/nature/Water_StreamLoop3.wav" } // 1: In the trees "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2: In the trees "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3: In the trees "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4: In the water "playsoundscape" { "positionoverride" "6" "name" "militia.Cricket" } // 5: In the trees "playsoundscape" { "positionoverride" "5" "name" "militia.Birds" } // 6: Silo metal creaking "playrandom" { "position" "6" "time" "10,30" "pitch" "100" "volume" "0.6" "soundlevel" "SNDLVL_NORM" "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" } } // 7 = The AC unit "playlooping" { "position" "7" "pitch" "100" "volume" "0.6" "soundlevel" "SNDLVL_60dB" "wave" "ambient\machines\air_conditioner_loop_1.wav" } } //------------------------------------------------------------------------------------------ "militia.Creek" { "dsp" "1" // area tone "playsoundscape" { "name" "militia.Outside" } // 0: Near water "playsoundscape" { "positionoverride" "0" "name" "militia.Cricket" } // 1: APC sounds in the spawn "playlooping" { "position" "1" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/big_truck.wav" } // 2: stream sounds "playlooping" { "position" "2" "volume" "1" "soundlevel" "SNDLVL_80dB" "pitch" "100" "wave" "ambient/nature/Water_StreamLoop3.wav" } // 3: In the trees "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4: Near the entrance to sewer "playrandom" { "position" "4" "time" "3" "pitch" "100" "volume" "0.6" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/animal/frog_1.wav" "wave" "ambient/animal/frog_2.wav" "wave" "ambient/animal/frog_3.wav" } } } //------------------------------------------------------------------------------------------ "militia.Sewer" { "dsp" "1" "playsoundscape" { "name" "militia.TunnelTone" } // 0: Just outside the ladder exit "playsoundscape" { "volume" "0.5" "positionoverride" "0" "ambientpositionoverride" "0" "name" "militia.Outside" } // 1: Just outside the other ladder exit "playsoundscape" { "positionoverride" "1" "name" "militia.Cricket" } // 2: Light fixture hum "playsoundscape" { "positionoverride" "2" "name" "militia.LightbulbHum" } // 3: Light fixture hum "playsoundscape" { "positionoverride" "3" "name" "militia.LightbulbHum" } // 4: Light fixture hum "playsoundscape" { "positionoverride" "4" "name" "militia.LightbulbHum" } // 5: Water in distance "playlooping" { "position" "5" "volume" "0.8" "pitch" "100" "wave" "ambient/nature/Water_StreamLoop3.wav" } // 6 = Dripping water "playlooping" { "position" "6" "volume" "1" "pitch" "100" "wave" "ambient/water/drip_loop1.wav" } // 7 = Dripping water 2 "playlooping" { "position" "7" "volume" "1" "pitch" "100" "wave" "ambient/water/drip_loop1.wav" } } //------------------------------------------------------------------------------------------ "militia.Dugtunnel" { "dsp" "1" "playsoundscape" { "name" "militia.TunnelTone" } "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.3" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/misc/wood1.wav" "wave" "ambient/misc/wood2.wav" "wave" "ambient/misc/wood3.wav" "wave" "ambient/misc/wood5.wav" "wave" "ambient/misc/wood6.wav" } } "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.5" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/misc/rock1.wav" "wave" "ambient/misc/rock2.wav" "wave" "ambient/misc/rock3.wav" } } // 0: Light fixture hum "playsoundscape" { "positionoverride" "0" "name" "militia.LightbulbHum" } // 1: Light fixture hum "playsoundscape" { "positionoverride" "1" "name" "militia.LightbulbHum" } } //------------------------------------------------------------------------------------------ "militia.Cellarconnector" { "dsp" "1" // no room tone (silence) "playrandom" { "time" "10,20" "pitch" "90,100" "volume" "0.3" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/misc/wood1.wav" "wave" "ambient/misc/wood2.wav" "wave" "ambient/misc/wood3.wav" "wave" "ambient/misc/wood5.wav" "wave" "ambient/misc/wood6.wav" } } // 0 = Light fixture hum "playsoundscape" { "positionoverride" "0" "name" "militia.LightbulbHum" } // 1 = Rats near food "playrandom" { "position" "1" "time" "10,20" "pitch" "90,100" "volume" "0.4" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/creatures/rats1.wav" "wave" "ambient/creatures/rats2.wav" "wave" "ambient/animal/rodent_scratch_short_1.wav" "wave" "ambient/animal/rodent_scratch_short_2.wav" "wave" "ambient/animal/rodent_scratch_short_3.wav" } } } //------------------------------------------------------------------------------------------ "militia.TunnelBreach" { "dsp" "1" "playsoundscape" { "name" "militia.TunnelTone" } // 0 = Light fixture #7 hum "playsoundscape" { "positionoverride" "0" "name" "militia.FluorescentLightHum2" } // 1 = Light fixture #8 (beyond the gate) hum "playsoundscape" { "positionoverride" "1" "name" "militia.FluorescentLightHum" } // 