TribesReplay/base/scripts/serverAudio.cs

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2017-07-18 02:51:48 +00:00
//--------------------------------------
// Audio Descriptions
//
//datablock AudioDescription(TestLooping3d)
//{
// volume = 0.5;
// isLooping= true;
//
// is3D = true;
// minDistance= 10.0;
// MaxDistance= 640.0;
// type = $EffectAudioType;
//};
datablock AudioDescription(ProjectileLooping3d)
{
volume = 1.0;
isLooping= true;
is3D = true;
minDistance= 5.0;
MaxDistance= 20.0;
type = $EffectAudioType;
};
datablock AudioDescription(ClosestLooping3d)
{
volume = 1.0;
isLooping= true;
is3D = true;
minDistance= 5.0;
MaxDistance= 30.0;
type = $EffectAudioType;
};
datablock AudioDescription(CloseLooping3d)
{
volume = 1.0;
isLooping= true;
is3D = true;
minDistance= 10.0;
MaxDistance= 50.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioDefaultLooping3d)
{
volume = 1.0;
isLooping= true;
is3D = true;
minDistance= 20.0;
MaxDistance= 100.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioClosest3d)
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 5.0;
MaxDistance= 30.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioClose3d)
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 10.0;
MaxDistance= 60.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioDefault3d)
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 20.0;
MaxDistance= 100.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioExplosion3d)
// Regular weapon explosions
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 20.0;
MaxDistance= 150.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioBomb3d)
// Regular weapon explosions
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 80.0;
MaxDistance= 250.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioBIGExplosion3d)
// Big explosions like mortars, vehicles, and satchel charges
{
volume = 1.0;
isLooping= false;
is3D = true;
minDistance= 50.0;
MaxDistance= 250.0;
type = $EffectAudioType;
};
datablock AudioDescription(AudioLooping2D)
// Used for Looping Environmental Sounds
{
volume = 1.0;
isLooping = true;
is3D = false;
type = $EffectAudioType;
};
datablock AudioDescription(Audio2D)
// Used for non-looping environmental sounds (like power on, power off)
{
volume = 1.0;
isLooping = false;
is3D = false;
type = $EffectAudioType;
};