//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2011 ** // ** //**************************************************************************** // ** // Module: Audio Support ** // ** // Created: 8/2/2011 - David Rowe ** // ** //**************************************************************************** //This is the mission's _audio.gsc //All audio scripts should be put into this file #include maps\_utility; #include common_scripts\utility; #include maps\_anim; #include maps\_vehicle; #include maps\_nx_utility; #include maps\nx_skyscraper_util; flag_inits() { //DR: needed for music cues //examples, for copying and pasting: flag_init( "music_chk_drive_up" ); flag_init( "music_chk_lobby_enter" ); flag_init( "music_chk_elevator" ); flag_init( "music_chk_shaft"); flag_init( "music_chk_window" ); flag_init( "music_chk_hangar" ); flag_init( "music_chk_lab_enter" ); flag_init( "music_chk_lab_to_vault" ); flag_init( "music_chk_vault" ); flag_init( "music_chk_lab_exit" ); flag_init( "music_chk_halon" ); flag_init( "music_chk_vtol" ); flag_init( "music_chk_rappel" ); flag_init( "music_chk_outro" ); flag_init ("baker_exit_elevator_start"); } // Mission specific music thread mission_music() { //Set the music flags for this start point jump_to_music_flag_setup(); //Now jump to the start point that we just started, and roll from there. //example scripts below switch ( level._start_point ) { // Game will jump to the jump to checkpoint selected and continue execution from there case "default": case "drive_up": case "lobby_enter": case "elevator": { flag_wait( "music_chk_drive_up" ); if( !flag( "music_chk_shaft" ) ) { wait ( 0.5 ); } play_music_loop_infinite("mus_skyscraper_stealth"); } case "shaft": { flag_wait( "music_chk_shaft" ); if( !flag( "music_chk_window" ) ) { music_stop(10); } } case "window": case "hangar": case "lab_enter": case "lab_to_vault": { flag_wait( "music_chk_window" ); if( !flag( "music_chk_vault" ) ) { wait ( 1.0 ); } play_music_loop_infinite("mus_skyscraper_stealth"); } case "vault": { flag_wait( "music_chk_vault" ); if( !flag( "music_chk_lab_exit" ) ) { music_stop(4); } } case "lab_exit": { flag_wait( "music_chk_lab_exit" ); play_music_loop_infinite("mus_skyscraper_battle"); } case "halon": case "vtol": case "rappel": { flag_wait( "music_chk_halon" ); if( !flag( "music_chk_outro" ) ) { music_stop(4); wait ( 5.0 ); } play_music_loop_infinite("mus_skyscraper_halon"); } case "outro": { flag_wait( "music_chk_outro" ); play_music_once( "mus_skyscraper_outro" ); //music_stop(10); } } } jump_to_music_flag_setup() { //This script will set music flags for whichever checkpoint the game last started on, //so that the music can pick up and continue from there on out //this gets run at the beginning of the level, and anytime the user debugs //to any checkpoint. //example below, for copying and pasting jump_to = level._start_point; // Return if this is the current checkpoint // Thus, sets all flags up to a given checkpoint //DR: in order to turn off music, comment out this next line flag_set( "music_chk_drive_up" ); if (jump_to == "default") return; if (jump_to == "drive_up") return; flag_set( "music_chk_lobby_enter" ); if (jump_to == "lobby_enter") return; flag_set( "music_chk_elevator" ); if (jump_to == "elevator") return; flag_set( "music_chk_shaft" ); if (jump_to == "shaft") return; flag_set( "music_chk_window" ); if (jump_to == "window") return; flag_set( "music_chk_hangar" ); if (jump_to == "hangar") return; flag_set( "music_chk_lab_enter" ); if (jump_to == "lab_enter") return; flag_set( "music_chk_lab_to_vault" ); if (jump_to == "lab_to_vault") return; flag_set( "music_chk_vault" ); if (jump_to == "vault") return; flag_set( "music_chk_lab_exit" ); if (jump_to == "lab_exit") return; flag_set( "music_chk_halon" ); if (jump_to == "halon") return; flag_set( "music_chk_vtol" ); if (jump_to == "vtol") return; flag_set( "music_chk_rappel" ); if (jump_to == "rappel") return; flag_set( "music_chk_outro" ); if (jump_to == "outro") return; } player_elevator_ride_up_sfx() { self playsound("scn_skyscraper_elevator_ride_inside"); self playsound("scn_skyscraper_elevator_ride_outside"); iprintlnbold("playing first sound!!!!!!!"); flag_wait( "baker_exit_elevator_start" ); wait 4.0; iprintlnbold("Fading Up!!!!!!!"); self playsound("scn_skyscraper_elevator_ride_wind"); self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 25.0 ); //eventually this will have a time parameter trigger = GetEnt ("player_ready_for_elevator_lift", "targetname"); trigger waittill ("trigger"); wait 1.5; iprintlnbold("switching!!!!!!sounds!!!!!!!"); self SetSoundVolume( "scn_skyscraper_elevator_ride_inside", -100.0 ); //eventually this will have a time parameter wait 0.3; self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 12.0 ); //eventually this will have a time parameter }