// DSP Effects // 0 : "Normal (off)" // 1 : "Generic" no echo // 2 : "Metal Small" no echo // 3 : "Metal Medium" slight metallic echo // 4 : "Metal Large" noticable metallic echo like garage, use for tunnels and sewers // 5 : "Tunnel Small" no echo // 6 : "Tunnel Medium" no echo, not noticable // 7 : "Tunnel Large" noticable, but smaller than metal large // 8 : "Chamber Small" no echo // 9 : "Chamber Medium" no echo // 10: "Chamber Large" no echo // 11: "Bright Small" barely noticable // 12: "Bright Medium" barely noticable // 13: "Bright Large" still barely noticable // 14: "Water 1" no echo // 15: "Water 2" no echo // 16: "Water 3" faint echo, long // 17: "Concrete Small" no echo // 18: "Concrete Medium" no echo // 19: "Concrete Large" no echo // 20: "Big 1" strong close succession, city // 21: "Big 2" strong farther succession, bigger distance, open fields // 22: "Big 3" strong even farther succession, canyon sounding, mountains // 23: "Cavern Small" no echo // 24: "Cavern Medium" slight echo // 25: "Cavern Large" medium echo, does not trail off quickly // 26: "Weirdo 1" like Big 2, use big 2 // 27: "Weirdo 2" like Big 2, use big 2 // 28: "Weirdo 3" like Big 2, use big 2 // 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 "Claviers.Outdoors" { "dsp" "1" "playlooping" { "volume" ".25" "pitch" "100" "wave" "ambient/lightwind.wav" } "playrandom" { "time" "15,25" "volume" ".1" "pitch" "100" "rndwave" { "wave" "ambient/flies1.wav" "wave" "ambient/flies2.wav" "wave" "ambient/flies3.wav" "wave" "ambient/flies4.wav" "wave" "ambient/flies5.wav" } } "playrandom" { "time" "20,30" "volume" ".30" "pitch" "100" "rndwave" { "wave" "ambient/bird2.wav" "wave" "ambient/bird3.wav" } } "playrandom" { "time" "10,40" "volume" ".6" "pitch" "100" "rndwave" { "wave" "ambient/distantbattle.wav" "wave" "ambient/distantexplosion1.wav" } } } "Claviers.Outdoors2" { "dsp" "21" "playlooping" { "volume" ".8" "pitch" "100" "wave" "ambient/lightwindleaves.wav" } "playrandom" { "time" "20,30" "volume" ".8" "pitch" "100" "rndwave" { "wave" "ambient/distantbattle.wav" "wave" "ambient/distantexplosion2.wav" "wave" "ambient/distantexplosion3.wav" "wave" "ambient/heavywind.wav" "wave" "ambient/windgust1.wav" } } } "Claviers.Tunnels" { "dsp" "7" "playlooping" { "volume" ".30" "pitch" "100" "wave" "ambient/sewers.wav" } "playlooping" { "volume" ".25" "pitch" "100" "wave" "ambient/sewers2.wav" } } "Claviers.Indoors" { "dsp" "1" "playlooping" { "volume" ".50" "pitch" "100" "wave" "ambient/indoors.wav" } } "Claviers.Alley" { "dsp" "24" "playlooping" { "volume" ".30" "pitch" "100" "wave" "ambient/lightwind.wav" } }