songs { //--------------------------------------------------------------------------------- // MOODS FOR ALP2_3 //--------------------------------------------------------------------------------- //---------------------------------------------- // MUSIC ZONES THREADS (called by room threads) //---------------------------------------------- // music_zone_1 New Control room music // room_control //player starts in the control room // // music_zone_2 Malprave office music // room_pipe //traverse through metal pipe // room_moffice //end in Malprave's office (same as alp1_1) //--------------------------------------- music_zone_1 { nextmood music_zone_1 level 0.5 intro "Sound/Music/Drones/Dron02_i.asf" loop "Sound/Music/Drones/Dron02_L.asf" -1 } 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_B level 0.5 intro "Sound/MusicSDX/Sneak/Snk04b.asf" } music_zone_2_B { nextmood music_zone_2 level 0.5 intro "Sound/MusicSDX/Sneak/Snk04a.asf" } music_zone_2_COMBAT { nextmood music_zone_2_COMBAT level 0.5 intro "Sound/Music/Chase/Chase08i.asf" loop "Sound/Music/Chase/Chase08L.asf" -1 } //--------------------------------------------------------------------------------- // 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" } // pitofdeath music_event_MissionFailed_0 { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_5.asf" } //------------------------------------------------- // Bond Clone Boss comes into view. This is bad! music_event_BondCloneFightBegins { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0506.asf" } // Player Q-claws the final grapple target. Hooray! music_event_BondQClawFinale { nextmood music_event_BondQClawFinale_B level 0.5 intro "Sound/Music/Stngs02/Stng02_3.asf } music_event_BondQClawFinale_B { nextmood music_zone_1 level 0.5 intro "Sound/Music/Stngs06/Stng0600.asf } // Player fires rocket at Clone and blows him through the window. music_event_BondCloneCrashesThroughWindow { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_2.asf" } //--------------------------------------------------------------------------------- // Cinematic Tracks //--------------------------------------------------------------------------------- climax_cinematic { cinematic level 1.0 intro "Sound/dialog/alp2_3/clim_cin.asf" } clone_cinematic { cinematic level 1.0 intro "Sound/dialog/alp2_3/clon_cin.asf" } }