////////////// // Description: This is a modder friendly, stripped down and cleaned soundscript for use to easily add // custom musical cues and sounds to your campaign without all the confusion and fluff. // It only includes entries related to ONE campaign (yours) instead of EVERY campaign. // Using my version also fixes a widely known soundscript bug related to using custom soundscripts. // ie: Flaming zombies alarm sound bug // // Almost all comments are my own, and make it so you should perfectly understand what each section does. // Please give me credit somewhere if you use this to add custom music to your campaign. // // Note: This does not include the events required to customize survival map music. // This is for campaigns only, although you can easily re-add the holdout events if need be. // // // Instrucciones: 1. Renombra este archivo como // [nombre_mapa_campaña]_level_sounds.txt Hay que crear tantos //como mapas hay en la campaña y poner sus respectivos nombres. // // 2. En el archivo missions.txt de tu campaña, //encuentra el parámetro NAME, y cambialo a uno que no tenga //espacios (por ejemplo warcelona). // // Por ejemplo:Si tus mapas son warcelona01.bsp, //warccelona02.bsp, etc.. el NAME en missions.txt será //warcelona, y este archivo será //warcelona[01|02...]_level_sounds.txt // // 3. Coloca este archivo en la carpeta maps del vpk. // // 4. (OPCIONAL DE MOMENTO). BSPZIP or PAKRAT your //custom music into EACH map. Annoying, but required to not //force snd_rebuildaudiocache on players) // Warning: Make sure you set the paths for your bsp //sound files so that they are referenced at // sound/music/your_specific_folder_names // // 5. Busca y reemplaza "warcelona" por //"warcelona" (el parametro NAME del archivo missions). // // 6. Reemplaza los sonidos .wav // // 7. Crea el VPK y con mucha suerte y una estampita //podrás escuchar los sonidos en tu campaña. // // Created by: Adam Sierra // Traductor: Arkanos (es que sino no me empano xP) // // Version 1.0 by Adam Sierra // Version 2.0 by Nicolas 'NykO18' Grevet ////////////// ///////////////////////////////// // This section defines music that plays ONLY on the very first map, and continues playing // until the player LEAVES the area in the NAV MESH marked as "PLAYER_START" // // It is broken into two parts, the intro song for your campaign, and then the normal // song that you want to be looped when the intro song finishes if the player is STILL // standing in the safe zone when the intro song finished. // // I believe the 'loopstart' should be set to the ending length of time for the intro wav // so that the filler / looped wav in BaseLoop section knows when to begin playing. // loopstart can be values such as 50.256 for very fine control of the loop timing. // That would be 50 seconds and 256 milliseconds. // // Normally Valve uses their checkpoint music as the looped filler music after the intro wav. ///////////////////////////////// // This is for your INTRO music "Event.MissionStart_warcelona" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#warcelona/bcn/rezapormorir.mp3" "GameData" { "MusicTrack" "checkpoint" "MusicAutoQueue" "Event.MissionStart_BaseLoop_warcelona" "MusicPriority" "MEDIUM" "MusicParameters" "AFTER_DEATH" "MusicMaster" "PLAY_TO_END" "MusicFadeOut" "1.5" "MusicMasterTags" { "loopStart" "40" // Set this time to when you want the looped version you will define below this section to start. You can just make it the exact length of your intro wav. (You are doing it wrong if you leave it at 0) } } } // This is the LOOPED version of your INTRO music MINUS the actual intro part in the song // it begins playing after loopStart you defined above. (make sure this wav has cue points or it might not loop!) "Event.MissionStart_BaseLoop_warcelona" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" //La pondre mas adelante------------------------------ "wave" "@#warcelona/bcn/checkpoint.wav" "GameData" { "MusicPriority" "MEDIUM" "MusicTrack" "checkpoint" "MusicTagTrack" "checkpoint" "MusicFadeOut" "1.5" // This is how long it takes to fade out of this looped intro once you leave the PLAYER_START nav square. } } ///////////////////////////////// // This section defines music that plays on ALL map loads EXCEPT the very first one. // (Technical: It only plays when the player spawns on a nav square marked as CHECKPOINT that DOES NOT have PLAYER_START) // It will stop playing when they leave the area marked as CHECKPOINT // // This works exactly the same as above, only you should set it up so that the intro wav is VERY short. // As an example, the warcelona campaign had loopStart set to only 1.95 seconds. // This is so that checkpoints don't 'feel' like the begining of the entire campaign, yet still can have a unique intro in the song // when the map first loads, that doesn't get played over and over. It's kinda