Issues With Sound
Posted: Mon Feb 16, 2015 1:33 pm
by Hill400
Hello,
Unfortunately I've been coming across many problems with sound. I've been trying to add sounds to my map, but 2 of them still won't work. I've gotten the ATRT, ATTE, Tri-Droid Fighter, and some others to work, but I can't get the Tauntaun or force lightning to work. I'm going to post my files- let me know if any of you guys have any thoughts.
ho2c_con.lua
ho2.req
ho2cw.req
ho2cw.sfx
ho2cw.au (or .snd)
ho2cw_custom.asfx
And I have 10 tauntaun related sound files in my effects folder. So does anyone have any ideas? Thanks!
Unfortunately I've been coming across many problems with sound. I've been trying to add sounds to my map, but 2 of them still won't work. I've gotten the ATRT, ATTE, Tri-Droid Fighter, and some others to work, but I can't get the Tauntaun or force lightning to work. I'm going to post my files- let me know if any of you guys have any thoughts.
ho2c_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")
--CP SETUP for CONQUEST
-- SetProperty("shield", "MaxHealth", 222600.0)
-- SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)
conquest:Start()
-- KillObject("shield");
end
function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
--local ALL = 2
--local IMP = 1
-- These variables do not change
--local ATT = 1
--local DEF = 2
--SetAttackingTeam(ATT)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\ho2.lvl;ho2cw")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_walk_tauntaun")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_walk_oneman_atst",
"rep_hero_macewindu")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_fly_tridroidfighter")
SetupTeams{
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman",9, 25},
assault = {"cis_inf_rocketeer",1, 4},
engineer = {"cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = {"cis_inf_droideka",1, 4},
},
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman",9, 25},
assault = {"rep_inf_ep3_rocketeer",1, 4},
engineer = {"rep_inf_ep3_engineer",1, 4},
sniper = {"rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = {"rep_inf_ep3_jettrooper",1, 4},
}
}
--Setting up Heros--
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- these are droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 2) -- 2 atats with 2 leg pairs each
local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", weaponCnt)
ReadDataFile("dc:HO2\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
-- SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
CIS = 2
REP = 1
-- These variables do not change
ATT = 1
DEF = 2
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")
--CP SETUP for CONQUEST
-- SetProperty("shield", "MaxHealth", 222600.0)
-- SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")
EnableSPHeroRules()
cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)
conquest:Start()
-- KillObject("shield");
end
function ScriptInit()
if(ScriptCB_GetPlatform() == "PS2") then
StealArtistHeap(1024*1024) -- steal 1MB from art heap
end
-- Designers, these two lines *MUST* be first.
--SetPS2ModelMemory(4500000)
SetPS2ModelMemory(3300000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
--local ALL = 2
--local IMP = 1
-- These variables do not change
--local ATT = 1
--local DEF = 2
--SetAttackingTeam(ATT)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\ho2.lvl;ho2cw")
ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_walk_tauntaun")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_walk_atte",
"rep_walk_oneman_atst",
"rep_hero_macewindu")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar",
"tur_fly_tridroidfighter")
SetupTeams{
cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman",9, 25},
assault = {"cis_inf_rocketeer",1, 4},
engineer = {"cis_inf_engineer",1, 4},
sniper = {"cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = {"cis_inf_droideka",1, 4},
},
rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_ep3_rifleman",9, 25},
assault = {"rep_inf_ep3_rocketeer",1, 4},
engineer = {"rep_inf_ep3_engineer",1, 4},
sniper = {"rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = {"rep_inf_ep3_jettrooper",1, 4},
}
}
--Setting up Heros--
SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- these are droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(3, 2) -- 2 atats with 2 leg pairs each
local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", weaponCnt)
ReadDataFile("dc:HO2\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
-- SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
-- SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
-- SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)
end
ho2.req
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"ho2cw"
}
}
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"ho2cw"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"ho2cw"
"ho2cw_custom"
}
REQN
{
"config"
"ho2cw"
"rep_walk_atrt"
"rep_walk_atte"
"cis_fly_tridroidfighter"
}
}
{
REQN
{
"bnk"
"align=2048"
"ho2cw"
"ho2cw_custom"
}
REQN
{
"config"
"ho2cw"
"rep_walk_atrt"
"rep_walk_atte"
"cis_fly_tridroidfighter"
}
}
Hidden/Spoiler:
// All Turrets * Excludes Autoturret //////////////////////////////////////////////////////////////////////////
// Damage
// * Sparks uses fusioncutter
#ifplatform xbox pc
..\..\global\effects\emt_torch_lp.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\em2_torch_lp.wav emt_torch_lp -resample ps2 16000
#endifplatform ps2
// Small Turret ----------
