// // Our collection of ambient sounds for this map (maximum 10) // section [AMBIENT] { Bunker1 Bunker3 Bunker4 Bunker5 Bunker6 } // // Filename for ambient loop // section [AMBIENTLOOP] { BackEditL } // // second parameter can either be : anim, or damage // section [PRIM] { "ASYLUM_MANHOLE.BLD", anim, { Cover1 | Cover2 } "HOLE COVER.BLD" , anim, { Cover1 | Cover2 } "IRON MAIDEN.BLD" , anim, { DoorBurst } } // // Music files // section [MUSIC] { Incidental13, 5 Incidental10, 5 Incidental14, 5 } // // Action music (Rage and Action) // section [ACTIONMUSIC] { LikeAPsycho, 5 JustNotTrue, 5 StillDIsappointed, 5 } // // Boss Music (THis is not a boss level, so is ignored. But for the sake of examplification) // section [BOSSMUSIC] { LikeAPsycho, 5 JustNotTrue, 5 } // // This section describes some of the level specific sounds that need // to be preloaded. [0 = into swappable memory, 1= into permanent memory] // section [PRELOAD] { ExploPipe, 1 ExploLrg1, 1 SentryGun, 1 ExploPC, 1 ElectroZap1, 1 ElecLoop, 1 // The next 3 are loaded by car.cpp because there's a car in the level, but not actually // needed. So make them swappable rather than permanent to save memory CarSkid1, 0 CarHitBody1, 0 FireLoop, 0 Lorry2, 0 Lorry4, 0 GuardKill, 0 BladeLand1, 0 DeathMeltAcid, 0 DoorSld2, 0 } // // // section [EOF]