// Global sound information file. Contains sound settings that apply to all levels streamer_config { musicmaxreq 10 // max queued requests musicmaxchunks 50 // max tracked chunks in buffer musicbufsize 102400 // bytes stingermaxreq 1 // max queued requests stingermaxchunks 50 // max tracked chunks in buffer stingerbufsize 102400 // bytes cinematicmaxreq 1 // max queued requests cinematicmaxchunks 100 // max tracked chunks in buffer cinematicbufsize 204800 // bytes fadein 2000 // Fade In time (in msecs) for new music/mood fadeout 2000 // Fade out time (in msecs) for previous music/mood } multiplayer_config { maxsounds 20 // maximum number of sounds to alloccate } default_levels { // category level (0 ... 1.0f) CAT_CINEMATIC 1.00 CAT_MUSIC 1.00 CAT_DIALOG 0.90 CAT_WEAPONS 1.00 CAT_SFX 0.90 GRP_DEFAULT 1.00 GRP_EXPLOSION 1.00 GRP_GUN 1.00 GRP_BODY 0.70 GRP_AMBIENT 0.70 GRP_UI 1.00 } default_songs { //--------------------------------------------------------------------------------- // GLOBAL STINGERS //--------------------------------------------------------------------------------- // med music_event_ssr4000_pickup { stinger level 0.75 intro "Sound/MusicSDX/CmbtLps3/Chase7dE.asf" } // big music_event_mrl22_pickup { stinger level 0.75 intro "Sound/Music/Stngs04/Stng0403.asf" } // small music_event_item_keycard_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // small music_event_item_keycard2_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // very small music_event_item_armorbig_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // very small music_event_item_armormedium_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // very small music_event_item_armorsmall_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // small music_event_item_pcodegen_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // small music_event_item_cipherlist_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } // small music_event_ammo_darts_pickup { stinger level 0.75 intro "Sound/Music/Stngs03a/Stng0302.asf" } stinger_bond_slick_move { stinger level 1.0 intro "Sound/Music/Stngs03a/Stng0303.asf" } stinger_bond_slick_move_major { stinger level 1.0 intro "Sound/Music/Stngs07/Stng007A.asf" } stinger_bond_bonus_pickup { stinger level 1.0 intro "Sound/Music/Stngs02/Stng02_1.asf" } //--------------------------------------------------------------------------------- // GLOBAL COMBAT SONGS // // IMPORTANT: If you change the number of Combat songs // then you MUST change the corresponding // MAX number in // gMusic.scr::StartRandomCombatMusic // //--------------------------------------------------------------------------------- //-Chase1---------- music_combat1 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps1/Chase1cL.asf" -1 } //-Chase2---------- music_combat2 { nextmood music_combat2 level 0.75 intro "Sound/MusicSDX/CmbtLps1/Chase2aI.asf" loop "Sound/MusicSDX/CmbtLps1/Chase2bL.asf" -1 } music_combat3 { nextmood music_combat3 level 0.75 loop "Sound/MusicSDX/CmbtLps1/Chase2cL.asf" -1 } music_combat4 { nextmood music_combat4 level 0.75 intro "Sound/MusicSDX/CmbtLps1/Chase2dI.asf" loop "Sound/MusicSDX/CmbtLps1/Chase2eL.asf" -1 } music_combat5 { nextmood music_combat5 level 0.75 intro "Sound/MusicSDX/CmbtLps1/Chase2fI.asf" loop "Sound/MusicSDX/CmbtLps1/Chase2gL.asf" -1 } //-Chase3--------- //*REMOVED PER SDX* //-Chase4---------- music_combat6 { nextmood music_combat6 level 0.75 loop "Sound/MusicSDX/CmbtLps2/Chase4aL.asf" -1 } music_combat7 { nextmood music_combat7 level 0.75 loop "Sound/MusicSDX/CmbtLps2/Chase4bL.asf" -1 } music_combat8 { nextmood music_combat8 level 0.75 loop "Sound/MusicSDX/CmbtLps2/Chase4cL.asf" -1 } music_combat9 { nextmood music_combat9 level 0.75 loop "Sound/MusicSDX/CmbtLps2/Chase4dL.asf" -1 } //-Chase5--------- // NOTE: Chase5 is used exclusivly for the Sub Countdown in Orc_4. //-Chase6----------- music_combat10 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps2/Chase6eL.asf" -1 } //-Chase7----------- music_combat11 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps3/Chase7aL.asf" -1 } music_combat12 