..\..\global\effects\wpn_vehicle_weaponEquip.wav -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtYaw_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtPtch_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtYaw_lp.wav wpn_intrcptTnk_trtYaw_lp -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtPtch_lp.wav wpn_intrcptTnk_trtPtch_lp -resample ps2 16000
#endifplatform ps2
// ----------------------------------------------------------------------------------------------------------
// All Jetpacks * Also used by Flamethrowers
..\..\global\effects\rep_inf_jetpack.wav -resample ps2 16000
..\..\global\effects\sfx_pod_flamethrower_on.wav rep_weap_jetpack_turnon -resample ps2 10000 xbox 22050 pc 22050
..\..\global\effects\rep_weap_jetpack_turnoff.wav -resample ps2 10000
// Mini Turret Fire
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc
// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
#ifplatform ps2
//..\..\global\effects\eP2_walker_hi_lp.wav eng_walker_hi_lp -resample ps2 20000
//..\..\global\effects\eP2_walker_low_lp.wav eng_walker_low_lp -resample ps2 3000
//..\..\global\effects\eP2_walker_mid_lp.wav eng_walker_mid_lp -resample ps2 12000
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample ps2 16000
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample ps2 16000
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample ps2 16000
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample ps2 16000
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample ps2 16000
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample ps2 16000
#endifplatform
#ifplatform xbox pc
//..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 16000
//..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 11025
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050
#endifplatform xbox pc
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------
// Force Lightning & Imperial Arcaster -- Emperor Dooku
..\..\global\effects\explo_electric_sparks.wav force_lightning_fire01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\explo_sparks_machine_02.wav force_lightning_fire02 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit1.wav force_lightning_ordnance1 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit2.wav force_lightning_ordnance2 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit3.wav force_lightning_ordnance3 -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_battledroid_chargeup.wav -resample pc 22050
..\..\cw\effects\wpn_lightningGun_chargeup.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_battledroid_chargeup.wav wpn_battledroid_chargeup -resample ps2 16000
..\..\cw\effects\wp2_lightningGun_chargeup.wav wpn_lightningGun_chargeup -resample ps2 16000
#endifplatform ps2
// Blue Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_drdFghtr_missile_fire.wav wpn_drdFghtr_missile_fire -resample ps2 16000
#endifplatform ps2
// CIS_FLY_TRIDROIDFIGHTER -------------------------------------------------------
..\..\global\effects\veh_generic_accel_01.wav shift_up -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_chop_a_loop.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_01.wav startup_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_02.wav startup_hard -alias ps2 startup_soft -resample xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_01.wav shutdown_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_02.wav shutdown_hard -alias ps2 shutdown_soft -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_off.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_on.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_shift1.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_thrusters_a.wav thrusters_boost -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_accel_01.wav tridroid_shift_up -alias ps2 droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_up.wav soft_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_down.wav soft_shift_down -alias ps2 vwing_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_vwing_deccel_01.wav vwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_shpRll_01.wav tridroid_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_triFighter_low_lp.wav -resample ps2 2000 xbox 5000 pc 8000
..\..\cw\effects\eng_triFighter_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_triFighter_hi_lp.wav -resample ps2 11025 xbox 16000 pc 22050
..\..\global\effects\veh_tri_deccel_01.wav tridroid_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_accel_01.wav Arc170_shift_up -alias ps2 jedifighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_shpRll_01.wav Arc170_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_deccel_01.wav Arc170_shift_down -alias ps2 jedifighter_shift_down -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_jsf_deccel_01.wav jedifighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_deccel_01.wav grievous_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_TriFighter_by_01.wav tri_flyby -resample ps2 16000 xbox 22050 pc 22050
// Damage
// * Sparks uses fusioncutter
#ifplatform xbox pc
..\..\global\effects\emt_torch_lp.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\em2_torch_lp.wav emt_torch_lp -resample ps2 16000
#endifplatform ps2
// Small Turret ----------
..\..\global\effects\wpn_vehicle_weaponEquip.wav -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtYaw_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtPtch_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtspdr_blaster_fire.wav com_weap_turret_fire_small -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtYaw_lp.wav wpn_intrcptTnk_trtYaw_lp -resample ps2 16000
..\..\global\effects\wp2_intrcptTnk_trtPtch_lp.wav wpn_intrcptTnk_trtPtch_lp -resample ps2 16000
#endifplatform ps2
// ----------------------------------------------------------------------------------------------------------
// All Jetpacks * Also used by Flamethrowers
..\..\global\effects\rep_inf_jetpack.wav -resample ps2 16000
..\..\global\effects\sfx_pod_flamethrower_on.wav rep_weap_jetpack_turnon -resample ps2 10000 xbox 22050 pc 22050
..\..\global\effects\rep_weap_jetpack_turnoff.wav -resample ps2 10000
// Mini Turret Fire
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_blaster_fire.wav -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc
// All Mortar Launchers - Imp Officer
..\..\gcw\effects\wpn_imp_mortar_fire.wav com_mortar_launcher_fire -resample ps2 16000 xbox 22050 pc 22050
// AT Walker Common -ATAT ATST ATTE -------------------------
// AT Walker Engine ATAT ATST ATTE
#ifplatform ps2
//..\..\global\effects\eP2_walker_hi_lp.wav eng_walker_hi_lp -resample ps2 20000
//..\..\global\effects\eP2_walker_low_lp.wav eng_walker_low_lp -resample ps2 3000
//..\..\global\effects\eP2_walker_mid_lp.wav eng_walker_mid_lp -resample ps2 12000
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample ps2 16000
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample ps2 16000
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample ps2 16000
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample ps2 16000
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample ps2 16000
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample ps2 16000
#endifplatform
#ifplatform xbox pc
//..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 16000
//..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 11025
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050
#endifplatform xbox pc
// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------
// Force Lightning & Imperial Arcaster -- Emperor Dooku
..\..\global\effects\explo_electric_sparks.wav force_lightning_fire01 -resample ps2 16000 xbox 22050 pc 22050
//..\..\global\effects\explo_sparks_machine_02.wav force_lightning_fire02 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit1.wav force_lightning_ordnance1 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit2.wav force_lightning_ordnance2 -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\lightninghit3.wav force_lightning_ordnance3 -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_battledroid_chargeup.wav -resample pc 22050
..\..\cw\effects\wpn_lightningGun_chargeup.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
//..\..\cw\effects\wp2_battledroid_chargeup.wav wpn_battledroid_chargeup -resample ps2 16000
..\..\cw\effects\wp2_lightningGun_chargeup.wav wpn_lightningGun_chargeup -resample ps2 16000
#endifplatform ps2
// Blue Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_drdFghtr_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_drdFghtr_missile_fire.wav wpn_drdFghtr_missile_fire -resample ps2 16000
#endifplatform ps2
// CIS_FLY_TRIDROIDFIGHTER -------------------------------------------------------
..\..\global\effects\veh_generic_accel_01.wav shift_up -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_chop_a_loop.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_01.wav startup_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericStartup_02.wav startup_hard -alias ps2 startup_soft -resample xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_01.wav shutdown_soft -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\eng_genericShutdown_02.wav shutdown_hard -alias ps2 shutdown_soft -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_off.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_airbrakes_on.wav -resample ps2 11025 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_shift1.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\sfx_pod_ani_thrusters_a.wav thrusters_boost -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_accel_01.wav tridroid_shift_up -alias ps2 droidfighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_up.wav soft_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
..\..\global\effects\sfx_pod_slide_down.wav soft_shift_down -alias ps2 vwing_roll -resample xbox 22050 pc 22050
..\..\global\effects\veh_vwing_deccel_01.wav vwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tri_shpRll_01.wav tridroid_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\eng_triFighter_low_lp.wav -resample ps2 2000 xbox 5000 pc 8000
..\..\cw\effects\eng_triFighter_mid_lp.wav -resample ps2 11025 xbox 11025 pc 22050
..\..\cw\effects\eng_triFighter_hi_lp.wav -resample ps2 11025 xbox 16000 pc 22050
..\..\global\effects\veh_tri_deccel_01.wav tridroid_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_accel_01.wav Arc170_shift_up -alias ps2 jedifighter_shift_up -resample xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_shpRll_01.wav Arc170_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_Arc170_deccel_01.wav Arc170_shift_down -alias ps2 jedifighter_shift_down -resample xbox 22050 pc 22050
..\..\global\effects\veh_dsf_accel_01.wav droidfighter_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_jsf_deccel_01.wav jedifighter_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_cisBombr_deccel_01.wav grievous_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_TriFighter_by_01.wav tri_flyby -resample ps2 16000 xbox 22050 pc 22050
Hidden/Spoiler:
SoundProperties()
{
Name("tauntaunstepleft");
Pitch(0.
