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 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 1.0 loop "Sound/Music/MNTheme/MNThm1_L.asf" -1 } music_zone_2 { nextmood music_zone_2 level 0.5 intro "Sound/Music/Sneak/Snk03B.asf" } music_zone_2_COMBAT { nextmood music_zone_2_COMBAT level 1.0 intro "Sound/Music/Chase/Chase09.asf" } music_zone_3 { nextmood music_zone_3 level 0.5 intro "Sound/Music/Sneak/Snk03B.asf" } music_zone_3_COMBAT { nextmood music_zone_3_COMBAT level 1.0 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/Music/Sneak/Snk03B.asf" } music_zone_4_COMBAT { nextmood music_zone_4_COMBAT level 1.0 intro "Sound/Music/Combat/Combat01.asf" } music_zone_5 { nextmood music_zone_5 level 0.5 intro "Sound/Music/Sneak/Snk03B.asf" } music_zone_5_COMBAT { nextmood music_zone_5_COMBAT level 1.0 intro "Sound/Music/Combat/Combat01.asf" } music_zone_6 { nextmood music_zone_6 level 0.5 intro "Sound/Music/Sneak/Snk03B.asf" } music_zone_6_COMBAT { nextmood music_zone_6_COMBAT level 1.0 intro "Sound/Music/Combat/Combat05.asf" } //--------------------------------------------------------------------------------- // Event-Based Moods & Stingers //--------------------------------------------------------------------------------- // TBD music_event_ObjectiveCompleted_0 { stinger level 1.0 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD music_event_ObjectiveCompleted_1 { stinger level 1.0 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD music_event_ObjectiveCompleted_2 { stinger level 1.0 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD - MISSION COMPLETE music_event_ObjectiveCompleted_3 { stinger level 1.0 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_1.asf" } // TBD music_event_MissionFailed_0 { stinger level 1.0 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/Stngs02/Stng02_5.asf" } //------------------------------------------------- // Q-claw to conference room. music_event_QClaw: { nextmood music_zone_1 // just go back to any old stealth music for now. level 0.5 //--section---- path--------------------------- repeat (loop only, -1 = infinite) intro "Sound/Music/CoolBond/Cool01b.asf" } }