// Music Moods-------- // "elevatorDoor" // "hardSilent" // "room2" // "transistion" // "helipad" // "silent" songs { /////////////////////////////////////////////////////////////////////////// // OLD IMPLEMENTATION /////////////////////////////////////////////////////////////////////////// elevatorDoor { nextmood elevatorDoor 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 } hardSilent { nextmood silent level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/music/Misc/silent.asf" } room2 { nextmood room2 level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/music/Combat/combat01.asf" } transistion { nextmood transistion level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/music/SpyGlue/Glue02_i.asf" loop "sound/music/SpyGlue/Glue02_L.asf" -1 } helipad { nextmood helipad level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/musicSDX/Combat/combat02.asf" } //--------------------------------------------------------------------------------- // STINGERS //--------------------------------------------------------------------------------- jackalStinger { stinger level 0.75 //--section---- path--------------------------- repeat (loop only, -1 = infinit intro "sound/music/Stngs00/Stng00_6.asf" } endStinger { stinger level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/music/Stngs02/stng02_4.asf" } /////////////////////////////////////////////////////////////////////////// // NEW IMPLEMENTATION /////////////////////////////////////////////////////////////////////////// music_zone_1 { nextmood music_zone_1 level 0.75 intro "Sound/MusicSDX/Sneak/snk05a.asf" } music_zone_1_COMBAT { nextmood music_zone_1_COMBAT level 0.5 intro "Sound/Music/MNTheme/MNThm1_L.asf" loop "Sound/Music/MNTheme/MNThm1_L.asf" -1 } music_zone_2 { nextmood music_zone_2 level 0.75 intro "Sound/MusicSDX/Sneak/snk02.asf" } music_zone_2_COMBAT { nextmood music_zone_2_COMBAT level 0.6 intro "Sound/MusicSDX/Combat/Combat05.asf" } //--------------------------------------------------------------------------------- // STINGERS //--------------------------------------------------------------------------------- music_event_ObjectiveCompleted_1 { stinger level 0.75 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "sound/music/Stngs02/stng02_1.asf" } music_event_MissionFailed_0 { stinger level 0.5 intro "Sound/Music/Stngs02/Stng02_5.asf" } }