;
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_L01", 0.5);
Sample("mvt_tauntaun_run_snow_L02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstepright");
Pitch(0.
;
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_R01", 0.5);
Sample("mvt_tauntaun_run_snow_R02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunhurt");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_grunt_04", 0.5);
Sample("crtr_taun-taun_hurt", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstart");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaunstop");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaundie");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_death", 0.33);
Sample("crtr_taun-taun_grunt_04", 0.33);
Sample("crtr_taun-taun_hurt", 0.33);
}
}
// ----- Level Global -----
// flyer sfx
// turbulence
// ----- CIS Foley -----
// cis_inf_droid foley
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// wade is none
// ----- CIS Units -----
// cis_inf_battledroid
// torpedo launcher, pistol
// cis_inf_super_battledroid
// wrist blaster, wrist rocket
// cis_inf_pilotdroid
// pistol, haywire, fusioncutter
// cis_inf_tacticaldroid
// sonic blaster, pistol, powerup dispenser
// cis_inf_droideka
// roll, walk, shield, repeater
// cis_inf_assassindroid
// sniper, pistol, thermal
// cis_inf_dooku
// lightsaber, lightsaber deflects
// ----- CIS Vehicles -----
// cis_fly_droidfighter
// weapons, engine, power, explosion
// ----- REP Foley -----
// rep_inf_soldiier foley
// trooper movement stone
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// No wade
// ----- Rep Units -----
// rep_inf_clone_trooper
// rifle, pistol, thermal
// rep_inf_clone_pilot
// pistol, haywire, fusioncutter
// rep_inf_arc_trooper
// torpedo, pistol, mine dispenser
// rep_inf_clone_sharpshooter
// sniperrifle, pistol, thermal
// rep_inf_clone_commander
// launcher, remote droid, power up dispenser
// rep_inf_macewindu
// lightsaber, lightsaber deflect, force push
// rep_inf_jet_trooper
// jet pack
// arccaster, pistol, thermal
// ----- Rep Vehicles -----
// rep_fly_jedifighter
// weapons, engine, power, explosion
// rep_fly_gunship
// weapons, engine, power, explosion
{
Name("tauntaunstepleft");
Pitch(0.
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_L01", 0.5);
Sample("mvt_tauntaun_run_snow_L02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstepright");
Pitch(0.