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps3/Chase7bL.asf" -1 } music_combat13 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps3/Chase7cL.asf" -1 } //-Chase8----------- // *REMOVED PER SDX* //-Chase9----------- music_combat14 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps3/Chase9aL.asf" -1 } music_combat15 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps3/Chase9bL.asf" -1 } //-Combat1----------- music_combat16 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps4/Cmbat1aI.asf" loop "Sound/MusicSDX/CmbtLps4/Cmbat1aL.asf" -1 } music_combat17 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps4/Cmbat1bL.asf" -1 } //-Combat2----------- music_combat18 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps4/Cmbat2aI.asf" loop "Sound/MusicSDX/CmbtLps4/Cmbat2bL.asf" -1 } music_combat19 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps4/Cmbat2cL.asf" -1 } //-Combat3----------- music_combat20 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps4/Cmbat3aI.asf" loop "Sound/MusicSDX/CmbtLps4/Cmbat3aL.asf" -1 } music_combat21 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps4/Cmbat3bL.asf" -1 } music_combat22 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps4/Cmbat3cL.asf" -1 } //-Combat4----------- music_combat23 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat4aL.asf" -1 } music_combat24 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat4bL.asf" -1 } music_combat25 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat4cL.asf" -1 } //-Combat5----------- music_combat26 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5aL.asf" -1 } music_combat27 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5bL.asf" -1 } music_combat28 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5cL.asf" -1 } //-Combat6----------- music_combat29 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat6fL.asf" -1 } music_combat30 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat6gL.asf" -1 } music_combat31 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat6hL.asf" -1 } music_combat32 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat6iL.asf" -1 } //-Combat7----------- music_combat33 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps6/Cmbat7aI.asf" loop "Sound/MusicSDX/CmbtLps6/Cmbat7bL.asf" -1 } music_combat34 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps6/Cmbat7cL.asf" -1 } music_combat35 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps6/Cmbat7dL.asf" loop "Sound/MusicSDX/CmbtLps6/Cmbat7eL.asf" -1 } music_combat36 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5cL.asf" -1 } music_combat37 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps6/Cmbat7fL.asf" -1 } //-Combat8----------- music_combat38 { nextmood music_combat1 level 0.75 intro "Sound/MusicSDX/CmbtLps6/Cmbat8aI.asf" loop "Sound/MusicSDX/CmbtLps6/Cmbat8bL.asf" -1 } music_combat39 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps6/Cmbat8cL.asf" -1 } //-Chase09b per SDX----------- music_combat40 { nextmood music_combat1 level 0.75 loop "Sound/Music/Chase/Chase09b.asf" -1 } //-RJ13 per SDX----------- music_combat41 { nextmood music_combat1 level 0.75 loop "Sound/Music/ShortLps/RJ13_L.asf" -1 } //-Chase09b per SDX----------- music_combat42 { nextmood music_combat1 level 0.75 loop "Sound/Music/Chase/Chase09b.asf" -1 } //-RJ13 per SDX----------- music_combat43 { nextmood music_combat1 level 0.75 loop "Sound/Music/ShortLps/RJ13_L.asf" -1 } //-Combat5----------- music_combat44 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5aL.asf" -1 } music_combat45 { nextmood music_combat1 level 0.75 loop "Sound/MusicSDX/CmbtLps5/Cmbat5bL.asf" -1 } //----------------------END ALL COMBAT TUNES---------------------------- //--------------------------------------------------------------------------------- // // IMPORTANT: If you change the number of Combat songs // then you MUST change the corresponding // MAX number in // gMusic.scr::StartRandomCombatMusic // // IMPORTANT: MAX number of songs per SNI file // is currently 70 (including stingers, etc.). // //--------------------------------------------------------------------------------- }