overkill professionalism, as you can simply just make // a song that loops without an intro part in the music itself, set loopStart to 0.01 and just use the same wav for both of these parts. ///////////////////////////////// // The very short intro version of the looped checkpoint / safehouse music "Event.CheckPointIntro_warcelona" { "channel" "CHAN_STATIC" "volume" "0.5" "soundlevel" "SNDLVL_NONE" "wave" "@#warcelona/bcn/mejororacion.mp3" "GameData" { "MusicTrack" "checkpoint" "MusicAutoQueue" "Event.CheckPointBaseLoop_warcelona" "MusicPriority" "MEDIUM" "MusicMaster" "PLAY_TO_END" "MusicFadeOut" "1.5" "MusicMasterTags" { "loopStart" "5" // Don't forget to set me! (Should be very short as this isn't the first map of your campaign anymore) } } } // The actual looped checkpoint / safehouse music that will play right after loopStart (Remember: Cue points!) "Event.CheckPointBaseLoop_warcelona" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#warcelona/bcn/rezapormorir.mp3" "GameData" { "MusicPriority" "MEDIUM" "MusicTrack" "checkpoint" "MusicTagTrack" "checkpoint" "MusicFadeOut" "1.5" // How long it takes to fade out as soon as they leave } } ///////////////////////////////// // This section is for the "Doo DEE DEEEEEEEEEE" flute sound that plays as soon as you leave a checkpoint or player_start area. // There is a high pitch, and a low pitch version defined below that will be picked randomly for each maps transition from checkpoint to pre-gameplay. ///////////////////////////////// "Event.LeavingSafety_warcelona" { "channel" "CHAN_STATIC" "volume" "0.4, 0.4" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Mob3.mp3" //"wave" "@#music/mob/germs1b.wav" } "GameData" { "MusicDelayTime" "1.0" // This is the delay that the sounds will WAIT before playing, once you step out of safety. "MusicPriority" "LOW" "MusicTrack" "overdub" } } ///////////////////////////////// // This section is for the DRUM and 'CLICK CLICK' sounds that play right after the player leaves ANY area marked as CHECKPOINT and PLAYER_START // It randomly picks either the DRUM, clicking, or the wav file that has both at the same time. // They should be short bass sounds that introduce the begining of the atmosphere. // It may also be used to denote just being in a generally safe area. // // Note: This is NOT the music that randomly plays throughout your campaign. // You will set up the actual random music that will play throughout your campaign later in this file... ///////////////////////////////// "Event.StartAtmosphere_warcelona" { "channel" "CHAN_STATIC" "volume" "0.6, 0.8" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Quarentena1.mp3" //"wave" "@#music/contagion/nm_quarantine_02.wav" //"wave" "@#music/contagion/nm_quarantine_03.wav" } "GameData" { "MusicPriority" "LOW" "MusicTrack" "safeAmbient" } } ///////////////////////////////// // Sounds taken from Left 4 Dead 2 'The Sacrifice' // -> Drums Music ///////////////////////////////// "Event.Zombat_Intro_1" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_1" "MusicPriority" "CRITICAL" } } "Event.Zombat_1" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_1" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8" "MusicTagDelay" "7" } } "Event.Zombat_A_1" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_B_1" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_1" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_1" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_2" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_2" "MusicPriority" "CRITICAL" } } "Event.Zombat_2" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_2" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_2" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_2" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_2" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_2" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_3" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_3" "MusicPriority" "CRITICAL" } } "Event.Zombat_3" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_3" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_3" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_B_3" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_3" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_3" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_4" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_4" "MusicPriority" "CRITICAL" } } "Event.Zombat_4" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_4" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_4" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_4" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_4" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_4" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_5" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/GatesOfHell