PitchDev(0.1);
Gain(1.0);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(30.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(1.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("mvt_tauntaun_run_snow_R01", 0.5);
Sample("mvt_tauntaun_run_snow_R02", 0.5);
}
}
SoundProperties()
{
Name("tauntaunhurt");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_grunt_04", 0.5);
Sample("crtr_taun-taun_hurt", 0.5);
}
}
SoundProperties()
{
Name("tauntaunstart");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaunstop");
Inherit("pain_chatter_template");
SampleList()
{
Sample("crtr_taun-taun_grunt_01", 0.33);
Sample("crtr_taun-taun_grunt_02", 0.33);
Sample("crtr_taun-taun_grunt_03", 0.33);
}
}
SoundProperties()
{
Name("tauntaundie");
Inherit("pain_chatter_template");
PitchDev(0.15);
SampleList()
{
Sample("crtr_taun-taun_death", 0.33);
Sample("crtr_taun-taun_grunt_04", 0.33);
Sample("crtr_taun-taun_hurt", 0.33);
}
}
// ----- Level Global -----
// flyer sfx
// turbulence
// ----- CIS Foley -----
// cis_inf_droid foley
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// wade is none
// ----- CIS Units -----
// cis_inf_battledroid
// torpedo launcher, pistol
// cis_inf_super_battledroid
// wrist blaster, wrist rocket
// cis_inf_pilotdroid
// pistol, haywire, fusioncutter
// cis_inf_tacticaldroid
// sonic blaster, pistol, powerup dispenser
// cis_inf_droideka
// roll, walk, shield, repeater
// cis_inf_assassindroid
// sniper, pistol, thermal
// cis_inf_dooku
// lightsaber, lightsaber deflects
// ----- CIS Vehicles -----
// cis_fly_droidfighter
// weapons, engine, power, explosion
// ----- REP Foley -----
// rep_inf_soldiier foley
// trooper movement stone
// soldier movement stone
// footsteps run walk
// jump land roll squat
// binoculars
// No wade
// ----- Rep Units -----
// rep_inf_clone_trooper
// rifle, pistol, thermal
// rep_inf_clone_pilot
// pistol, haywire, fusioncutter
// rep_inf_arc_trooper
// torpedo, pistol, mine dispenser
// rep_inf_clone_sharpshooter
// sniperrifle, pistol, thermal
// rep_inf_clone_commander
// launcher, remote droid, power up dispenser
// rep_inf_macewindu
// lightsaber, lightsaber deflect, force push
// rep_inf_jet_trooper
// jet pack
// arccaster, pistol, thermal
// ----- Rep Vehicles -----
// rep_fly_jedifighter
// weapons, engine, power, explosion
// rep_fly_gunship
// weapons, engine, power, explosion
Hidden/Spoiler:
#ifplatform xbox pc
effects\mvt_tauntaun_run_snow_L01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_L02.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_death.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_01.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_03.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_04.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_hurt.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
effects\mv2_tauntaun_run_snow_L01.wav mvt_tauntaun_run_snow_L01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_L02.wav mvt_tauntaun_run_snow_L02 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R01.wav mvt_tauntaun_run_snow_R01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R02.wav mvt_tauntaun_run_snow_R02 -resample ps2 16000
effects\crt2_taun-taun_death.wav crtr_taun-taun_death -resample ps2 16000
effects\crt2_taun-taun_grunt_01.wav crtr_taun-taun_grunt_01 -resample ps2 16000
effects\crt2_taun-taun_grunt_02.wav crtr_taun-taun_grunt_02 -resample ps2 16000
effects\crt2_taun-taun_grunt_03.wav crtr_taun-taun_grunt_03 -alias ps2 crtr_taun-taun_grunt_01
effects\crt2_taun-taun_grunt_04.wav crtr_taun-taun_grunt_04 -alias ps2 crtr_taun-taun_grunt_02
effects\crt2_taun-taun_hurt.wav crtr_taun-taun_hurt -resample ps2 16000
#endifplatform ps2
effects\mvt_tauntaun_run_snow_L01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_L02.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R01.wav -resample xbox 22050 pc 22050
effects\mvt_tauntaun_run_snow_R02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_death.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_01.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_02.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_03.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_grunt_04.wav -resample xbox 22050 pc 22050
effects\crtr_taun-taun_hurt.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
effects\mv2_tauntaun_run_snow_L01.wav mvt_tauntaun_run_snow_L01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_L02.wav mvt_tauntaun_run_snow_L02 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R01.wav mvt_tauntaun_run_snow_R01 -resample ps2 16000
effects\mv2_tauntaun_run_snow_R02.wav mvt_tauntaun_run_snow_R02 -resample ps2 16000
effects\crt2_taun-taun_death.wav crtr_taun-taun_death -resample ps2 16000
effects\crt2_taun-taun_grunt_01.wav crtr_taun-taun_grunt_01 -resample ps2 16000
effects\crt2_taun-taun_grunt_02.wav crtr_taun-taun_grunt_02 -resample ps2 16000
effects\crt2_taun-taun_grunt_03.wav crtr_taun-taun_grunt_03 -alias ps2 crtr_taun-taun_grunt_01
effects\crt2_taun-taun_grunt_04.wav crtr_taun-taun_grunt_04 -alias ps2 crtr_taun-taun_grunt_02
effects\crt2_taun-taun_hurt.wav crtr_taun-taun_hurt -resample ps2 16000
#endifplatform ps2