Voltaire

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  • Publié le : 18 juin 2010
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rem ** Custom **
sound.masterVolume 1.0

rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 1.0
sound.setProperty "balance2d3d-eax" 1.0

rem ** Reverb andobstruction
vars.set sound-maxreverb 3
vars.set sound-reverb-steepness 1
vars.set sound-raylength 17

rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degreesvars.set sound-obstruction-max 1.0
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 5
rem ** Size of obstructing object (inserted at obstruction point)
vars.setsound-obstruction-radius 10

rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.3
sound.setProperty ambient-forced-fade-time 0.7
sound.setProperty ambient-indoor-obstruction 0sound.setProperty ambient-indoor-obstruction-speed 0.08

rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 20
sound.setProperty airabsorption-eax-maxdistance 450

rem ** Setuptinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 4 0.0

rem ** Windsound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/

sound.windSetup S_Wind 0.0

rem ** Factor ofexplosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 0.0

rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0

rem ** Distance delay
rem ** Shortest distance from listener where distance...
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