songs { //--------------------------------------------------------------------------------- // MOODS //--------------------------------------------------------------------------------- //----------------------------------------------- // SIX MAIN AREAS // // -------- // room_start // room_bow (Harrier puzzle) // -------- // room_conference // room_stairwell (Interior firefighting) // ------ // room_control // room_controlroof (Battle with a helicopter) // room_tower (Freeing the missle technician hostage) // ------ // room_stern (Freeing Zoe) // ------ // room_cranebooth // room_sterntostarboard (Searching for the G8 leaders) // ------ // room_starboarddeck (Destroy the second helicopter before it escapes) // -------- // //----------------------------------------------- music_zone_1_STEALTH { nextmood music_zone_1_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Drones/Dron03_i.asf" loop "Sound/Music/Drones/Dron03_L.asf" -1 } //music_zone_1_STEALTH_B //{ // nextmood music_zone_1_STEALTH // level 0.5 // // //--section---- path--------------------------- repeat (loop only, -1 = infinite) // intro "Sound/Music/SpyGlue/Glue01_i.asf" // loop "Sound/Music/SpyGlue/Glue01_L.asf" -1 //} music_zone_1_COMBAT { nextmood music_zone_1_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Chase/Chase09.asf" } music_zone_2_STEALTH { nextmood music_zone_2_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_2_COMBAT { nextmood music_zone_2_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) loop "Sound/Music/ShortLps/RJ01_L.asf" -1 } music_zone_3_STEALTH { nextmood music_zone_3_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_3_COMBAT { nextmood music_zone_3_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Chase/Chase08i.asf" loop "Sound/Music/Chase/Chase08i.asf" -1 } music_zone_4_STEALTH { nextmood music_zone_4_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_4_COMBAT { nextmood music_zone_4_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Combat/Combat01.asf" } music_zone_5_STEALTH { nextmood music_zone_5_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/MusicSDX/Sneak/Snk03A.asf" } music_zone_5_COMBAT { nextmood music_zone_5_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/SpyGlue/Glue04_i.asf" loop "Sound/Music/SpyGlue/Glue04_L.asf" -1 } music_zone_6_STEALTH { nextmood music_zone_6_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/MusicSDX/Sneak/Snk03B.asf" } music_zone_6_COMBAT { nextmood music_zone_6_COMBAT level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Combat/Combat05.asf" } //------------------------------------------------- //--------------------------------------------------------------------------------- // 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" } // TBD music_event_ObjectiveCompleted_2 { //stinger nextmood music_zone_6_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD - MISSION COMPLETE music_event_ObjectiveCompleted_3 { //stinger nextmood music_zone_6_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD stinger_mission_failed_0 { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_5.asf" } //------------------------------------------------- //NEW Oh Shit! music_event_PlayerActivatesGuardsOnDeck { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0506.asf" } //NEW Oh Shit! music_event_StairwellSuperGruntAttacks { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0501.asf" } //NEW Oh Shit music_event_ChopperAttacksBondInControlTower { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0512.asf" } //NEW POSITIVE music_event_BondLearnsQRemoteMissileProgram { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03a/Stng0311.asf" } //NEW Heads Up! music_event_CloneLeadersBeginEscape { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03b/Stng0322.asf" } // Qremote turns on harrier engine, fries enemy music_event_QRemoteFrysGuard { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0506.asf" } // Q-claw to conference room. NOT TECHNICALLY A STINGER, but effectively. music_event_QClawToConferenceRoom { //nextmood music_zone_1_STEALTH // just go back to any old stealth music for now. stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) //intro "Sound/Music/CoolBond/Cool01b.asf" intro "Sound/Music/Stngs03b/Stng0327.asf" } // Blows up first helicopter. music_event_BlowsUpFirstHelicopter { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03b/Stng0321.asf" } // Press button to activate crane; Zoe grabs on and swings away from her captors. music_event_ActivateCraneToSaveZoe { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs04/Stng0402.asf" } // Q-remote activates missle, blows up sniper. music_event_ActivateMissleToBlowUpSniper { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs03b/Stng0327.asf" } // Malprave escapes in harrier. music_event_MalpraveEscapesInHarrier { //stinger nextmood music_zone_6_STEALTH level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs05/Stng0503.asf" } }