// 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"