[SOUND_CAMERA] SCALE = .2 [SPEECH] DO_WE_FADE_STREAMS = 1 MUSIC_AND_AMBIENT_VOLUME = .7 GC_MUSIC_AND_AMBIENT_VOLUME = .65 XBOX_MUSIC_AND_AMBIENT_VOLUME = .4 FADE_IN_AMOUNT = .5 FADE_OUT_AMOUNT = .5 [GENERAL_SETTINGS] SOUND_ENABLED = 1 DO_WE_PLAY_MUSIC = 1 DO_WE_PLAY_GRID = 1 DO_WE_DISPLAY_INFO = 1 LOG_SOUND_TRIGGERS = 0 PS2_SFX_VOLUME = 1 PS2_MUSIC_VOLUME = 1 PS2_SPEECH_VOLUME = 1 PS2_CUTSCENE_VOLUME = 1 XBOX_SFX_VOLUME = 1 XBOX_MUSIC_VOLUME = 1 XBOX_SPEECH_VOLUME = 1 XBOX_CUTSCENE_VOLUME = 1 GC_SFX_VOLUME = 1 GC_MUSIC_VOLUME = 1 GC_SPEECH_VOLUME = 1 GC_CUTSCENE_VOLUME = 1 SET_PS2_VOLUME_ROLLOFF = 1.0 SET_GC_VOLUME_ROLLOFF = 1.0 SET_XBOX_VOLUME_ROLLOFF = 1.3 GC_DOPPLER_SCALE = 4 GC_DISTANCE_SCALE = 3 GC_PITCH_SCALE = 1 ; Character sound setting up ; fall speed of -6 = amount to actually take damage. ; fall speed of -12 is amount for character to die. [CHARACTER_SOUND] FALL_SPEED = -7.0 ; FALL_SPEED = -4.0 ;-------------------- sound grid -------------------- ; Here we setup the sound grid we'd like. ; ; WIDTH = Number of squares width of the grid. ; HEIGHT = Number of squares height of the grid. ; SMALL_THRESHOLD = Number of troops performing an action to qualify as a 'small' sound for that node. ; MEDIUM_THRESHOLD = Number of troops performing an action to qualify as a 'medium' sound for that node. ; LARGE_THRESHOLD = Number of troops performing an action to qualify as a 'large' sound for that node. ; NUMBER_OF_FRAMES_PER_UPDATE = how many frames before we get a full sound grid update. ; VOLUME = maximum volume foreach node. ; NUMBER_OF_NODES = Number of sound nodes for the grid (where the sound comes from). ; MAXIMUM_NUMBER_OF_CHARACTERS_PER_GRID_TO_CHECK = max num of characters to investigate. ; DURATION_OF_SAMPLES = This is the amount of time (in seconds) that the samples last - after this time is passed we know it's safe to start / fade samples. ; Note: If the combined number of troops in all the grid elements for a sound node ; is < than the small_threshold then no sound is generated for that sound node. ; NUMBER_OF_NODES must be set last. [SOUND_GRID] ;was 5 WIDTH = 7 HEIGHT = 7 SMALL_THRESHOLD = 4 MEDIUM_THRESHOLD = 15 LARGE_THRESHOLD = 30 DURATION_OF_SAMPLES = 1 FADE_IN_AMOUNT = 0.1 FADE_OUT_AMOUNT = 0.2 NUMBER_OF_FRAMES_PER_UPDATE = 10 MAXIMUM_NUMBER_OF_CHARACTERS_PER_GRID_TO_CHECK = 100 NUMBER_OF_NODES = 4 ; This is where you set up the effects for the PS2. ; ; Types of hardware effects are: ; ; SOUND_FX_ROOM ; SOUND_FX_STUDIO_A ; SOUND_FX_STUDIO_B ; SOUND_FX_STUDIO_C ; SOUND_FX_HALL ; SOUND_FX_SPACE ; SOUND_FX_DELAY ; SOUND_FX_PIPE ; ; ; EFFECT_NAME - This is the name you want to call the effect - refer to this name in the scripts. ; EFFECT_TYPE - This is the type of effect (See MultiStream 7.0.pdf). ; EFFECT_DEPTH_LEFT - Left depth 0- range 0 to 16383 ; EFFECT_DEPTH_RIGHT - Same as above but for right side. ; EFFECT_DELAY - A delay value - SOUND_FX_ECHO and SOUND_FX_DELAY only. ; EFFECT_FEEDBACK - A value from 0 to 127. ; EFFECT_MASTER_VOLUME - A value from 0 to 32767 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [PS2_EFFECTS] EFFECT_NAME = "OFF" EFFECT_TYPE = "SOUND_FX_DELAY" EFFECT_DEPTH_LEFT = 4000 EFFECT_DEPTH_RIGHT = 4000 EFFECT_DELAY = 40 