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// sample(id, name, scene, <location, volume, frequency, pan>); // if pan is 0, it is disabled; 0.5 even 1.0 right 0.01 left only // if only one <l,v,f,p> is set, this sample is single play, loops otherwise. // Level 5 // Please check that sample no. start (here = 49) doesn't conflict with previous levels sample(49,5TAP, 6, 0.010,0.6,18000,0.3, 0.021,1,17000,0.6, 0.029,1,17000,0.4, 0.045,0.7,16500,0.9, 0.050,0.6,0,0.7, 0.065,1,0,0.4, 0.072,1,0,0.6, 0.085,0.7,0,0.3); // Volt 1-2 (065-072) sample(50,5BEACON, 6, 0.030,0.5,23100,0.3, 0.044,1,22100,0.8, 0.060,0.5,20100,0.3); // Signal 44 sample(52,5NICECAVE, 6, 0.072,0.7,0,0, 0.084,1,0,0, 0.096,0.7,0,0);// Bro 084 sample(53,2NEON, 6, 0.084,0.6,49000,0.5, 0.096,1,46000,1.0, 0.100,0.6,47000,0.5, 0.104,0.7,44000,0.5, 0.112,1,43000,0.01, 0.120,0.7,41000,0.5 0.124,0,0,0, 0.812,0.6,60000,0.5, 0.825,0.96,58000,1.0, 0.837,0.7,56000,0.5); // Neon R 825 sample(55,5ARIAL, 6, 0.121,0.7,44100,0.5, 0.130,1,44100,0.01, 0.131,0.7,46100,0.5, 0.139,0.7,42100,0.7, 0.140,1,46100,0.01, 0.141,0.7,44100,0.5, 0.149,0.7,44100,0.7, 0.151,1,43100,0.01, 0.162,0.7,42100,0.7); sample(58,5SUB2, 6, 0.135,0.6,0,0, 0.164,1,0,0, 0.582,1,0,0, 0.618,0.7,0,0, 0.620,0,0,0, 0.835,0.6,17000,0, 0.848,1,16000,0, 0.946,1,15000,0, 0.970,0.7,14000,0); // Tubesys 2 848-946 sample(59,5ATMO, 6, 0.170,0.6,0,0.2, 0.194,1,0,0.8, 0.240,1,0,0.2, 0.270,0.7,0,0.8 0.280,0.6,10000,0.2, 0.308,1,10000,0.8, 0.353,1,8000,0.2, 0.380,0.7,7000,0.8); // Hall2 308-353 sample(61,5EXHAUSTHPF, 6, 0.570,0.6,0,0.5, 0.586,1,0,1.0, 0.591,0.8,0,0.1, 0.596,1,0,1, 0.601,0.8,0,0.1, 0.606,1,0,1, 0.611,0.8,0,0.1, 0.616,1,0,1, 0.630,0.6,0,0.5); // Pipe C (4x) 586 596 606 616 sample(62,5STPULS, 6, 0.575,0.6,0,0, 0.585,1,0,0, 0.620,1,0,0, 0.650,0.7,0,0); // Viaduct 625-628 sample(63,5BENT 6, 0.633,0.7,0,0, 0.645,1,0,0, 0.690,1,0,0, 0.707,0.7,0,0);// Spline 633-647 sample(64,5TUBEXHPF, 6, 0.690,0.6,0,0.2, 0.721,1,0,0.8, 0.768,1,0,0.2, 0.808,0.7,0,0.8); // Tunnel 688-721 sample(65,5ELECTRIC, 6, 0.685,0.6,0,0.5, 0.696,0.9,0,0.8, 0.703,0.9,0,0.2, 0.709,0.9,0,0.8, 0.715,0.9,0,0.2, 0.725,0.6,0,0.5); // Light R L R L 697 704 710 716 sample(67,5BIGVENT, 6, 0.830,0.7,0,0, 0.840,1,0,0, 0.870,0.7,0,0);// BigVent 845 sample(69,5SUB, 6, 0.950,0.7,0,0, 0.980,1,0,0, 0.990,1,0,0, 0.999,0.7,0,0); // Center 982-999 //Level 5 Tube Sys1 Vent/Red sample(70,5BABLE, 6, 0.240,0.7,0,0, 0.250,1,0,0, 0.260,0.7,0,0, 0.265,0,0,0, 0.294,0.7,0,0, 0.297,1,0,0, 0.303,0.7,0,0, 0.308,0,0,0, 0.370,0.7,0,0, 0.379,1,0,0, 0.382,0.7,0,0); //Vent1-3 379 sample(71,5NEATLOOP, 6, 0.270,0.7,0,0, 0.276,1,0,0, 0.293,1,0,0, 0.300,0.7,0,0, 0.306,1,0,0, 0.308,1,0,0, 0.315,0.7,0,0, 0.320,0,0,0, 0.347,0.7,0,0, 0.354,1,0,0, 0.362,1,0,0, 0.377,0.7,0,0); //Red 354-362 //Red 383-393 //Vent4 403 //Red 413-420 //Vent5 436 //Vent6 450 //Vent7 460 //Vent8 471 //Vent9 478 //Red 481-485 //Vent10 503 //Red 507-520 //Vent11 525 //Red 528-537 //Red 546-554 //Vent12 554 //Vent13 575 //Red 578 - 582 // NOTE : 2 different sounds; 5BABLE & 5NEATLOOP has to be put in the tubesystems when you pass the vents