2 = A spot near the far wall beyond the locked gate (crickets, burrowing sounds, etc) "playlooping" { "position" "2" "volume" "1" "pitch" "100" "wave" "ambient/water/drip_loop1.wav" } // 3 = A spot in one of the dark corners of the area under the shed (cricket) "playsoundscape" { "positionoverride" "3" "name" "militia.Cricket" } } //------------------------------------------------------------------------------------------ // the dirt basement of the shed "militia.UnderTheShed" { "dsp" "1" // no room tone (silence) // 0 = A spot in the tunnel in the center of the hole (ambient tunnel sound) "playsoundscape" { "volume" "0.3" "ambientpositionoverride" "0" "positionoverride" "0" "name" "militia.TunnelTone" } // 1 = The same cricket spot as TunnelBreach #3 "playsoundscape" { "positionoverride" "1" "name" "militia.Cricket" } // 2 = The generator "playlooping" { "position" "2" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_NORM" "wave" "ambient\machines\aztec_generator_lp.wav" } } //------------------------------------------------------------------------------------------ // in the shed "militia.Shed" { "dsp" "1" "playsoundscape" { "volume" "0.4" "name" "militia.Outside" } // 0 = Under stairs "playsoundscape" { "positionoverride" "0" "name" "militia.Cricket" } // 1 = In the trees beyond the window above the ladder (birdsong) "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2 = In the trees outside the shed door (birdsong) "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3 = In the trees beside the shed on the other side of the fence (birdsong) "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } } //------------------------------------------------------------------------------------------ // behind the main house and along the dark side under the deck "militia.Backyard" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0 = In the trees near the shed (birdsong) "playsoundscape" { "positionoverride" "0" "name" "militia.Birds" } // 1 = In the trees around the boulder (birdsong) "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2 = The air conditioner by the back stairs "playrandom" { "position" "2" "pitch" "100" "volume" "1.0" "time" "60,90" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "ambient/machines/air_conditioner_cycle.wav" } } // 3 = In the tree cards behind the fence and broken down orange car (birdsong) "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } "playrandom" { "position" "3" "time" "10,30" "pitch" "95,105" "volume" "1" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/animal/crow_1.wav" "wave" "ambient/animal/crow_2.wav" } } // 4 = In the dark corner by the small wooden table (cricket) "playsoundscape" { "positionoverride" "4" "name" "militia.Cricket" } // 5 = The AC unit "playlooping" { "position" "5" "pitch" "100" "volume" "0.6" "soundlevel" "SNDLVL_60dB" "wave" "ambient\machines\air_conditioner_loop_1.wav" } // 6 = In the dark corner under the deck stairs on the far side of the house (cricket) "playsoundscape" { "positionoverride" "6" "name" "militia.Cricket" } // 7 = In the tree on the side of the house against the cliff (birdsong) "playsoundscape" { "positionoverride" "7" "name" "militia.Birds" } } //------------------------------------------------------------------------------------------ // from the area between the garage/silo in front around the side yard "militia.SideYard" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0 = In the tree at the front of the house (birdsong) "playsoundscape" { "positionoverride" "0" "name" "militia.Birds" } // 1 = In the trees where you jump up on the hill above the side fence gate (birdsong) "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2 = In the stream (water flowing) "playlooping" { "position" "2" "volume" "1" "pitch" "100" "wave" "ambient/nature/Water_StreamLoop3.wav" } // 3 = In the cab of the blue truck (rodents) "playsoundscape" { "positionoverride" "3" "name" "militia.Rodent" } // 4 = In the trees around the boulder in the back yard (birdsong) "playsoundscape" { "positionoverride" "4" "name" "militia.Birds" } // 5 = In the trees beyond the fence to the side (birdsong) "playsoundscape" { "positionoverride" "5" "name" "militia.Birds" } // 6 = In the tunnel entrance (ambient tunnel sounds) "playlooping" { "position" "6" "volume" "0.4" "soundlevel" "SNDLVL_60dB" "pitch" "100" "wave" "ambient/tones/tunnel_wind_loop.wav" } } //------------------------------------------------------------------------------------------ // from the front of the house to the stream rocks "militia.FrontYard" { "dsp" "1" "playsoundscape" { "name" "militia.Outside" } // 0 = In the tree at the front of the house (birdsong) "playsoundscape" { "positionoverride" "0" "name" "militia.Birds" } // 1 = In the trees on top of the cliff to the left (birdsong) "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2 = In the trees on top of the cliff above the stream (birdsong) "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3 = In the trees near the silo tunnel entrance (birdsong) "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4 = Down in the tunnel entrance a bit (tunnel ambience) "playlooping" { "position" "4" "volume" "0.4" "soundlevel" "SNDLVL_60dB" "pitch" "100" "wave" "ambient/tones/tunnel_wind_loop.wav" } // 7 = In the wood pile (cricket, mice) "playsoundscape" { "positionoverride" "7" "name" "militia.Rodent" } } //------------------------------------------------------------------------------------------ // dark entranceway and TV room "militia.FirstFloor" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = In the dark corner behind the cardboard boxes at the front door (crickets, mice, etc) "playsoundscape" { "positionoverride" "0" "name" "militia.Cricket" } // 1 = Lightbulb hum "playsoundscape" { "positionoverride" "1" "name" "militia.LightbulbHum" } // 2 = In the ceiling fan (squeaky fan motor) "playsoundscape" { "positionoverride" "2" "name" "militia.CeilingFan" } // 3 = The radio on the TV "playlooping" { "position" "3" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_60dB" "wave" "common\null.wav" } // 4 = In the dark corner under the stairs (mice, cricket, etc) // TODO } //------------------------------------------------------------------------------------------ "militia.Kitchen" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = The fluorescent light over the bar "playsoundscape" { "positionoverride" "0" "name" "militia.FluorescentLightHum" } // 1 = The fluorescent light over the sink "playsoundscape" { "positionoverride" "1" "name" "militia.FluorescentLightHum2" } // 2 = The refrigerator by the microwave (hum) "playsoundscape" { "positionoverride" "2" "name" "militia.RefrigeratorHum" } // 3 = The clock "playlooping" { "position" "3" "pitch" "100" "volume" "0.4" "soundlevel" "SNDLVL_65dB" "wave" "ambient/machines/TickTock.wav" } // 4 = The open fusebox "playlooping" { "position" "4" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_45dB" "wave" "ambient/machines/60HzHum.wav" } // 5 = The furnace "playlooping" { "position" "5" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_40dB" "wave" "ambient/machines/gas_loop_1.wav" } // 6 = The lightbulb over the tables "playsoundscape" { "positionoverride" "6" "name" "militia.LightbulbHum" } // 7 = The lightbulb by the door to the garage "playsoundscape" { "positionoverride" "7" "name" "militia.LightbulbHum" } } //------------------------------------------------------------------------------------------ "militia.Garage" { "dsp" "1" "playlooping" { "pitch" "100" "volume" "0.05" "wave" "ambient/tones/garage.wav" } // 0 = The hanging light by the door "playsoundscape" { "positionoverride" "0" "name" "militia.LightbulbHum" } // 1 = The hanging light at the far end of the hall //"playsoundscape" //{ // "positionoverride" "1" // "name" "militia.LightbulbHum" //} // 2 = The fluorescent light by the van "playsoundscape" { "positionoverride" "2" "name" "militia.FluorescentLightHum" } // 3 = The fluorescent light between the van and car // 4 = The fluorescent light by the car "playsoundscape" { "positionoverride" "4" "name" "militia.FluorescentLightHum2" } // 5 = The dark corner under the stairs (crickets) "playsoundscape" { "positionoverride" "5" "name" "militia.Cricket" } } //------------------------------------------------------------------------------------------ // the 2nd floor of the garage "militia.GarageAttic" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = The dark corner by the big stack of boxes (975, 636, 40) (cricket) "playsoundscape" { "positionoverride" "0" "name" "militia.Rodent" } // 1 = The dark corner of the room (1295, 322, 26) (mice) "playsoundscape" { "positionoverride" "1" "name" "militia.Cricket" } // 2 = Just outside the vent (outside ambience) "playsoundscape" { "volume" "0.5" "positionoverride" "2" "ambientpositionoverride" "2" "name" "militia.Outside" } } //------------------------------------------------------------------------------------------ // the room by the silos "militia.SiloAddon" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = The storage area "playsoundscape" { "positionoverride" "0" "name" "militia.Rodent" } // 1 = Past the fence "playsoundscape" { "positionoverride" "1" "name" "militia.Rodent" } // 2 = Just outside the hole "playsoundscape" { "volume" "0.5" "positionoverride" "2" "ambientpositionoverride" "2" "name" "militia.Outside" } // 3 = Just outside the window "playsoundscape" { "volume" "0.5" "positionoverride" "3" "ambientpositionoverride" "3" "name" "militia.Outside" } // 4 = Lightbulb nearest the bedroom "playsoundscape" { "positionoverride" "4" "name" "militia.LightbulbHum" } // 