; Even though MinRange and MaxRange don't apply to ui sounds, we want to specify a
; default in case there isn't one for a global sound.
AudioEvent DefaultSoundEffect ; Hard coded name, do not change
Volume = 100
Priority = high
MinVolume = 0 ; 0 = die off at max range. Setting higher means sound will play anywhere on map
Limit = 4
MinRange = 160.000
MaxRange = 640.000
PitchShift = -0 0
PlayPercent = 100 ; Default: always play
Type = ui player
Type = +DEFAULT ; This is a special "default" sound, not really intended to be played
; Reverb settings:
DryLevel = 100 ; FOR 2D SOUNDS ONLY: When reverb is on, this is the per-sample level of the dry sound signal (the non-reverbed sound), as a percent. 0 - 100%
ReverbEffectLevel = 100 ; 2D SOUNDS: When reverb is on, this is the per-sample level of the wet sound signal (the reverberations), as a percent. 0 - 100%
; 3D SOUNDS: When reverb is on, this is the % amount the reverb affects the sound. 0 - 100%
; These numbers control the fading of sounds which are offscreen when we are zoomed in.
; Basically, when we are completely zoomed in, then if this sound is FAR offscreen,
; we multiply the volume of the sound by this percent. As the sound gets closer to being
; onscreen, it gets louder, until it is at full volume when on-screen. Also, as the camera
; zooms out, the effects are lowered, until when completely zoomed out, off-screen and on-screen
; sounds both play at normal volume (with the normal distance factors, of course).
ZoomedInOffscreenVolumePercent = 50 ; When zoomed in, multiply far-offscreen sounds' Volumes by this (lower = more effect)
ZoomedInOffscreenMinVolumePercent = 100 ; When zoomed in, multiply far-offscreen sounds' MinVolumes by this (currently: MinVolume isn't affected)
ZoomedInOffscreenOcclusionPercent = 20 ; When zoomed in, set far-offscreen sounds' occlusion to this (higher = more effect)
; You might think the following was a good idea:
;SubmixSlider = SoundFX
; IT'S NOT. Doing this in the default sound will mess up the special 'use the speech slider if the
; voice flag is present and no SubmixSlider entry was seen' code.
End
AudioEvent DefaultStreamedSound ; Hard coded name, do not change
Volume = 100
Priority = high
Limit = 4
PitchShift = -0 0
PlayPercent = 100 ; Default: always play
Type = ui player
Type = +DEFAULT ; This is a special "default" sound, not really intended to be played
; Reverb settings:
DryLevel = 100 ; FOR 2D SOUNDS ONLY: When reverb is on, this is the per-sample level of the dry sound signal (the non-reverbed sound), as a percent. 0 - 100%
ReverbEffectLevel = 100 ; 2D SOUNDS: When reverb is on, this is the per-sample level of the wet sound signal (the reverberations), as a percent. 0 - 100%
; 3D SOUNDS: When reverb is on, this is the % amount the reverb affects the sound. 0 - 100%