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_5" "MusicPriority" "CRITICAL" } } "Event.Zombat_5" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_5" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_5" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_B_5" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_5" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_5" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_6" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_6" "MusicPriority" "CRITICAL" } } "Event.Zombat_6" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_6" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_6" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_B_6" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_6" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_6" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_7" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_7" "MusicPriority" "CRITICAL" } } "Event.Zombat_7" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_7" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_7" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_7" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_7" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/zombat/horde_01.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat_A_7" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_8" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_8" "MusicPriority" "CRITICAL" } } "Event.Zombat_8" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_8" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_8" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_8" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_8" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_8" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_9" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_9" "MusicPriority" "CRITICAL" } } "Event.Zombat_9" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_9" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_9" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_9" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_9" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_9" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_10" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/GatesOfHell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_10" "MusicPriority" "CRITICAL" } } "Event.Zombat_10" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_10" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_10" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_10" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_10" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_10" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } // -------------------------------------------------------------------- // combat music // -------------------------------------------------------------------- "Event.Zombat_Intro_11" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/gatesofhell.wav" "GameData" { "MusicTrack" "zombatIntro" "MusicAutoQueue" "Event.Zombat_11" "MusicPriority" "CRITICAL" } } "Event.Zombat_11" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_11" "MusicTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_A_11" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_B_11" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } "Event.Zombat_B_11" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#music/zombat/horde_01.wav" "GameData" { "MusicAutoQueue" "Event.Zombat_A_11" "MusicTrack" "zombat" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicMasterDivTags" "8.0" "MusicTagDelay" "7" } } ///////////////////////////////// // Sounds taken from Left 4 Dead 2 'The Sacrifice' // -> Slayer Music ///////////////////////////////// "Event.Zombat2_Intro_warcelona" { "channel" "CHAN_STATIC" "volume" "0.9" "soundlevel" "SNDLVL_NONE" "wave" "@#warcelona/bcn/Slayer01.mp3" "GameData" { "MusicTrack" "zombat2c" "MusicPriority" "CRITICAL" "MusicTagTrack" "zombat" "MusicTagIndex" "0" } } ///////////////////////////////// // Sounds taken from Left 4 Dead 2 'The Sacrifice' // -> Danger Music ///////////////////////////////// // "Event.Zombat3_Intro_warcelona" { "channel" "CHAN_STATIC" "volume" "0.92" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/danger1.mp3" // "wave" "@#music/zombat/danger/saw/saw_danger_02_03.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_05.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_07.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_09.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_11.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_13.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_15.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_17.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_19.