// Shutdown2 soundscape file // Author: Defrag // Some sections based on existing valve soundscapes but modified // Flag Room "shutdown2.flagroom" { "dsp" "1" "dsp_volume" "0.6" // General ambient noise "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/ff_ambience.wav" } "playrandom" { "time" "30,60" "volume" "0.3,0.5" "pitch" "90,100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/materials/metal4.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" } } } // Front door "shutdown2.frontdoor" { "dsp" "1" "dsp_volume" "0.5" "playsoundscape" { "name" "shutdown2.ramproom" "volume" "0.7" } "playsoundscape" { "name" "shutdown2.yard" "volume" "0.3" } } // Lift / Elevator "shutdown2.lift" { "dsp" "1" "dsp_volume" "0.4" "playsoundscape" { "name" "shutdown2.topramp" "volume" "0.5" } "playsoundscape" { "name" "shutdown2.flagroom" "volume" "0.5" } } // Plank "shutdown2.plank" { "dsp" "1" "dsp_volume" "0.4" "playsoundscape" { "name" "shutdown2.ramproom" "volume" "0.2" } "playsoundscape" { "name" "shutdown2.flagroom" "volume" "0.6" } "playrandom" { "time" "20,30" "volume" "0.5, 0.8" "pitch" "100" "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" } } } // Ramp Room "shutdown2.ramproom" { "dsp" "1" "dsp_volume" "0.6" "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/tone_alley.wav" } } // Respawn Lower "shutdown2.respawnlower" { "dsp" "1" "dsp_volume" "0.4" "playsoundscape" { "name" "shutdown2.ramproom" "volume" "0.6" } } // Respawn Upper "shutdown2.respawnupper" { "dsp" "1" "dsp_volume" "0.4" "playsoundscape" { "name" "shutdown2.topramp" "volume" "0.6" } } // Switch Room "shutdown2.switchroom" { "playsoundscape" { "name" "shutdown2.topramp" "volume" "1.0" } } // Top Ramp "shutdown2.topramp" { "dsp" "1" "dsp_volume" "0.4" "playsoundscape" { "name" "shutdown2.ramproom" "volume" "0.2" } "playsoundscape" { "name" "shutdown2.flagroom" "volume" "0.6" } } // Train Tunnel "shutdown2.traintunnel" { "dsp" "1" "dsp_volume" "0.8" "playsoundscape" { "name" "shutdown2.ramproom" "volume" "0.2" } "playlooping" { "volume" "0.05" "pitch" "100" "wave" "ambient/atmosphere/undercity_loop1.wav" } "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/ff_ambience.wav" } "playlooping" { "volume" "0.5" "pitch" "100" "wave" "ambient/water/drip_loop1.wav" } } // Yard between two bases "shutdown2.yard" { "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" "20,30" "volume" "0.3,0.4" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_snippet1.wav" "wave" "ambient/wind/wind_snippet2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } }