songs { //--------------------------------------------------------------------------------- // MOODS FOR ALP2_2 //--------------------------------------------------------------------------------- //---------------------------------------------- // MUSIC ZONES THREADS (called by room threads) //---------------------------------------------- // music_zone_1 Start Music 2nd map // room_hallways //all of the hallways, passages, etc // // music_zone_2 Control room music // room_control //the main control room // // music_zone_3 Music entering Silo 1 // room_silo1 // // music_zone_4 Music entering Silo 2 // room_silo2 // // music_zone_5 Music entering Silo 3 // room_silo3 // // music_zone_6 Music entering Silo 4 // room_silo4 //--------------------------------------- music_zone_1 { nextmood music_zone_1_B level 0.5 intro "Sound/MusicSDX/Sneak/Snk04C.asf" } music_zone_1_B { nextmood music_zone_1_C level 0.5 intro "Sound/MusicSDX/Sneak/Snk04B.asf" } music_zone_1_C { nextmood music_zone_1 level 0.5 intro "Sound/MusicSDX/Sneak/Snk04A.asf" } music_zone_1_COMBAT { nextmood music_zone_1_COMBAT level 0.5 loop "Sound/Music/MNTheme/MNThm1_L.asf" -1 } music_zone_2 { nextmood music_zone_2 level 0.5 intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_2_COMBAT { nextmood music_zone_2_COMBAT level 0.5 intro "Sound/Music/Chase/Chase09.asf" } music_zone_3 { nextmood music_zone_3 level 0.5 intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_3_COMBAT { nextmood music_zone_3_COMBAT level 0.5 intro "Sound/Music/Chase/Chase08i.asf" loop "Sound/Music/Chase/Chase08i.asf" -1 } music_zone_4 { nextmood music_zone_4 level 0.5 intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_4_COMBAT { nextmood music_zone_4_COMBAT level 0.5 intro "Sound/Music/Combat/Combat01.asf" } music_zone_5 { nextmood music_zone_5 level 0.5 intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_5_COMBAT { nextmood music_zone_5_COMBAT level 0.5 intro "Sound/Music/Combat/Combat01.asf" } music_zone_6 { nextmood music_zone_6 level 0.5 intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_6_COMBAT { nextmood music_zone_6_COMBAT level 0.5 intro "Sound/Music/Combat/Combat05.asf" } //--------------------------------------------------------------------------------- // Event-Based Moods & Stingers //--------------------------------------------------------------------------------- // TBD music_event_ObjectiveCompleted_0 { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD music_event_ObjectiveCompleted_1 { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // Dead Hostage. music_event_MissionFailed_0 { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0507.asf" } //------------------------------------------------- // Player REALLY creates havoc by dropping the projector screen from the // ceiling and through the floor, hopefully taking out some guys in the process.. Bravo! music_event_BondDropProjectorFromCeiling { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_4.asf" } music_event_Silo1HostageRescued { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03A/Stng0303.asf" } music_event_Silo2HostageRescued { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03A/Stng0303.asf" } music_event_Silo3HostageRescued { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03A/Stng0303.asf" } //perhaps this is a bigger stinger, since the player has now completed a major mission objective music_event_Silo4HostageRescued { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03A/Stng0303.asf" } //play a REALLY chastising stinger to punish the player for shooting a civilian. Oo perhaps make him chuckle. music_event_PlayerKillsInnocentCivilian { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs00/Stng00_6.asf" } }