5 = Lightbulb nearest the bedroom "playsoundscape" { "positionoverride" "5" "name" "militia.LightbulbHum" } } //------------------------------------------------------------------------------------------ // the garage with the tractor "militia.TractorGarage" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = The storage area "playsoundscape" { "positionoverride" "0" "name" "militia.Rodent" } // 1 = In the corner near the tractor "playsoundscape" { "positionoverride" "1" "name" "militia.Rodent" } // 2 = Roofhole "playsoundscape" { "volume" "0.5" "positionoverride" "2" "ambientpositionoverride" "2" "name" "militia.Outside" } // 3 = Front doors "playsoundscape" { "volume" "0.5" "positionoverride" "3" "ambientpositionoverride" "3" "name" "militia.Outside" } // 4 = Front doors "playsoundscape" { "volume" "0.5" "positionoverride" "4" "ambientpositionoverride" "4" "name" "militia.Outside" } // 5 = The fluorescent light 1 "playsoundscape" { "positionoverride" "5" "name" "militia.FluorescentLightHum" } // 6 = The fluorescent light 2 "playsoundscape" { "positionoverride" "6" "name" "militia.FluorescentLightHum2" } } //------------------------------------------------------------------------------------------ "militia.Bedroom" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = In the trees around the shed (birdsong) "playsoundscape" { "positionoverride" "0" "name" "militia.Birds" } // 1 = In the big tree by the side of the deck "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } } //------------------------------------------------------------------------------------------ "militia.Bathroom" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = The floor drain (drips, etc) "playlooping" { "position" "0" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_50dB" "wave" "ambient/water/drip_loop1.wav" } // 1 = The toilet (constantly running) "playlooping" { "position" "1" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_50dB" "wave" "ambient/misc/toilet_refill_loop.wav" } } //------------------------------------------------------------------------------------------ // the hall and fireplace room "militia.Upstairs" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = Lightbulb nearest the bedroom "playsoundscape" { "positionoverride" "0" "name" "militia.LightbulbHum" } // 1 = Lightbulb nearest the stairs "playsoundscape" { "positionoverride" "1" "name" "militia.LightbulbHum" } // 2 = Hanging light in fireplace room "playsoundscape" { "positionoverride" "2" "name" "militia.FluorescentLightHum" } // 3 = Light over the workbench "playsoundscape" { "positionoverride" "3" "name" "militia.LightbulbHum" } // 4 = Just outside painted over window (outside ambience) "playsoundscape" { "volume" "0.5" "positionoverride" "4" "ambientpositionoverride" "4" "name" "militia.Outside" } // 5 = In the dark corner by the exit to the deck (cricket) "playsoundscape" { "positionoverride" "5" "name" "militia.Rodent" } } //------------------------------------------------------------------------------------------ // room with the windows and hole in the roof upstairs "militia.FrontRoom" { "dsp" "1" "playsoundscape" { "name" "militia.Inside" } // 0 = In the big tree in the front of the house "playsoundscape" { "positionoverride" "0" "name" "militia.Birds" } // 1 = Just outside the hole in the roof (wind noise) "playsoundscape" { "volume" "0.75" "positionoverride" "1" "ambientpositionoverride" "1" "name" "militia.Outside" } // 2 = In the trees on the cliff to the right "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3 = In the trees in the front yard near the stream "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } } //------------------------------------------------------------------------------------------ // the roof of the house and garage "militia.Roof" { "dsp" "1" "playsoundscape" { "name" "militia.OutsideOnRoof" } // 0 = Inside the little roofed “houselet” (bird nest) "playrandom" { "position" "0" "time" "5,20" "pitch" "90,100" "volume" "0.4" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "ambient/animal/bird_flapping_1.wav" "wave" "ambient/animal/bird_flapping_2.wav" "wave" "ambient/animal/bird_flapping_3.wav" } } // 1 = In the big tree in front of the house "playsoundscape" { "positionoverride" "1" "name" "militia.Birds" } // 2 = In the big tree on the side of the house against the deck "playsoundscape" { "positionoverride" "2" "name" "militia.Birds" } // 3 = In the trees on the cliff near the house "playsoundscape" { "positionoverride" "3" "name" "militia.Birds" } // 4 = In the trees "playsoundscape" { "positionoverride" "4" "name" "militia.Birds" } // 5 = In the trees in the side yard "playsoundscape" { "positionoverride" "5" "name" "militia.Birds" } // 6 = In the trees in the front yard "playsoundscape" { "positionoverride" "6" "name" "militia.Birds" } }