;============================================================== ; ; script_sound.ltx ; DoctorX Call of The Zone 1.1 ; ; Modified by: DoctorX ; Last revised: May 30, 2020 ; ;============================================================== #include "script_sound_agroprom.ltx" #include "script_sound_axr.ltx" #include "script_sound_darkvalley.ltx" #include "script_sound_escape.ltx" #include "script_sound_jupiter.ltx" #include "script_sound_l05_bar.ltx" #include "script_sound_marsh.ltx" #include "script_sound_military.ltx" #include "script_sound_pripyat.ltx" #include "script_sound_story_and_music.ltx" #include "script_sound_yantar.ltx" #include "script_sound_zaton.ltx" #include "script_sound_x16.ltx" #include "script_sound_x18.ltx" #include "script_sound_warlab.ltx" ; A new feature has been added to help alleviate an issue with all sounds being loaded, even unused ones. Restricting sounds by level and story id is this solution. ; 'levels' is a new optional field. It's what levels to load the sound on, otherwise sound is not loaded. The absense of a levels field means the sound is loaded on all levels. ; 'story_ids' is a new optional field. It's a list of story_ids that can load the sound, otherwise sound is not loaded. The absense of a story_ids field means the sound can be loaded by all npc. ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Music theme for X-19 ; ; Added by DoctorX ; for DoctorX Call of The Zone 1.1 ; May 30, 2020 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-19 music theme: [drx_cz_tunnels] type = looped path = music\amb04 levels = l10u_bunker ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Music theme for Lab X-16 ; ; Added by DoctorX ; for DoctorX Call of The Zone 1.1 ; May 30, 2020 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-16 music theme: [drx_cz_dc2] type = looped path = music\amb15 levels = l08u_brainlab ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [brain_scorcher_rumble] type = 3d path = ambient\earthquake levels = l13u_warlab, l10u_bunker [radar_drone] type = looped path = ambient\radar_1 levels = l10_radar [radar_thunder] type = looped path = ambient\radar_2 levels = l10_radar [gen_noos_tunnel] type = looped path = ambient\noos_tunnel_1 levels = l13_generators [warlab_pod_noise] type = looped path = ambient\warlab_pod_noise levels = l13u_warlab [red_bloodsucker_growl] type = 3d path = monsters\bloodsucker\distant_growl_ shuffle = rnd idle = 10,20,100 levels = l08u_brainlab, l03u_agr_underground [controller_script_attack] type = 3d path = monsters\controller\controller_script_attack_ shuffle = rnd idle = 10,20,100 levels = l08u_brainlab, l03u_agr_underground [rad_hat_1] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\radar\rad_hat_1 shuffle = seq idle = 1,1,100 levels = l10_radar, l10u_bunker, l08u_brainlab [rad_hat_2] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\radar\rad_hat_2 shuffle = seq idle = 1,1,100 levels = l10_radar, l10u_bunker, l08u_brainlab [radar_meh_on] type = looped path = ambient\cooling_run levels = l10u_bunker, l04u_labx18 [radar_meh_off] type = 3d path = ambient\cooling_stop levels = l10u_bunker, l04u_labx18 [psy_blackout] type = actor actor_stereo = true npc_prefix = false path = affects\psy_blackout shuffle = seq idle = 1,1,100 levels = l10u_bunker, l13u_warlab [bun_patrol_prikaz] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\bun\patrol_prikaz shuffle = seq idle = 1,1,100 levels = l10u_bunker [val_patrol_prikaz] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\val\patrol_prikaz shuffle = seq idle = 1,1,100 levels = l04u_labx18 [bun_monolith_call_1] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_1 shuffle = seq idle = 1,1,100 levels = l10u_bunker [sar_monolith_call] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_ shuffle = rnd idle = 10,15,100 levels = l12u_sarcofag [sar2_monolith_call] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_1 shuffle = rnd idle = 30,60,100 levels = l12u_sarcofag [mon_ambient] type = looped path = ambient\monolith_1 levels = l12u_sarcofag [mon_organic_moan] type = 3d path = ambient\organic_moan1 levels = l12u_sarcofag [mon_explosion] type = 3d path = ambient\mon_explosion levels = l12u_sarcofag, l13u_warlab [warlab_decoder] type = looped path = device\decoder levels = l13u_warlab [warlab_oso] type = looped path = ambient\os_1 levels = l13u_warlab [mon_monolith_damaged] type = 3d path = characters_voice\scenario\sarcofag\monolith_damaged shuffle = rnd idle = 0,0,100 levels = l13u_warlab [mon_monolith_heavy_damaged] type = 3d path = characters_voice\scenario\sarcofag\monolith_heavy_damaged shuffle = rnd idle = 0,0,100 levels = l13u_warlab [mon_monolith_alarm] type = 3d path = characters_voice\scenario\sarcofag\monolith_alarm shuffle = rnd idle = 0,0,100 levels = l13u_warlab [surge_earthquake_sound_looped] type = looped path = ambient\earthquake [surge_earthquake_sound] type = 3d path = ambient\earthquake [blowout_begin] type = 3d path = ambient\blowout\blowout_begin [blowout_rumble] type = looped path = ambient\blowout\blowout_rumble [blowout_hit_1] type = 3d path = ambient\blowout\blowout_impact [blowout_hit_2] type = 3d path = ambient\blowout\blowout_impact_02 [blowout_hit_3] type = 3d path = ambient\blowout\blowout_outro [blowout_wave_1] type = 3d path = ambient\blowout\blowout_wave_01 [blowout_wave_2] type = 3d path = ambient\blowout\blowout_wave_04 [blowout_wave_3] type = 3d path = ambient\blowout_wave_3 [blowout_particle_wave_looped] type = looped path = ambient\blowout\blowout_particle_wave [fallout_acid_rain] type = looped path = anomaly\acid_rain [state] type = npc npc_prefix = true avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker path = states\idle\idle_ shuffle = rnd idle = 7,13,100 group_snd = true [state_1] type = npc|actor|3d actor_stereo = true|false npc_prefix = true|false path = states\idle\idle_ shuffle = rnd|seq|loop idle = 3,5,100 ;min,max,rnd ;************************************************************ ;Универсальная озвучка встречи ;************************************************************ [wait] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker npc_prefix = true path = states\idle\idle_ shuffle = rnd idle = 7,10,100 ;************************************************************ ; Alife ;************************************************************ [patrol_sneak] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\sneak_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 1,1,100 [patrol_run] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\run_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 1,1,100 [patrol_walk] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\walk_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 1,1,100 [fight_attack] type = npc actor_stereo = false npc_prefix = true path = fight\attack\script_attack_ avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer shuffle = rnd idle = 1,1,100 is_combat_sound = true [post_combat_wait] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 3,5,100 [post_combat_wait_long] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 7,10,100 [post_combat_relax] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\relax_ avail_communities = bandit, csky, dolg, freedom, army, stalker shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Звуки дверей ;*************************************************************** [trader_door_open_start] type = 3d path = device\door_start shuffle = rnd idle = 1,1,100 [trader_door_close_start] type = 3d path = device\door_closing shuffle = rnd idle = 1,1,100 [trader_door_close_stop] type = 3d path = device\door_stop shuffle = rnd idle = 1,1,100 [trader_door_locked] type = 3d path = device\door_locked shuffle = rnd idle = 1,1,100 [trader_door_unlock] type = 3d path = device\door_servomotor shuffle = rnd idle = 1,1,100 [wood_small_open] type = 3d path = device\wood_small_open shuffle = rnd idle = 1,1,100 [wood_small_close_start] type = 3d path = device\wood_small_close_start shuffle = rnd idle = 1,1,100 [wood_small_close_stop] type = 3d path = device\wood_small_close_stop shuffle = rnd idle = 1,1,100 [wood_large_open] type = 3d path = device\wood_large_open shuffle = rnd idle = 1,1,100 [wood_large_close_start] type = 3d path = device\wood_large_close_start shuffle = rnd idle = 1,1,100 [wood_large_close_stop] type = 3d path = device\wood_large_close_stop shuffle = rnd idle = 1,1,100 [metal_small_open] type = 3d path = device\metal_small_open