EFFECT_FEEDBACK = 10 EFFECT_MASTER_VOLUME = 0 ; Used on level 1, 2, 3, 4, 5, 8(Hydra) EFFECT_NAME = "OUTDOORS" EFFECT_TYPE = "SOUND_FX_DELAY" EFFECT_DEPTH_LEFT = 4000 EFFECT_DEPTH_RIGHT = 4000 EFFECT_DELAY = 40 EFFECT_FEEDBACK = 10 EFFECT_MASTER_VOLUME = 1000 ; Used on level 6, 7 EFFECT_NAME = "DUNGEONS" EFFECT_TYPE = "SOUND_FX_HALL" EFFECT_DEPTH_LEFT = 8000 EFFECT_DEPTH_RIGHT = 8000 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 10000 ; frontend EFFECT_NAME = "LOGO" EFFECT_TYPE = "SOUND_FX_HALL" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32000 ; Used on Athens level 9 and 10 EFFECT_NAME = "ATHENS" EFFECT_TYPE = "SOUND_FX_DELAY" EFFECT_DEPTH_LEFT = 4000 EFFECT_DEPTH_RIGHT = 4000 EFFECT_DELAY = 40 EFFECT_FEEDBACK = 10 EFFECT_MASTER_VOLUME = 1000 ; Used on Blood and Thunder - Level 12 ; open battlefield area EFFECT_NAME = "ALPINE" EFFECT_TYPE = "SOUND_FX_DELAY" EFFECT_DEPTH_LEFT = 0 EFFECT_DEPTH_RIGHT = 0 EFFECT_DELAY = 75 EFFECT_FEEDBACK = 10 EFFECT_MASTER_VOLUME = 2000 ; close stone castle areas EFFECT_NAME = "ALPINE2" EFFECT_TYPE = "SOUND_FX_STUDIO_C" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 2000 EFFECT_NAME = "WEAPON_CLASH" EFFECT_TYPE = "SOUND_FX_SPACE" EFFECT_DEPTH_LEFT = 16000 EFFECT_DEPTH_RIGHT = 16000 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32000 EFFECT_NAME = "FRONTEND" EFFECT_TYPE = "SOUND_FX_HALL" EFFECT_DEPTH_LEFT = 8000 EFFECT_DEPTH_RIGHT = 8000 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 3000 EFFECT_NAME = "PRIESTESS" EFFECT_TYPE = "SOUND_FX_SPACE" EFFECT_DEPTH_LEFT = 8000 EFFECT_DEPTH_RIGHT = 8000 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 15000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EFFECT_NAME = "ROOM" EFFECT_TYPE = "SOUND_FX_ROOM" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32767 EFFECT_NAME = "STUDIO_A" EFFECT_TYPE = "SOUND_FX_STUDIO_A" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32767 EFFECT_NAME = "STUDIO_B" EFFECT_TYPE = "SOUND_FX_STUDIO_B" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 10000 EFFECT_NAME = "STUDIO_C" EFFECT_TYPE = "SOUND_FX_STUDIO_C" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 2000 EFFECT_NAME = "HALL" EFFECT_TYPE = "SOUND_FX_HALL" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32767 EFFECT_NAME = "HALL_SMALL" EFFECT_TYPE = "SOUND_FX_HALL" EFFECT_DEPTH_LEFT = 8000 EFFECT_DEPTH_RIGHT = 8000 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 10000 EFFECT_NAME = "SPACE" EFFECT_TYPE = "SOUND_FX_SPACE" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32767 EFFECT_NAME = "DELAY" EFFECT_TYPE = "SOUND_FX_DELAY" EFFECT_DEPTH_LEFT = 0 EFFECT_DEPTH_RIGHT = 0 EFFECT_DELAY = 75 EFFECT_FEEDBACK = 10 EFFECT_MASTER_VOLUME = 2000 EFFECT_NAME = "PIPE" EFFECT_TYPE = "SOUND_FX_PIPE" EFFECT_DEPTH_LEFT = 16383 EFFECT_DEPTH_RIGHT = 16383 EFFECT_DELAY = 0 EFFECT_FEEDBACK = 0 EFFECT_MASTER_VOLUME = 32767 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Xbox reverb effects ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Xbox reverb information ; Integer XBOX_EFFECT_L_ROOM; // [-10000, 0] default: -10000 mB ; Integer XBOX_EFFECT_L_ROOM_HF; // [-10000, 0] default: 0 mB ; Floating point XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR; // [0.0, 