Professional Documents
Culture Documents
Sound Mixers
Sound Mixers
Sound Mixers
// These Sound Mixers are referenced by name from Soundscapes, and are used to
provide
// custom volume control over various sound categories, called 'mix groups'
// LIMITS:
// up to 64 unique mix groups
// up to 76 group rules entries
// up to 32 sound mixers
// all strings are limited to 31 characters!
// NOTE2: at runtime, you can display the classname of the sound source by
// setting snd_showclassname 1 in the console.
// NOTE3: main character dialog during critical scenes is ducked using a separate
code path which, when
// active, temporarilly disables mixer ducking (prevent double ducking).
// Lower priority sounds are ducked by higher priority sounds, if "is ducked" is
enabled.
// Only sounds with "causes ducking" enabled can cause a lower priority sound to be
ducked.
// Layer Triggers only work with substrings when the name of the wave file is
included in the substring
"MixGroups"
{
// NOTE: order these from least general to most general
// master mix for all weapon sounds above, values are averaged. (referenced
in op stack)
"AllWeapons" "weapons/" "" ""
"" "" "50" "0" "0" "100" "40"
// referenced in op stack
"BuyMusic" "startround_" "" ""
"" "" "25" "0" "0" "75" "40"
"DuckingMusix" "asdadaf" "" ""
"" "" "25" "0" "0" "75" "40"
"Music" "music/" "" ""
"" "" "25" "0" "0" "75" "40"
// tutorial voices
"Commander" "commander/" "" ""
"" "" "25" "0" "0" "75" "40"
// campain voices
"CampaignVO" "coop_radio/" "" ""
"" "" "25" "0" "0" "75" "40"
// not in use
"Bot" "bot/" "" ""
"" "" "60" "0" "0" "100" "20"
// referenced in op stack
"All" "" "" ""
"" "" "50" "0" "0" "100" "40"
}
"SoundMixers"
{
"Default_Mix"
{
// mixgroup vol. level dsp
"MainMenu_Mix"
{
// mixgroup vol. level dsp
"MixLayers"
{
"SelectedMusicLayer"
{
"SelectedMusic" "1.0" "1.0" "1.0" "1.0" "0.0"
"BuyMusic" "1.0" "1.0" "1.0" "1.0" "0.0"
"UI" "1.0" "1.0" "1.0" "1.0" "0.0"
}
"DuckingMusixLayer"
{
"DuckingMusix" "1.0" "1.0" "1.0" "0.65" "0.0"
"Music" "0.3" "1.0" "1.0" "0.0" "0.0"
"Commander" "1.0" "1.0" "1.0" "0.8" "0.0"
"Dialog" "1.0" "1.0" "1.0" "0.8" "0.0"
"Radio" "1.0" "1.0" "1.0" "0.8" "0.0"
"Bot" "1.0" "1.0" "1.0" "0.8" "0.0"
}
"CampaignVOLayer"
{
"CampaignVO" "1.0" "1.0" "1.0"
"DistWeapons" "0.1" "1.0" "0.0"
"Weapons1" "0.1" "1.0" "0.0"
"FoleyWeapons" "0.05" "1.0" "0.0"
"C4Foley" "0.05" "1.0" "0.0"
"AllWeapons" "0.1" "1.0" "1.0"
"BulletImpacts" "0.01" "1.0" "0.0"
"BulletRicochets" "0.01" "1.0" "0.0"
"Physics" "0.01" "1.0" "0.0"
"Music" "0.3" "1.0" "0.0"
"Dialog" "0.3" "1.0" "0.0"
"Radio" "0.3" "1.0" "0.0"
"Bot" "0.1" "1.0" "0.0"
"Explosions" "0.1" "1.0" "1.0"
"ExplosionsDecoy" "0.1" "1.0" "1.0"
"ExplosionsDistant" "0.1" "1.0" "1.0"
"Ambient" "0.1" "1.0" "1.0"
"PlayerFootsteps" "0.2" "1.0" "1.0"
"GlobalFootsteps" "0.3" "0.9" "0.0"
// this layer is designed to be active for the duration of the replay feature
"ReplayLayer"
{
// this layer is designed to make these mixers fade to silent to bookend the
replay feature
"ReplayBlinkLayer"
{
"DecoyLayer"
{
"GlobalFootsteps" "0.01" "1.0" "0.0"
"PlayerFootsteps" "0.01" "1.0" "0.0"
"C4Foley" "0.01" "1.0" "0.0"
}
"LayerTriggers"
{
"SelectedMusicLayer" "SelectedMusic" "0.0" "1.0" "0.0" "0.50"
"DuckingMusixLayer" "DuckingMusix" "0.0" "1.0" "0.0" "0.00"
"CampaignVOLayer" "CampaignVO" "0.0" "1.0" "0.5" "0.50"
}