// Thanks to everyone who put the work in making these soundscapes Mervaka/Valve // I am borrowing them for my map - m0f0 // The Well soundscape file // Author: Mervaka // Some sections based on existing valve soundscapes but modified "ff.drips1" { "playrandom" { "volume" "0.1,0.4" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/creatures/rats1.wav" "wave" "ambient/water/rain_drip5.wav" } } } // Yard between two bases "Well.yard" { // DSP: 0 : "Normal (off)" "dsp" "1" "dsp_volume" "0.4" // constant wind base "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/wind/ff_wasteland_wind.wav" } // Wind gusts (based on cliffe's cs_assault settings) "playrandom" { "time" "5,15" "volume" "0.2,0.4" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_snippet5.wav" "wave" "ambient/levels/canals/critter2.wav" "wave" "ambient/levels/canals/shore3.wav" "wave" "ambient/levels/coast/coastbird3.wav" "wave" "ambient/creatures/flies4.wav" } } } // Large Open Flag Room "Well.flagroom" { // DSP: // 1 : "Generic" "dsp" "1" "dsp_volume" "0.6" // constant ambient base "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/ff_ambience.wav" } "playsoundscape" { "name" "ff.drips1" "volume" "0.7" } } // Centre Bunker "Well.bunker" { "dsp" "1" "dsp_volume" "0.5" // constant ambient base "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/ff_ambience.wav" } "playrandom" { "time" "5,10" "volume" "0.3,0.5" "pitch" "90,100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/wind/wind_snippet5.wav" "wave" "ambient/levels/coast/coastbird3.wav" } } } // Ramp Room, Front Door, and Resups "Well.front" { // DSP: 0 : "Normal (off)" "dsp" "1" "dsp_volume" "0.5" // General ambient noise "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/push/inside_amb1.wav" } // constant ambient base "playlooping" { "volume" "0.02" "pitch" "100" "wave" "ambient/atmosphere/ff_ambience.wav" } // random sound throughout base "playrandom" { "time" "10,25" "volume" "0.3,0.5" "pitch" "90,100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/atmosphere/metallic1.wav" "wave" "ambient/materials/metal_stress2.wav" } } }