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local Sounds = {
SoundItems = {
--[[
-- these four entries are played by the engine for corresponding events
-- the referenced .wav files are *not* supplied by base content, change
-- them if uncommenting an entry
-- any other name is free to use; sounds can also be referred to by file
IncomingChat = {
--- always play on the front speaker(s)
file = "sounds/beep4.wav",
in3d = "false",
},
MultiSelect = {
--- always play on the front speaker(s)
file = "sounds/button9.wav",
in3d = "false",
},
MapPoint = {
--- respect where point was set, but don't attenuate over distance
--- also, when moving the camera, don't apply any pitch shift
file = "sounds/beep6.wav",
rolloff = 0,
dopplerscale = 0,
},
FailedCommand = {
file = "sounds/beep3.wav",
},
--]]
ExampleSound = {
--- some things you can do with this file
--- can be either ogg or wav
file = "somedir/subdir/soundfile.ogg",
--- loudness, > 1 is louder, < 1 is more quiet, you will most likely not set it to 0
gain = 1,
--- > 1 -> high pitched, < 1 lowered
pitch = 1,
--- If > 0.0 then this adds a random amount to gain each time the sound is played.
--- Clamped between 0.0 and 1.0. The result is in the range [(gain * (1 + gainMod)), (gain * (1 - gainMod))].
gainmod = 0.0,
--- If > 0.0 then this adds a random amount to pitch each time the sound is played.
--- Clamped between 0.0 and 1.0. The result is in the range [(pitch * (1 + pitchMod)), (pitch * (1 - pitchMod))].
pitchmod = 0.0,
--- how unit / camera speed affects the sound, to exagerate it, use values > 1
--- dopplerscale = 0 completely disables the effect
dopplerscale = 1,
--- when lots of sounds are played, sounds with lower priority are more likely to get cut off
--- priority > 0 will never be cut of (priorities can be negative)
priority = 0,
--- this sound will not be played more than 16 times at a time
maxconcurrent = 16,
--- cutoff distance
maxdist = 20000,
--- how fast it becomes more quiet in the distance (0 means aleays the same loudness regardless of dist)
rolloff = 1,
--- non-3d sounds do always came out of the front-speakers (or the center one)
--- 3d sounds are, well, in 3d
in3d = true,
--- you can loop it for X miliseconds
looptime = 0,
},
default = {
--- new since 89.0
--- you can overwrite the fallback profile here (used when no corresponding SoundItem is defined for a sound)
--gainmod = 0.35,
--pitchmod = 0.3,
--pitch = 0.7,
--in3d = true,
},
},
}
return Sounds
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