and lamps (red) // - sorry I will finish this L8R state(screen_add|light_diffuse|particle_system, flabgr, 0); psystem(flabgr, 1, 8); fog( 5,250,30,70,90 ); state(screen_replace|fog_screen|light_diffuse, beam, 0); mesh(beam__brigde); mesh(beam__gridexit); mesh(beam__lamp1); mesh(beam__lamp2); mesh(beam__lamp3); mesh(beam__lbrigde1); mesh(beam__lbrigde2); mesh(beam__lbrigde3); mesh(beam__lightman1); mesh(beam__lightman2); mesh(beam__lightpole1); mesh(beam__lightpole2); mesh(beam__lightpole3); mesh(beam__lightpole4); mesh(beam__stoplight); mesh(beam__towerin03); mesh(beam__towerin2); state(screen_replace, bigsky1, 0); mesh(bigsky1__sky+$); state(screen_replace, bigsky2, 0); mesh(bigsky2__sky+$); state(screen_replace, bigsky3, 0); mesh(bigsky3__sky+$); state(screen_replace, bigsky4, 0); mesh(bigsky4__sky+$); state(screen_replace|fog_screen|light_diffuse, bound, 0); mesh(bound__bounc); mesh(bound__bound); state(screen_replace|fog_screen|light_diffuse, britex, 0); mesh(britex__brigde); mesh(britex__damend); mesh(britex__entran2); mesh(britex__in); state(screen_replace|fog_screen|light_diffuse, chess, 0); mesh(chess__road); state(screen_replace|fog_screen|light_diffuse, cloud, 0); mesh(cloud__church); mesh(cloud__church2); state(screen_replace|fog_screen|light_diffuse, conc, 0); mesh(conc__enter); mesh(conc__entran2); mesh(conc__snake); state(screen_replace|fog_screen|light_diffuse, const, 0); mesh(const__damend); mesh(const__dhill1); mesh(const__entran2); mesh(const__lightpole1); mesh(const__lightpole2); mesh(const__lightpole3); mesh(const__lightpole4); mesh(const__spike); state(screen_replace|fog_screen|light_diffuse, coside, 0); mesh(coside__brigde); mesh(coside__entran2); mesh(coside__transform); state(screen_replace|fog_screen|light_diffuse, damout, 0); mesh(damout__damall); mesh(damout__damend); mesh(damout__entran2); mesh(damout__fakewall); mesh(damout__fish1); mesh(damout__fish2); mesh(damout__fish3); mesh(damout__road); mesh(damout__roadside); mesh(damout__snake); mesh(damout__spike); state(screen_replace|fog_screen|light_diffuse, damsr, 0); mesh(damsr__damall); mesh(damsr__damend); mesh(damsr__damend); mesh(damsr__entran2); mesh(damsr__spike); state(screen_replace|fog_screen|light_diffuse, damtoro, 0); mesh(damtoro__fish1); mesh(damtoro__fish2); mesh(damtoro__fish3); mesh(damtoro__gridexit); state(screen_replace|fog_screen|light_diffuse, default, 0); mesh(default__snake); state(screen_replace|fog_screen|light_diffuse, droof, 0); mesh(droof__damall); mesh(droof__damtow1); mesh(droof__damtow2); mesh(droof__default); mesh(droof__fish1); mesh(droof__fish2); mesh(droof__fish3); state(screen_replace|fog_screen|light_diffuse, hamap, 0); mesh(hamap__brigde); mesh(hamap__dhill1); mesh(hamap__entran2); mesh(hamap__in); mesh(hamap__snake); state(screen_replace|fog_screen|light_diffuse, head2, 0); mesh(head2__damall); mesh(head2__dhill1); mesh(head2__enter); mesh(head2__entran2); mesh(head2__gridexit); mesh(head2__lamp1); mesh(head2__lamp2); mesh(head2__lamp3); mesh(head2__spike); mesh(head2__stoplight); mesh(head2__towerin03); mesh(head2__towerin2); mesh(head2__transform); mesh(head2__volt); state(screen_replace|fog_screen|light_diffuse, lamp2, 