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_21.wav" } "GameData" { "MusicAutoQueue" "Event.Zombat3_A_warcelona" "MusicTrack" "zombat3" "MusicPriority" "CRITICAL" } } "Event.Zombat3_A_warcelona" { "channel" "CHAN_STATIC" "volume" "0.92" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/dobrodanger01.mp3" "wave" "@#warcelona/bcn/dobrodanger001.mp3" "wave" "@#warcelona/bcn/dobrodanger002.mp3" "wave" "@#warcelona/bcn/dobrodanger003.mp3" "wave" "@#warcelona/bcn/dobrodanger004.mp3" "wave" "@#warcelona/bcn/dobrodanger005.mp3" "wave" "@#warcelona/bcn/dobrodanger006.mp3" "wave" "@#warcelona/bcn/dobrodanger007.mp3" "wave" "@#warcelona/bcn/dobrodanger008.mp3" "wave" "@#warcelona/bcn/dobrodanger009.mp3" "wave" "@#warcelona/bcn/dobrodanger010.mp3" } "GameData" { "MusicAutoQueue" "Event.Zombat3_B_warcelona" "MusicTrack" "zombat3" "MusicTagTrack" "zombat" "MusicPriority" "CRITICAL" "MusicTagDelay" "1, 7" } } //"Event.Zombat3_B_warcelona" //{ // "channel" "CHAN_STATIC" // "volume" "0.92" // "soundlevel" "SNDLVL_NONE" // "rndwave" // { // "wave" "@#music/zombat/danger/saw/saw_danger_02_01.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_02.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_03.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_04.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_05.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_06.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_07.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_08.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_09.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_10.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_11.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_12.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_13.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_14.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_15.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_16.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_17.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_18.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_19.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_20.wav" // "wave" "@#music/zombat/danger/saw/saw_danger_02_21.wav" // } // "GameData" // { // "MusicAutoQueue" "Event.Zombat3_A_warcelona" // "MusicTrack" "zombat3" // "MusicTagTrack" "zombat" // "MusicTagDelay" "1, 3" // "MusicPriority" "CRITICAL" // } //} // //////////////////// // All of these events are for when you are hanging on for dear life off a cliff // Should be straight forward to understand. //////////////////// "Event.LedgeHangTwoHands" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/clingingtohell1.wav" "GameData" { "MusicTrack" "ledge" "MusicPriority" "CRITICAL" "MusicDuckTrackList" "all" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicMaster" "PLAY_SPLIT" } } "Event.LedgeHangOneHand" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/clingingtohell2.wav" "GameData" { "MusicTrack" "ledge" "MusicPriority" "CRITICAL" "MusicDuckTrackList" "all" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicMaster" "PLAY_SPLIT" } } "Event.LedgeHangFingers" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/clingingtohell3.wav" "GameData" { "MusicTrack" "ledge" "MusicPriority" "CRITICAL" "MusicDuckTrackList" "all" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicMaster" "PLAY_SPLIT" } } // This cue starts exactly 10 seconds before falling as the health meter clicks down. "Event.LedgeHangAboutToFall" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/clingingtohell4.wav" "GameData" { "MusicTrack" "ledge" "MusicPriority" "CRITICAL" "MusicDuckTrackList" "all" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicMaster" "PLAY_SPLIT" } } "Event.LedgeHangFalling" { "channel" "CHAN_STATIC" "volume" "0.8" "soundlevel" "SNDLVL_NONE" "wave" "common/null.wav" //NO REPRODUCIR ESTE NUNCA. SE COLAPSA EL PC MISTERIOSAMENTE "GameData" { "MusicTrack" "ledge" "MusicPriority" "CRITICAL" "MusicDuckTrackList" "all" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicMaster" "PLAY_SPLIT" } } ////////////// // Hits // NOTE: I never recall ever hearing these 'hit' versions in game. // But they are basically the same as above, only very short versions, hence the word 'hit'. ///////////// "Event.LedgeHangTwoHandsHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/clingingtohellhit1.wav" "GameData" { "MusicTrack" "ledgeHits" "MusicPriority" "CRITICAL" } } "Event.LedgeHangOneHandHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/clingingtohellhit2.wav" "GameData" { "MusicTrack" "ledgeHits" "MusicPriority" "CRITICAL" } } "Event.LedgeHangFingersHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/clingingtohellhit3.wav" "GameData" { "MusicTrack" "ledgeHits" "MusicPriority" "CRITICAL" } } // This cue starts exactly 10 seconds before falling as the health meter clicks down. "Event.LedgeHangAboutToFallHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/clingingtohellhit4.wav" "GameData" { "MusicTrack" "ledgeHits" "MusicPriority" "CRITICAL" } } /////////////// // Here is some combat sounds when you are being hit while laying on the ground // Again, pretty straight forward. ////////////// // Down // Survivor is down and being beaten by infected "Event.Down" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/puddleofyou.wav" "GameData" { "MusicTrack" "down" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } // Down // Survivor is down and being beaten by infected "Event.DownHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/puddleofyouhit.wav" "GameData" { "MusicTrack" "downHits" "MusicPriority" "CRITICAL" } } // BleedingOut // This cue starts exactly 10 seconds before death as the health meter clicks down. "Event.BleedingOut" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/iamsocold.wav" "GameData" { "MusicTrack" "down" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } // This cue starts exactly 10 seconds before death as the health meter clicks down. "Event.BleedingOutHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/iamsocoldhit.wav" "GameData" { "MusicTrack" "downHits" "MusicPriority" "CRITICAL" } } // This cue starts exactly 10 seconds before death as the health meter clicks down. "Event.BleedingOutEnd" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/theend_l4d1.wav" "GameData" { "MusicTrack" "down" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH" "MusicMaster" "PLAY_SPLIT" } } //CONTINUA AQUI------------------------------------------------> ///////////////////////////// // Here is the section for music that plays for individual death // and if your entire team fails the entire mission. ///////////////////////////// "Event.SurvivorDeath" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/undeath/leftfordeath_l4d1.wav" "GameData" { "MusicTrack" "default" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH" "MusicMaster" "PLAY_SPLIT" } } "Event.SurvivorDeathHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/leftfordeathhit_l4d1.wav" "GameData" { "MusicTrack" "deathHits" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH" } } "Event.ScenarioLose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/undeath/death_l4d1.wav" "GameData" { "MusicTrack" "default" "MusicMaster" "PLAY_TO_END | DONT_DISENGAGE" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH | AFTER_MISSION_END" } } ////////////////// // This section defines the finale music. // It is broken into 3 parts. (4 if you edit this to work for survival maps) // FinalStart should NOT be looped. It should just be an indication song of impending doom, or final hold out. // FinalWave4 is the music that plays for each wave (ignore the fact that it has a 4) // FinalBattle is the music that plays when the escape vehicle has arrived (and at this point the tanks and zombies don't stop coming) ////////////////// "Event.FinaleStart" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/the_end/yourownfuneral.wav" "GameData" { "MusicTrack" "default" "MusicPriority" "HIGH" } } "Event.FinaleWave4" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/the_end/finalnail.wav" "GameData" { "MusicTrack" "default" "MusicPriority" "HIGH" } } "Event.FinalBattle" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/the_end/skinonourteeth_l4d1.wav" "GameData" { "MusicTrack" "default" "MusicPriority" "HIGH" "MusicFadeOut" "2.0" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient, tank" "MusicStopTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient, tank" } } // Music to play when they beat your entire campaign "Event.ScenarioWin" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/unalive/themonsterswithin_l4d1.wav" "GameData" { "MusicTrack" "default" "MusicMaster" "PLAY_TO_END | DONT_DISENGAGE" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH | AFTER_MISSION_END" } } // Music to play when they beat a specific map/mission in your campaign "Event.SafeRoom" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/safe/themonsterswithout_l4d1.wav" "GameData" { "MusicTrack" "default" "MusicMaster" "PLAY_TO_END | DONT_DISENGAGE" "MusicPriority" "CRITICAL" "MusicParameters" "AFTER_DEATH | AFTER_MISSION_END" } } ///////////////////////////////// Bosses!! ////////////////////////// // -------------------------------------------------------------------- // TANKS // -------------------------------------------------------------------- "Event.Tank" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/tank/tank.wav" "GameData" { "MusicTrack" "tank" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicPriority" "CRITICAL" } } // tank midpoint // half way through the finale a tank shows up "Event.TankMidpoint" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/tank/taank.wav" "GameData" { "MusicTrack" "tank" "MusicPriority" "HIGH" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicStopTrackList" "concert1, concert2" } } // tank brothers // Before the final zombie battle 2 tanks show up "Event.TankBrothers" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/tank/taank.wav" "GameData" { "MusicTrack" "tank" "MusicPriority" "HIGH" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicStopTrackList" "concert1, concert2" } } // ---------------------------------------------- // witch // ---------------------------------------------- "Event.WitchAttack" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/witch/psychowitch.wav" "GameData" { "MusicDuckTrackList" "tank" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicTrack" "witch" "MusicPriority" "CRITICAL" } } "Event.WitchBurning" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/witch/witchroast.wav" "GameData" { "MusicDuckTrackList" "tank" "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicTrack" "witch" "MusicPriority" "CRITICAL" } } "Event.WitchRage" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/witch/witchencroacher.wav" "GameData" { "MusicTrack" "witch" "MusicPriority" "CRITICAL" } } "Event.WanderingWitch" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_145dB" "rndwave" { "wave" "music/witch/lost_little_witch_01a.wav" "wave" "music/witch/lost_little_witch_01b.wav" "wave" "music/witch/lost_little_witch_02a.wav" "wave" "music/witch/lost_little_witch_02b.wav" "wave" "music/witch/lost_little_witch_03a.wav" "wave" "music/witch/lost_little_witch_03b.wav" "wave" "music/witch/lost_little_witch_04a.wav" "wave" "music/witch/lost_little_witch_04b.wav" } "GameData" { "MusicTrack" "witchChoir" "MusicPriority" "CRITICAL" "MusicFadeOut" "1.5" } } "Event.WanderingAngryWitch" { "channel" "CHAN_STATIC" "volume" "0.87" "soundlevel" "SNDLVL_NONE" "wave" "music/witch/LOUD_angry_little_witch_04.wav" "GameData" { "MusicTrack" "witchChoir" "MusicPriority" "CRITICAL" "MusicFadeOut" "1.5" } } "Event.WanderingAngryWitch2" { "channel" "CHAN_STATIC" "volume" "0.87" "soundlevel" "SNDLVL_NONE" "wave" "music/witch/LOUD_angry_little_witch_03.wav" "GameData" { "MusicTrack" "witchChoir" "MusicPriority" "CRITICAL" "MusicFadeOut" "1.5" } } "Event.WanderingAngryWitch3" { "channel" "CHAN_STATIC" "volume" "0.87" "soundlevel" "SNDLVL_NONE" "wave" "music/witch/LOUD_angry_little_witch_02.wav" "GameData" { "MusicTrack" "witchChoir" "MusicPriority" "CRITICAL" "MusicFadeOut" "1.5" } } "Event.WanderingAngryWitch4" { "channel" "CHAN_STATIC" "volume" "0.87" "soundlevel" "SNDLVL_NONE" "wave" "music/witch/LOUD_angry_little_witch_01.wav" "GameData" { "MusicTrack" "witchChoir" "MusicPriority" "CRITICAL" "MusicFadeOut" "1.5" } } // -------------------------------------------------------------------- // mobbed // -------------------------------------------------------------------- "Event.Mobbed" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/mobrules.wav" "GameData" { "MusicTrack" "mobRules" "MusicDuckTrackList" "all" "MusicPriority" "HIGH" } } // -------------------------------------------------------------------- // Hunter Pounce // While being torn apart by a hunter // -------------------------------------------------------------------- "Event.HunterPounce" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/exenteration.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } "Event.HunterHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/exenterationhit.wav" "GameData" { "MusicTrack" "hunterHits" "MusicPriority" "CRITICAL" } } // -------------------------------------------------------------------- // SMOKER // While being choked by a smoker // -------------------------------------------------------------------- "Event.SmokerChoke" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/asphyxiation.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } "Event.SmokerChokeHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "@#music/tags/asphyxiationhit.wav" "GameData" { "MusicTrack" "smokerHits" "MusicPriority" "CRITICAL" } } "Event.SmokerDrag" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/tonguetied.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" } } "Event.SmokerDragHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/tonguetiedhit.wav" "GameData" { "MusicTrack" "smokerHits" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicParameters" "NO_INTENSITY_TRACK" } } // -------------------------------------------------------------------- // Boomer // -------------------------------------------------------------------- "Event.VomitInTheFace" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/terror/pukricide.