//////////////////////////////////////////////// // FF_SESSION SOUNDSCAPES // Most of the soundscapes used are modified versions of the ones found in soundscapes_canals.txt // Feel free to use or modify these for your own use. // // GENERIC_INDOORS // GENERIC_OUTDOORS // WATER // INDOORS_DRIPPING // INDOORS_WIND // COURTYARD // //////////////////////////////////////////////// //////////////////////////////////////////////// // GENERIC INDOORS // Some digital-sounding ambience and random wierd noises. // Default soundscape. //////////////////////////////////////////////// "ff_session.generic_indoors" { "dsp" "1" "playlooping" { "wave" "ambient/atmosphere/ff_ambience.wav" "volume" "0.5" "pitch" "100" } "playlooping" { "wave" "ambient/push/inside_amb1.wav" "volume" "0.25" "pitch" "100" } "playlooping" { "wave" "ambient/levels/citadel/field_loop3.wav" "volume" "0.25" "pitch" "100" } "playrandom" { "volume" "0.25,0.40" "pitch" "100" "time" "5.0, 15.0" "pitch" "90,130" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/prison/radio_random3.wav" "wave" "ambient/levels/prison/radio_random7.wav" "wave" "ambient/levels/canals/headcrab_canister_ambient3.wav" "wave" "ambient/levels/citadel/portal_beam_shoot6.wav" "wave" "ambient/machines/machine1_hit2.wav" } } } //////////////////////////////////////////////// // GENERIC OUTDOORS // Outdoor wind ambience with random gusts. // Used in the yard and courtyard. //////////////////////////////////////////////// "ff_session.generic_outdoors" { "dsp" "1" "playlooping" { "wave" "ambient/wind/ff_wasteland_wind.wav" "volume" "0.8" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_windgusts" "volume" "1.0" } } //////////////////////////////////////////////// // WATER // Water running and random dripping ambience. //////////////////////////////////////////////// "ff_session.water" { "dsp" "1" "playlooping" { "wave" "ambient/atmosphere/ambience5.wav" "volume" "0.2" "pitch" "100" } "playlooping" { "wave" "ambient/levels/canals/waterleak_loop1.wav" "volume" "0.3" "pitch" "100" } "playsoundscape" { "name" "d1_canals.util_drip" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_fardrips" "volume" "1.0" } } //////////////////////////////////////////////// // INDOOR DRIPPING // Generic indoor ambience with faint dripping playing from position 0. // Used in lower spire and bunker. //////////////////////////////////////////////// "ff_session.indoors_dripping" { "dsp" "1" "playsoundscape" { "name" "ff_session.generic_indoors" "volume" "1.0" } "playsoundscape" { "name" "ff_session.water" "volume" "0.3" "position" "0" } } //////////////////////////////////////////////// // AIRSHAFT // Generic indoor ambience with faint dripping playing from position 0. // Generic indoors as a base, with quiet wind ambience added. // Used in the atrium and the two corridors with open skylights. //////////////////////////////////////////////// "ff_session.indoors_wind" { "dsp" "1" "playsoundscape" { "name" "ff_session.generic_indoors" "volume" "1.0" } "playlooping" { "wave" "ambient/levels/canals/tunnel_wind_loop1.wav" "volume" "0.3" "pitch" "100" } } //////////////////////////////////////////////// // COURTYARD // Generic outdoor ambience with some indoor ambience added. //////////////////////////////////////////////// "ff_session.courtyard" { "dsp" "1" "playsoundscape" { "name" "ff_session.generic_outdoors" "volume" "1.0" } "playlooping" { "wave" "ambient/push/inside_amb1.wav" "volume" "0.25" "pitch" "100" } "playlooping" { "wave" "ambient/levels/citadel/field_loop3.wav" "volume" "0.25" "pitch" "100" } } ////////////////////////////////////////////////