PlayLists[24] { //this plays at the beginning of the level PlayList "startmzk" { Priority 0 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.1 Tracks[2] { "st2bg1st" "st2bg1lp" } } PlayList "respawn1" { Priority 0 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.3 Tracks[2] { "st2bg1rs" "st2bg1lp" } } //open the first door PlayList "door0" { Priority 1 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.1 Tracks[2] { "st2bg1d1" "st2bg1lp" } } //open door2 on its own PlayList "door1" { Priority 3 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.1 Tracks[2] { "st2bg1d2" "st2bg1lp" } } //turn off the first laser generator thing //and then fight the turrets PlayList "lasrof0" { Priority 3 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 2.0 Tracks[2] { "st3ftrst" "st2bg1lp" } } //open door2 right after laser off so you still fight PlayList "door1a" { Priority 4 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 4.0 Tracks[2] { "st3ftrdr" "st2ftrlp" } } PlayList "door1b" { Priority 4 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 4.0 Tracks[2] { "st2bg1d2" "st2bg1lp" } } //next laser generator thing off PlayList "lasrof1" { Priority 5 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.1 Tracks[2] { "st3bg1p1" "st2bg1lp" } } //either platform falls or you go down to a fight PlayList "fightpl" { Priority 6 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 3.0 Tracks[2] { "st3ftrpl" "st2ftrlp" } } //open door3 PlayList "door2" { Priority 7 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.1 Tracks[2] { "st2bg1d1" "st2bg1lp" } } PlayList "door2a" { Priority 7 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 3.0 Tracks[2] { "st3ftrdr" "st2ftrlp" } } //turrets spawn in and scare you in the z room PlayList "spntur02" { Priority 8 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st2bg1t1" "st2bg1lp" } } //sentry fight plus 4 turrets PlayList "spnsen02" { Priority 9 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 3.0 Tracks[2] { "st3ftrsc" "st2ftrlp" } } //music in jumpin area PlayList "jump1" { Priority 10 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st3bg2st" "st3bg2lp" } } PlayList "bg2" { Priority 1 RemoveOnInterrupt FadeInTime 2.0 FadeOutTime 0.2 Tracks[1] { "st3bg2lp" } } PlayList "respawn2" { Priority 0 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st3bg2rs" "st3bg2lp" } } //scary sentry spawns in PlayList "sentry3" { Priority 12 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 2.0 Tracks[2] { "st3ftrpl" "st2ftrlp" } } //zorgon shooting section PlayList "zor6a" { Priority 13 RemoveOnInterrupt FadeInTime 2.0 FadeOutTime 3.0 Tracks[1] { "st2ft1lp" } } PlayList "zor04" { Priority 14 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 3.0 Tracks[2] { "st3gunst" "st3gunlp" } } PlayList "zor6b" { Priority 15 RemoveOnInterrupt FadeInTime 2.0 FadeOutTime 3.0 Tracks[1] { "st2ft1lp" } } //using elevators PlayList "elev0" { Priority 16 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st2bg1s1" "st2bg1lp" } } PlayList "elev1" { Priority 17 RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st2bg1s2" "st2bg1lp" } } PlayList "jump2" { Priority 20 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.2 Tracks[2] { "st3bg2st" "st3bg2lp" } } //you died PlayList "die" { Priority 100 ForceCutIn RemoveOnInterrupt FadeInTime 0.1 FadeOutTime 0.3 Tracks[1] { "neg01" } } }