shuffle = rnd idle = 1,1,100 [metal_small_close_start] type = 3d path = device\metal_small_close_start shuffle = rnd idle = 1,1,100 [metal_small_close_stop] type = 3d path = device\metal_small_close_stop shuffle = rnd idle = 1,1,100 [power_switch] type = 3d path = device\power_switch shuffle = rnd idle = 1,1,100 ;*************************************************************** ; звуки настольной рации ;*************************************************************** [radio_call] type = 3d path = device\radio_call shuffle = rnd idle = 0,0,100 ;*************************************************************** ; Озвучка ПДА ;*************************************************************** [pda_alarm] type = actor npc_prefix = false path = device\pda\pda_alarm shuffle = rnd idle = 0,0,100 [pda_news] type = actor npc_prefix = false path = device\pda\pda_news shuffle = rnd idle = 1,1,100 [pda_tips] type = actor npc_prefix = false path = device\pda\pda_tip shuffle = rnd idle = 1,1,100 [pda_task] type = actor npc_prefix = false path = device\pda\pda_objective shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Озвучка Вертиберда ;*************************************************************** [heli_damaged] type = actor npc_prefix = false path = vehicles\helicopter\damage_ shuffle = rnd idle = 1,1,100 [heli_down] type = actor npc_prefix = false path = vehicles\helicopter\death_ shuffle = rnd idle = 1,1,100 [heli_hit] type = actor npc_prefix = false path = vehicles\helicopter\hit_ shuffle = rnd idle = 3,4,40 ;*************************************************************** ; ОСНОВНЫЕ ТЕМЫ ;*************************************************************** [alarm] type = 3d path = ambient\siren1 shuffle = loop idle = 0,0,100 [meet_hello] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, monolith npc_prefix = true path = states\meet\meet_hello_ shuffle = rnd idle = 7,10,100 [meet_wait] type = npc avail_communities = bandit, csky, dolg, freedom, killer, stalker npc_prefix = true path = states\meet\meet_wait_ shuffle = seq delay_sound = 15000 idle = 15,20,100 [meet_stop] type = npc avail_communities = bandit, csky, dolg, freedom, stalker npc_prefix = true path = states\meet\meet_stop_ shuffle = rnd idle = 2,2,100 [meet_hide_weapon] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer npc_prefix = true path = states\meet\meet_hide_weapon_ shuffle = rnd idle = 7,10,100 [meet_use_no_default] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker npc_prefix = true path = states\meet\meet_use_no_default_ shuffle = rnd idle = 1,1,100 [meet_use_no_fight] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith npc_prefix = true path = states\meet\meet_use_no_fight_ shuffle = rnd idle = 2,2,100 [meet_use_no_weapon] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker npc_prefix = true path = states\meet\meet_use_no_weapon_ shuffle = rnd idle = 5,7,100 [meet_use_no_talk_leader] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith npc_prefix = true path = states\meet\meet_use_no_talk_leader_ shuffle = rnd idle = 5,7,100 [corpse_loot_begin] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker npc_prefix = true path = states\loot\loot_begin_ shuffle = rnd idle = 10,11,100 [corpse_loot_good] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker npc_prefix = true path = states\loot\loot_good_ shuffle = rnd idle = 10,11,100 [corpse_loot_bad] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker npc_prefix = true path = states\loot\loot_bad_ shuffle = rnd idle = 10,11,100 [help_heavy] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker npc_prefix = true path = help\wounded_heavy\help_ shuffle = rnd idle = 4,8,100 [help_thanks] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker npc_prefix = true path = help\wounded_thanx\thanx_ shuffle = rnd idle = 1,1,100 [wounded_medkit] type = npc avail_communities = army, stalker, bandit, dolg, freedom, killer, csky npc_prefix = true path = help\wounded\medkit_ shuffle = rnd idle = 1,1,100 ;*************************************************************** ; ТЕМЫ ДЛЯ ТИРА ;*************************************************************** [steam_blowout] type = 3d path = anomaly\steam_blowout shuffle = rnd idle = 0,0,100