//-------------------------------------- // Audio Descriptions // datablock AudioDescription(ProjectileLooping3d) { volume = 1.0; isLooping= true; is3D = true; minDistance= 5.0; MaxDistance= 20.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(ClosestLooping3d) { volume = 1.0; isLooping= true; is3D = true; minDistance= 5.0; MaxDistance= 30.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(CloseLooping3d) { volume = 1.0; isLooping= true; is3D = true; minDistance= 10.0; MaxDistance= 50.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioDefaultLooping3d) { volume = 1.0; isLooping= true; is3D = true; minDistance= 20.0; MaxDistance= 100.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioClosest3d) { volume = 1.0; isLooping= false; is3D = true; minDistance= 5.0; MaxDistance= 30.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioClose3d) { volume = 1.0; isLooping= false; is3D = true; minDistance= 10.0; MaxDistance= 60.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioDefault3d) { volume = 1.0; isLooping= false; is3D = true; minDistance= 20.0; MaxDistance= 100.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioExplosion3d) // Regular weapon explosions { volume = 1.0; isLooping= false; is3D = true; minDistance= 20.0; MaxDistance= 150.0; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(AudioBomb3d) // Bomber Bombs { volume = 1.0; isLooping= false; is3D = true; minDistance= 80.0; MaxDistance= 250.0; type = $EffectAudioType; environmentLevel = 1.0; }; 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; environmentLevel = 1.0; }; datablock AudioDescription(AudioLooping2D) // Used for Looping Environmental Sounds { volume = 1.0; isLooping = true; is3D = false; type = $EffectAudioType; environmentLevel = 1.0; }; datablock AudioDescription(Audio2D) // Used for non-looping environmental sounds (like power on, power off) { volume = 1.0; isLooping = false; is3D = false; type = $EffectAudioType; environmentLevel = 1.0; }; // Audio Environment Settings --- Used for EAX and EAX2 sounds // datablock AudioEnvironment(Underwater) { useRoom = true; room = UNDERWATER; effectVolume = 0.6; }; datablock AudioEnvironment(BigRoom) { useRoom = true; room = AUDITORIUM; effectVolume = 0.4; }; datablock AudioEnvironment(SmallRoom) { useRoom = true; room = STONEROOM; effectVolume = 0.4; };