10.0] default: 0.0 ; Floating point XBOX_EFFECT_FL_DECAY_TIME; // [0.1, 20.0] default: 1.0 s ; Floating point XBOX_EFFECT_FL_DECAY_HF_RATIO; // [0.1, 2.0] default: 0.5 ; Integer XBOX_EFFECT_L_REFLECTIONS; // [-10000, 1000] default: -10000 mB ; Floating point XBOX_EFFECT_FL_REFLECTIONS_DELAY; // [0.0, 0.3] default: 0.02 s ; Integer XBOX_EFFECT_L_REVERB; // [-10000, 2000] default: -10000 mB ; Floating point XBOX_EFFECT_FL_REVERB_DELAY; // [0.0, 0.1] default: 0.04 s ; Floating point XBOX_EFFECT_FL_DIFFUSION; // [0.0, 100.0] default: 100.0 % ; Floating point XBOX_EFFECT_FL_DENSITY; // [0.0, 100.0] default: 100.0 % ; Floating point XBOX_EFFECT_FL_HF_REFERENCE; // [20.0, 20000.0] default: 5000.0 Hz ; Here are some of the Xbox pre-defined reverb settings. OUTDOORS for example is currently set to the PLAIN settings, the rest are set to CAVE. ; DSI3DL2_ENVIRONMENT_PRESET_DEFAULT -1000, -100, 0.0f, 1.49f, 0.83f, -2602, 0.007f, 200, 0.011f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_DEFAULT2 -10000, 0, 0.0f, 1.00f, 0.50f, -10000, 0.020f, -10000, 0.040f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_GENERIC -1000, -100, 0.0f, 1.49f, 0.83f, -2602, 0.007f, 200, 0.011f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_PADDEDCELL -1000, -6000, 0.0f, 0.17f, 0.10f, -1204, 0.001f, 207, 0.002f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_ROOM -1000, -454, 0.0f, 0.40f, 0.83f, -1646, 0.002f, 53, 0.003f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_BATHROOM -1000, -1200, 0.0f, 1.49f, 0.54f, -370, 0.007f, 1030, 0.011f, 100.0f, 60.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_LIVINGROOM -1000, -6000, 0.0f, 0.50f, 0.10f, -1376, 0.003f, -1104, 0.004f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_STONEROOM -1000, -300, 0.0f, 2.31f, 0.64f, -711, 0.012f, 83, 0.017f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_AUDITORIUM -1000, -476, 0.0f, 4.32f, 0.59f, -789, 0.020f, -289, 0.030f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_CONCERTHALL -1000, -500, 0.0f, 3.92f, 0.70f, -1230, 0.020f, -2, 0.029f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_CAVE -1000, 0, 0.0f, 2.91f, 1.30f, -602, 0.015f, -302, 0.022f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_ARENA -1000, -698, 0.0f, 7.24f, 0.33f, -1166, 0.020f, 16, 0.030f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_HANGAR -1000, -1000, 0.0f,10.05f, 0.23f, -602, 0.020f, 198, 0.030f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_CARPETEDHALLWAY -1000, -4000, 0.0f, 0.30f, 0.10f, -1831, 0.002f, -1630, 0.030f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_HALLWAY -1000, -300, 0.0f, 1.49f, 0.59f, -1219, 0.007f, 441, 0.011f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_STONECORRIDOR -1000, -237, 0.0f, 2.70f, 0.79f, -1214, 0.013f, 395, 0.020f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_ALLEY -1000, -270, 0.0f, 1.49f, 0.86f, -1204, 0.007f, -4, 0.011f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_FOREST -1000, -3300, 0.0f, 1.49f, 0.54f, -2560, 0.162f, -613, 0.088f, 79.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_CITY -1000, -800, 0.0f, 1.49f, 0.67f, -2273, 0.007f, -2217, 0.011f, 50.