// DSP Effects // 0 : "Normal (off)" // 1 : "Generic" // 2 : "Metal Small" // 3 : "Metal Medium" // 4 : "Metal Large" // 5 : "Tunnel Small" // 6 : "Tunnel Medium" // 7 : "Tunnel Large" // 8 : "Chamber Small" // 9 : "Chamber Medium" // 10: "Chamber Large" // 11: "Bright Small" // 12: "Bright Medium" // 13: "Bright Large" // 14: "Water 1" // 15: "Water 2" // 16: "Water 3" // 17: "Concrete Small" // 18: "Concrete Medium" // 19: "Concrete Large" // 20: "Big 1" // 21: "Big 2" // 22: "Big 3" // 23: "Cavern Small" // 24: "Cavern Medium" // 25: "Cavern Large" // 26: "Weirdo 1" // 27: "Weirdo 2" // 28: "Weirdo 3" // ATTN_NONE 0.0f // ATTN_NORM 0.8f 75dB // ATTN_IDLE 2.0f 60dB // ATTN_STATIC 1.25f 66dB // ATTN_RICOCHET 1.5f 65dB // ATTN_GUNFIRE 0.27f 140dB // SNDLVL_50dB = 50, // 3.9 // SNDLVL_55dB = 55, // 3.0 // SNDLVL_IDLE = 60, // 2.0 // SNDLVL_TALKING = 60, // 2.0 // SNDLVL_60dB = 60, // 2.0 // SNDLVL_65dB = 65, // 1.5 // SNDLVL_STATIC = 66, // 1.25 // SNDLVL_70dB = 70, // 1.0 // SNDLVL_NORM = 75, // SNDLVL_75dB = 75, // 0.8 // SNDLVL_80dB = 80, // 0.7 // SNDLVL_85dB = 85, // 0.6 // SNDLVL_90dB = 90, // 0.5 // SNDLVL_95dB = 95, // SNDLVL_100dB = 100, // 0.4 // SNDLVL_105dB = 105, // SNDLVL_120dB = 120, // SNDLVL_130dB = 130, // SNDLVL_GUNFIRE = 140, // 0.27 // SNDLVL_140dB = 140, // 0.2 // SNDLVL_150dB = 150, // 0.2 "Anvil.Hotel" { "dsp" "18" "playlooping" { "volume" ".1" "pitch" "100" "wave" "ambient/lightwind.wav" } "playrandom" { "time" "15, 27" "volume" ".3" "pitch" "100" "rndwave" { "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" "wave" "ambient/materials/rustypipes1.wav" } } "playlooping" { "volume" ".1" "pitch" "100" "wave" "ambient/distantbattle.wav" } } "Anvil.Normal" { "dsp" "1" "playlooping" { "volume" ".5" "pitch" "100" "wave" "ambient/lightwind.wav" } "playrandom" { "time" "20, 50" "volume" ".2" "pitch" "100" "rndwave" { "wave" "ambient/bird1.wav" "wave" "ambient/tankmovement.wav" "wave" "ambient/bird2.wav" "wave" "ambient/bird3.wav" } } "playlooping" { "volume" ".1" "pitch" "100" "wave" "ambient/distantbattle.wav" } } "Anvil.Grave" { "dsp" "1" "playlooping" { "volume" ".15" "pitch" "100" "wave" "ambient/lightwind.wav" } "playrandom" { "time" "20, 50" "volume" ".1" "pitch" "100" "rndwave" { "wave" "ambient/wind/wind_med2.wav" } } "playlooping" { "volume" ".1" "pitch" "100" "wave" "ambient/distantbattle.wav" } }