0); mesh(lamp2__damend); mesh(lamp2__spike); state(screen_replace|fog_screen|light_diffuse, lamp3, 0); mesh(lamp3__lightman1); mesh(lamp3__lightman2); state(screen_replace|fog_screen|light_diffuse, lamp, 0); mesh(lamp__damend); mesh(lamp__lbrigde1); mesh(lamp__lbrigde2); mesh(lamp__lbrigde3); mesh(lamp__lightpole1); mesh(lamp__lightpole2); mesh(lamp__lightpole3); mesh(lamp__lightpole4); mesh(lamp__towerin03); mesh(lamp__towerin2); state(screen_replace|fog_screen|light_diffuse, line, 0); mesh(line__road); state(screen_replace|fog_screen|light_diffuse, lpole, 0); mesh(lpole__billboa04); mesh(lpole__billboa1); mesh(lpole__billboa2); mesh(lpole__billboa3); mesh(lpole__lamp1); mesh(lpole__lamp2); mesh(lpole__lamp3); state(screen_replace|fog_screen|light_diffuse, mill, 0); mesh(mill__damend); mesh(mill__in); mesh(mill__towerin03); mesh(mill__towerin2); state(screen_replace|fog_screen|light_diffuse, mount, 0); mesh(mount__grnd$); state(screen_replace|fog_screen|light_diffuse, pipex, 0); mesh(pipex__damend); mesh(pipex__dhill1); mesh(pipex__enter); mesh(pipex__fish1); mesh(pipex__fish2); mesh(pipex__fish3); mesh(pipex__spike); mesh(pipex__voltpipe1); mesh(pipex__voltpipe2); state(screen_replace|fog_screen|light_diffuse, probe, 0); mesh(probe__damend); mesh(probe__in); state(screen_replace|fog_screen|light_diffuse, road, 0); mesh(road__road); state(screen_replace|fog_screen|light_diffuse, sign, 0); mesh(sign__billboa04); mesh(sign__billboa1); mesh(sign__billboa2); mesh(sign__billboa3); state(screen_replace, skytop2, 0); mesh(skytop2__stop+); state(screen_replace|fog_screen|light_diffuse, space, 0); mesh(space__damall); mesh(space__grid2); mesh(space__head); mesh(space__lightman3); mesh(space__lightman4); mesh(space__polygrid1); mesh(space__pump2); mesh(space__roadgrid2); mesh(space__roadside); mesh(space__rota); mesh(space__tjov); mesh(space__volttop); mesh(space__wire1); mesh(space__wire2); mesh(space__wire3); mesh(space__xtunout); state(screen_replace|fog_screen|light_diffuse, spacey, 0); mesh(spacey__dhill1); mesh(spacey__enter); mesh(spacey__gridexit); mesh(spacey__towerin03); mesh(spacey__towerin2); mesh(spacey__transform); mesh(spacey__volt); mesh(spacey__voltinner); mesh(spacey__voltpipe1); mesh(spacey__voltpipe2); mesh(spacey__volturoad); state(screen_replace|fog_screen|light_diffuse, stone, 0); mesh(stone__megadrive); mesh(stone__ruinhig2); mesh(stone__spike); state(screen_replace|fog_screen|light_diffuse, stripes, 0); mesh(stripes__brigde); mesh(stripes__dhill1); mesh(stripes__dhill1); mesh(stripes__enter); mesh(stripes__in); mesh(stripes__lightpof1); mesh(stripes__lightpof2); mesh(stripes__lightpof3); mesh(stripes__lightpof4); mesh(stripes__powercro1); mesh(stripes__powercro2); mesh(stripes__powercro3); mesh(stripes__powercro4); mesh(stripes__powercro5); mesh(stripes__powercro6); mesh(stripes__powercro7); mesh(stripes__roadcurve); mesh(stripes__snake); mesh(stripes__spikewire1); mesh(stripes__spikewire2); mesh(stripes__spikewire3); mesh(stripes__spikewire4); mesh(stripes__towerin03); mesh(stripes__towerin2); state(screen_replace|fog_screen|light_diffuse, stripipe, 