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_MOUNTAINS -1000, -2500, 0.0f, 1.49f, 0.21f, -2780, 0.300f, -2014, 0.100f, 27.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_QUARRY -1000, -1000, 0.0f, 1.49f, 0.83f, -10000, 0.061f, 500, 0.025f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_PLAIN -1000, -2000, 0.0f, 1.49f, 0.50f, -2466, 0.179f, -2514, 0.100f, 21.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_PARKINGLOT -1000, 0, 0.0f, 1.65f, 1.50f, -1363, 0.008f, -1153, 0.012f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_SEWERPIPE -1000, -1000, 0.0f, 2.81f, 0.14f, 429, 0.014f, 648, 0.021f, 80.0f, 60.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_UNDERWATER -1000, -4000, 0.0f, 1.49f, 0.10f, -449, 0.007f, 1700, 0.011f, 100.0f, 100.0f, 5000.0f ; DSI3DL2_ENVIRONMENT_PRESET_NOREVERB -10000, -10000, 0.0f, 1.00f, 1.00f, -10000, 0.000f, -10000, 0.000f, 0.0f, 0.0f, 5000.0f [XBOX_EFFECTS] EFFECT_NAME = "OFF" XBOX_EFFECT_L_ROOM = -10000 XBOX_EFFECT_L_ROOM_HF = -10000 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 1 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1 XBOX_EFFECT_L_REFLECTIONS = -10000 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0 XBOX_EFFECT_L_REVERB = -10000 XBOX_EFFECT_FL_REVERB_DELAY = 0 XBOX_EFFECT_FL_DIFFUSION = 0 XBOX_EFFECT_FL_DENSITY = 0 XBOX_EFFECT_FL_HF_REFERENCE = 5000 ; OUTDOORS 1 EFFECT_NAME = "OUTDOORS" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = -2000 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 1 XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.50 XBOX_EFFECT_L_REFLECTIONS = -2400 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.2 XBOX_EFFECT_L_REVERB = -2500 XBOX_EFFECT_FL_REVERB_DELAY = 0.1 XBOX_EFFECT_FL_DIFFUSION = 20 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 ; ;old one ; EFFECT_NAME = "OUTDOORS" ; XBOX_EFFECT_L_ROOM = -1000 ; XBOX_EFFECT_L_ROOM_HF = -2000 ; XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 ; XBOX_EFFECT_FL_DECAY_TIME = 1 ; XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.5 ; XBOX_EFFECT_L_REFLECTIONS = 0 ; XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.3 ; XBOX_EFFECT_L_REVERB = -2000 ; XBOX_EFFECT_FL_REVERB_DELAY = 0.1 ; XBOX_EFFECT_FL_DIFFUSION = 80 ; XBOX_EFFECT_FL_DENSITY = 100 ; XBOX_EFFECT_FL_HF_REFERENCE = 5000 ; DUNGEONS 1 EFFECT_NAME = "DUNGEONS" XBOX_EFFECT_L_ROOM = -1600 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 3 XBOX_EFFECT_FL_DECAY_HF_RATIO = .5 XBOX_EFFECT_L_REFLECTIONS = -10000 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.025 XBOX_EFFECT_L_REVERB = -200 XBOX_EFFECT_FL_REVERB_DELAY = 0 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "LOGO" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "ATHENS" XBOX_EFFECT_L_ROOM = -2000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 1.6 XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.50 XBOX_EFFECT_L_REFLECTIONS = -10000 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.2 XBOX_EFFECT_L_REVERB = 0 XBOX_EFFECT_FL_REVERB_DELAY = 0.1 XBOX_EFFECT_FL_DIFFUSION = 20 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 ; old athens ; XBOX_EFFECT_L_ROOM = -1000 ; XBOX_EFFECT_L_ROOM_HF = -800 ; XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 ; XBOX_EFFECT_FL_DECAY_TIME = 1.49 ; XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.67 ; XBOX_EFFECT_L_REFLECTIONS = -2273 ; XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.007 ; XBOX_EFFECT_L_REVERB = -800 ; XBOX_EFFECT_FL_REVERB_DELAY = 0.011 ; XBOX_EFFECT_FL_DIFFUSION = 50 ; XBOX_EFFECT_FL_DENSITY = 100 ; XBOX_EFFECT_FL_HF_REFERENCE = 5000 ; ; STONE CORRIDOR 3 ; EFFECT_NAME = "ATHENS" ; XBOX_EFFECT_L_ROOM = -1000 ; XBOX_EFFECT_L_ROOM_HF = -237 ; XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 ; XBOX_EFFECT_FL_DECAY_TIME = 2.70 ; XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.79 ; XBOX_EFFECT_L_REFLECTIONS = -1214 ; XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.013 ; XBOX_EFFECT_L_REVERB = -1100 ; XBOX_EFFECT_FL_REVERB_DELAY = 0.005 ; XBOX_EFFECT_FL_DIFFUSION = 100 ; XBOX_EFFECT_FL_DENSITY = 100 ; XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "ALPINE" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = -2000 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 1 XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.50 XBOX_EFFECT_L_REFLECTIONS = -2400 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.2 XBOX_EFFECT_L_REVERB = -2500 XBOX_EFFECT_FL_REVERB_DELAY = 0.1 XBOX_EFFECT_FL_DIFFUSION = 20 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "ALPINE2" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = -2000 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 1 XBOX_EFFECT_FL_DECAY_HF_RATIO = 0.50 XBOX_EFFECT_L_REFLECTIONS = -2400 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.2 XBOX_EFFECT_L_REVERB = -2500 XBOX_EFFECT_FL_REVERB_DELAY = 0.1 XBOX_EFFECT_FL_DIFFUSION = 20 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "WEAPON_CLASH" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "FRONTEND" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "PRIESTESS" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = -1000 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.50 XBOX_EFFECT_FL_DECAY_HF_RATIO = .7 XBOX_EFFECT_L_REFLECTIONS = -500 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.025 XBOX_EFFECT_L_REVERB = -200 XBOX_EFFECT_FL_REVERB_DELAY = 0.025 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 ;;;;;;;;;;;;;;;;;;;;;;;; EFFECT_NAME = "ROOM" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "STUDIO_A" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "STUDIO_B" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "STUDIO_C" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "HALL" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "HALL_SMALL" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "SPACE" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "DELAY" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 EFFECT_NAME = "PIPE" XBOX_EFFECT_L_ROOM = -1000 XBOX_EFFECT_L_ROOM_HF = 0 XBOX_EFFECT_FL_ROOM_ROLL_OFF_FACTOR = 0 XBOX_EFFECT_FL_DECAY_TIME = 2.91 XBOX_EFFECT_FL_DECAY_HF_RATIO = 1.30 XBOX_EFFECT_L_REFLECTIONS = -602 XBOX_EFFECT_FL_REFLECTIONS_DELAY = 0.015 XBOX_EFFECT_L_REVERB = -302 XBOX_EFFECT_FL_REVERB_DELAY = 0.022 XBOX_EFFECT_FL_DIFFUSION = 100 XBOX_EFFECT_FL_DENSITY = 100 XBOX_EFFECT_FL_HF_REFERENCE = 5000 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [GC_EFFECTS]