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "HIGH" "MusicMaster" "PLAY_SPLIT" } } "Event.BoomerHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/pukricidehit.wav" "GameData" { "MusicTrack" "boomerHits" "MusicPriority" "CRITICAL" } } // -------------------------------------------------------------------- // Charger smash // While being torn apart by a hunter // -------------------------------------------------------------------- "Event.ChargerSmash" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/contusion.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } "Event.ChargerHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/contusionhit.wav" "GameData" { "MusicTrack" "chargerHits" "MusicPriority" "CRITICAL" } } "Event.ChargerSlam" { "channel" "CHAN_STATIC" "volume" "0.79" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/mortification.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } "Event.ChargerSlamHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/mortificationhit.wav" "GameData" { "MusicTrack" "chargerSlamHits" "MusicPriority" "CRITICAL" } } // -------------------------------------------------------------------- // Jockey ride // -------------------------------------------------------------------- "Event.JockeyRide" { "channel" "CHAN_STATIC" "volume" "0.78" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/vassalation.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "CRITICAL" "MusicMaster" "PLAY_SPLIT" } } "Event.JockeyHit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "music/tags/vassalationhit.wav" "GameData" { "MusicTrack" "jockeyHits" "MusicPriority" "CRITICAL" } } // -------------------------------------------------------------------- // Spitter Spit // -------------------------------------------------------------------- "Event.SpitterSpit" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_80dB" "wave" ")music/terror/pileobile.wav" "GameData" { "MusicTrack" "spitterSpit" "MusicPriority" "CRITICAL" } } "Event.SpitterBurn" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_NONE" "wave" "@#music/pzattack/enzymicide.wav" "GameData" { "MusicTrack" "PZAttack" "MusicDuckTrackList" "all" "MusicPriority" "HIGH" "MusicMaster" "PLAY_SPLIT" } } // -------------------------------------------------------------------- // Alerts // -------------------------------------------------------------------- "Event.BoomerAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/boomerbacteria.wav" "GameData" { "MusicTrack" "BoomerAlert" "MusicPriority" "CRITICAL" } } "Event.BoomerAlert" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/boomerbacterias.wav" "GameData" { "MusicTrack" "BoomerAlert" "MusicPriority" "CRITICAL" } } "Event.BoomerAlertFar" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_125dB" "wave" "music/bacteria/boomerbacterias.wav" "GameData" { "MusicTrack" "BoomerAlert" "MusicPriority" "CRITICAL" } } "Event.SmokerAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/smokerbacteria.wav" "GameData" { "MusicTrack" "SmokerAlert" "MusicPriority" "CRITICAL" } } "Event.SmokerAlert" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/smokerbacterias.wav" "GameData" { "MusicTrack" "SmokerAlert" "MusicPriority" "CRITICAL" } } "Event.SmokerAlertFar" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_125dB" "wave" "music/bacteria/smokerbacterias.wav" "GameData" { "MusicTrack" "SmokerAlert" "MusicPriority" "CRITICAL" } } "Event.HunterAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/hunterbacteria.wav" "GameData" { "MusicTrack" "HunterAlert" "MusicPriority" "CRITICAL" } } "Event.HunterAlert" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_115dB" "wave" "music/bacteria/hunterbacterias.wav" "GameData" { "MusicTrack" "HunterAlert" "MusicPriority" "CRITICAL" } } "Event.HunterAlertFar" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/hunterbacterias.wav" "GameData" { "MusicTrack" "HunterAlert" "MusicPriority" "CRITICAL" } } "Event.ChargerAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/chargerbacteria.wav" "GameData" { "MusicTrack" "ChargerAlert" "MusicPriority" "CRITICAL" } } "Event.ChargerAlert" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_115dB" "wave" "music/bacteria/chargerbacterias.wav" "GameData" { "MusicTrack" "ChargerAlert" "MusicPriority" "CRITICAL" } } "Event.ChargerAlertFar" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/chargerbacterias.wav" "GameData" { "MusicTrack" "ChargerAlert" "MusicPriority" "CRITICAL" } } "Event.SpitterAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/spitterbacteria.wav" "GameData" { "MusicTrack" "SpitterAlert" "MusicPriority" "CRITICAL" } } "Event.SpitterAlert" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_115dB" "wave" "music/bacteria/spitterbacterias.wav" "GameData" { "MusicTrack" "SpitterAlert" "MusicPriority" "CRITICAL" } } "Event.SpitterAlertFar" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/spitterbacterias.wav" "GameData" { "MusicTrack" "SpitterAlert" "MusicPriority" "CRITICAL" } } "Event.JockeyAlertClose" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_110dB" "wave" "music/bacteria/jockeybacteria.wav" "GameData" { "MusicTrack" "JockeyAlert" "MusicPriority" "CRITICAL" } } "Event.JockeyAlert" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_115dB" "wave" "music/bacteria/jockeybacterias.wav" "GameData" { "MusicTrack" "JockeyAlert" "MusicPriority" "CRITICAL" } } "Event.JockeyAlertFar" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_120dB" "wave" "music/bacteria/jockeybacterias.wav" "GameData" { "MusicTrack" "JockeyAlert" "MusicPriority" "CRITICAL" } } ///////////////////////////////// Zombies!! ////////////////////////// "Event.MobSignal1_warcelona" { "channel" "CHAN_STATIC" "volume" "0.35, 