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Audio.dm
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Audio.dm
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/*******************************************
*** AUDIO.DM REWRITEN BY KUMO ON 8/21/12 ***
*******************************************/
// <------------ Music definitions --------->
var {
CURRENT_MUSIC = null // <--- The music track that is currently playing.
// <--------- Atmospheric --------->
SOUND_WIND = sound('audio/sound/wind[edit].ogg',1, volume = 60, channel = 50)
// <--------- Weapons --------->
SOUND_GRENADE = sound('audio/sound/grenade.ogg',0, volume = 60, channel = 10)
SOUND_GUNFIRE1 = sound('audio/sound/gun1.ogg',0, volume = 60, channel = 12)
SOUND_GUNFIRE2 = sound('audio/sound/gun2.ogg',0, volume = 60, channel = 12)
SOUND_SHOTGUN = sound('audio/sound/shotgun1.ogg',0, volume = 90, channel = 13)
SOUND_CROSSBOW = sound('audio/sound/crossbow1.ogg',0, volume = 90, channel = 14)
// <--------- Enemy sounds --------->
SOUND_ZGROWL1 = sound('audio/sound/growl1.ogg',0, volume = 60)
SOUND_ZGROWL2 = sound('audio/sound/growl2.ogg',0, volume = 60)
// <--------- Interface --------->
SOUND_CLICK = sound('audio/sound/click.ogg',0, volume = 100)
// <--------- Announcement --------->
SOUND_WAVE_BEGINING = sound('audio/sound/voice_wave_begin.ogg',0, volume = 60)
SOUND_WAVE_COMPLETE = sound('audio/sound/voice_wave_complete.ogg',0, volume = 62)
SOUND_ACHIEVEMENT_U = sound('audio/sound/voice_au.ogg',0, volume = 60)
SOUND_ALL_PLAYERS_DEAD = sound('audio/sound/voice_all_players_dead.ogg',0, volume = 60)
// <--------- Music --------->
MUSIC_WAIT = sound('audio/music/wait.ogg',1,volume = 30, channel = 3)
MUSIC_SIMPLY_NO_CHANCE = sound('audio/music/simply_no_chance[loop].ogg',1,volume = 30, channel = 3)
MUSIC_NO_WHERE_TO_RUN = sound('audio/music/no_where_to_run[loop].ogg',1,volume = 30, channel = 3)
MUSIC_FIVE = sound('audio/music/five.ogg',1,volume = 30, channel = 3)
MUSIC_TWO = sound('audio/music/two.ogg',1,volume = 30, channel = 3)
MUSIC_THREE = sound('audio/music/three.ogg',1,volume = 30, channel = 3)
// <--- Lists --->
list {
s_gun = list (SOUND_GUNFIRE1, SOUND_GUNFIRE2) // <--- The list that the gun "pop" is chosen from.
s_growl = list (SOUND_ZGROWL1, SOUND_ZGROWL2) // <--- The list that the zombie's "growl" is chosen from.
MUSIC_SOUNDTRACK = list (MUSIC_SIMPLY_NO_CHANCE, MUSIC_NO_WHERE_TO_RUN, MUSIC_FIVE, MUSIC_TWO, MUSIC_THREE)
}
}
// <--------- Proc(s) --------->
proc
Cycle_Music() // <--- Proc that decides what mucis track will be played for the duration of the match.
CURRENT_MUSIC = pick(MUSIC_SOUNDTRACK)