0); mesh(stripipe__volturoad); state(screen_replace|fog_screen|light_diffuse, tekwall, 0); mesh(tekwall__2xtun1$); mesh(tekwall__2xtun2$); mesh(tekwall__2xtun3$); mesh(tekwall__2xtun4$); mesh(tekwall__2xtun5$); mesh(tekwall__2xtun6$); mesh(tekwall__2xtun7$); mesh(tekwall__2xtun8$); mesh(tekwall__brigde); mesh(tekwall__grid1); mesh(tekwall__grid3); mesh(tekwall__polygrid2); mesh(tekwall__roadgrid1); mesh(tekwall__roadgrid3); mesh(tekwall__towerin03); mesh(tekwall__towerin2); mesh(tekwall__voltinner); mesh(tekwall__xtun1); mesh(tekwall__xtun2); state(screen_replace|fog_screen|light_diffuse, tunout, 0); mesh(tunout__tun10$); mesh(tunout__tun11$); mesh(tunout__tun12$); mesh(tunout__tun14$); mesh(tunout__tun15$); mesh(tunout__tun16$); mesh(tunout__tun17$); mesh(tunout__tun3$); mesh(tunout__tun4$); mesh(tunout__tun5$); mesh(tunout__tun6$); mesh(tunout__tun7$); mesh(tunout__tun8$); mesh(tunout__tun9$); mesh(tunout__tunc1$); mesh(tunout__tunc2$); mesh(tunout__tunc4$); mesh(tunout__tunc5$); mesh(tunout__tunc6$); mesh(tunout__tunc7$); mesh(tunout__tunc8$); state(screen_replace|fog_screen|light_diffuse, tuntex11, 0); mesh(tuntex11__tunnel01); mesh(tuntex11__tunnel02); mesh(tuntex11__tunnel03); mesh(tuntex11__tunnel04); state(screen_replace|fog_screen|light_diffuse, tuntex1, 0); mesh(tuntex1__tun10$); mesh(tuntex1__tun11$); mesh(tuntex1__tun12$); mesh(tuntex1__tun14$); mesh(tuntex1__tun15$); mesh(tuntex1__tun16$); mesh(tuntex1__tun17$); mesh(tuntex1__tun3$); mesh(tuntex1__tun4$); mesh(tuntex1__tun5$); mesh(tuntex1__tun6$); mesh(tuntex1__tun7$); mesh(tuntex1__tun8$); mesh(tuntex1__tun9$); mesh(tuntex1__tunc1$); mesh(tuntex1__tunc2$); mesh(tuntex1__tunc4$); mesh(tuntex1__tunc5$); mesh(tuntex1__tunc6$); mesh(tuntex1__tunc7$); mesh(tuntex1__tunc8$); state(screen_replace|fog_screen|light_diffuse, tuntex2, 0); mesh(tuntex2__tun10$); mesh(tuntex2__tun11$); mesh(tuntex2__tun12$); mesh(tuntex2__tun14$); mesh(tuntex2__tun15$); mesh(tuntex2__tun16$); mesh(tuntex2__tun17$); mesh(tuntex2__tun3$); mesh(tuntex2__tun4$); mesh(tuntex2__tun5$); mesh(tuntex2__tun6$); mesh(tuntex2__tun7$); mesh(tuntex2__tun8$); mesh(tuntex2__tun9$); mesh(tuntex2__tunc1$); mesh(tuntex2__tunc2$); mesh(tuntex2__tunc4$); mesh(tuntex2__tunc5$); mesh(tuntex2__tunc6$); mesh(tuntex2__tunc7$); mesh(tuntex2__tunc8$); state(screen_replace|fog_screen|light_diffuse, tunwb, 0); mesh(tunwb__dhill1); mesh(tunwb__tun10$); mesh(tunwb__tun11$); mesh(tunwb__tun12$); mesh(tunwb__tun14$); mesh(tunwb__tun15$); mesh(tunwb__tun16$); mesh(tunwb__tun17$); mesh(tunwb__tun3$); mesh(tunwb__tun4$); mesh(tunwb__tun5$); mesh(tunwb__tun6$); mesh(tunwb__tun7$); mesh(tunwb__tun8$); mesh(tunwb__tun9$); mesh(tunwb__tunc1$); mesh(tunwb__tunc5$); mesh(tunwb__tunc6$); mesh(tunwb__tunc7$); mesh(tunwb__tunc8$); state(screen_replace|fog_screen|light_diffuse, tuwall, 0); mesh(tuwall__enter); mesh(tuwall__fish1); mesh(tuwall__fish2); mesh(tuwall__fish3); state(screen_replace|fog_screen|light_diffuse, water, 0); mesh(water__watera$); mesh(water__waterb$);