0.5" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Mob1.mp3" } "GameData" { "MusicPriority" "LOW" "MusicTrack" "mobsignal" } } "Event.MobSignal2_warcelona" { "channel" "CHAN_STATIC" "volume" "0.35, 0.5" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Mob2.mp3" } "GameData" { "MusicPriority" "LOW" "MusicTrack" "mobsignal" } } //////////////////// // This section of events is for the 'downtime' music that plays randomly througout your campaign. // In other words... atmosphere. Pay attention to the different variations. //////////////////// // Randomly plays during downtime in safe areas "Event.SafeAtmosphere_warcelona" { "channel" "CHAN_STATIC" "volume" "0.6, 0.8" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Quarentena1.mp3" } "GameData" { "MusicPriority" "LOW" "MusicTrack" "safeAmbient" "MusicParameters" "INTENSITY_CELING" "MusicFadeOut" "1.0" } } // Randomly plays during downtime when you are NOT safe "Event.DangerAtmosphere_warcelona" { "channel" "CHAN_STATIC" "volume" "0.6, 0.8" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#warcelona/bcn/Rabia1.mp3" //"wave" "@#music/contagion/nm_rabies_02.wav" //"wave" "@#music/contagion/nm_rabies_03.wav" //"wave" "@#music/contagion/nm_rabies_04.wav" //"wave" "@#music/contagion/nm_rabies_05.wav" //"wave" "@#music/contagion/nm_rabies_06.wav" //"wave" "@#music/contagion/nm_rabies_07.wav" //"wave" "@#music/contagion/nm_rabies_08.wav" //"wave" "@#music/contagion/nm_rabies_09.wav" //"wave" "@#music/contagion/nm_rabies_10.wav" //"wave" "@#music/contagion/l4d_rabies_01.wav" //"wave" "@#music/contagion/l4d_rabies_02.wav" //"wave" "@#music/contagion/l4d_rabies_03.wav" //"wave" "@#music/contagion/l4d_rabies_04.wav" //"wave" "@#music/contagion/l4d_rabies_05.wav" //"wave" "@#music/contagion/l4d_rabies_06.wav" //"wave" "@#music/contagion/l4d_rabies_07.wav" //"wave" "@#music/contagion/l4d_rabies_08.wav" //"wave" "@#music/contagion/l4d_rabies_09.wav" //"wave" "@#music/contagion/l4d_rabies_10.wav" } "GameData" { "MusicPriority" "LOW" "MusicTrack" "ambient" "MusicFadeOut" "1.0" } } ////////////////// // Zombie choir // These randomly play whenever common infected are nearby. // They are just short choir sounds. Keep your custom ones very sudtle!! // WARNING: Do not lower the number of random files used here as it can // become VERY annoying to hear the same sound over and over // as these sounds are very common througout your campaign. ///////////////// "Event.ZombieChoir" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_150dB" "rndwave" { "wave" "music/zombiechoir/zombiechoir_01_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_02_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_03_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_04_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_05_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_06_l4d1.wav" "wave" "music/zombiechoir/zombiechoir_07_l4d1.wav" } "GameData" { "MusicTrack" "zombiechoir" "MusicPriority" "CRITICAL" } } //////////////// // Whenever the survivor goes from small rooms/cooridors, to // large wide open areas, this music will play. // Usually going to a wide open area like a street has a lot of overturned // cars on fire, with common infected all over the place and fallen buildings. // That is why the default wavs are called glimpse of hell and sound like they sound. // Your perticular campaign may require otherwise depending on the architecture. //////////////// "Event.LargeAreaRevealed" { "channel" "CHAN_STATIC" "volume" "0.7" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "@#music/glimpse/aglimpseofhell_01.wav" "wave" "@#music/glimpse/aglimpseofhell_02.wav" "wave" "@#music/glimpse/aglimpseofhell_03.wav" } "GameData" { "MusicTrack" "glimpse" } } "Event.MarchingIn" { "channel" "CHAN_STATIC" "volume" "0.80" "soundlevel" "SNDLVL_150dB" "wave" "music/flu/jukebox/portal_still_alive.wav" "GameData" { "MusicBlockTrackList" "zombat, zombat2, zombat3, zombatIntro, ambient" "MusicTrack" "jukebox" } } "Event.AmbientMob" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "music/infection/infection_09_01.wav" "wave" "music/infection/infection_10_01.wav" "wave" "music/infection/infection_11_01.wav" } "GameData" { "MusicTrack" "infection" } }