//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2011 ** // ** //**************************************************************************** // ** // Module: Lunar Audio ** // ** // 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 maps\_utility_code; #include maps\_nx_objective_util; #include common_scripts\utility; #include maps\_anim; #include maps\_vehicle; flag_inits() { //DR: needed for music to trigger flag_init( "music_intro_rover_drive_starts" ); flag_init( "music_intro_rover_drive_stops" ); flag_init( "music_exited_rover" ); flag_init( "music_charlie_reaches_tower_goal" ); flag_init( "music_charlie_sees_lights" ); flag_init( "music_rover_crashed" ); flag_init( "music_player_wakes_up" ); flag_init( "music_player_in_vehicle_airlock" ); flag_init( "music_2nd_floor_breach_starts" ); flag_init( "music_2nd_floor_breach_ends" ); flag_init( "music_player_at_the_armory" ); flag_init( "music_breach_starting" ); flag_init( "music_start_battle_out_of_armory" ); flag_init( "music_player_arrived_at_airlock" ); flag_init( "music_stop_airlock_ending" ); flag_init( "music_battle_exterior" ); flag_init( "music_moonscape_cue" ); flag_init( "music_rover_battle_starts" ); flag_init( "music_rover_battle_ends" ); flag_init( "music_sneaking_behind_enemy" ); flag_init( "music_end_stop_all" ); } // Mission specific music thread mission_music() { //Set the music flags for this start point jump_to_music_flag_setup(); //Start the music script at this start point switch ( level._start_point ) { // Game will jump to the jump to checkpoint selected and continue execution from there case "default": case "get_to_the_armory": { //start music for the intro wake up sequence flag_wait( "music_player_wakes_up" ); if( !flag( "music_player_in_vehicle_airlock" ) ) { wait 29; } play_music_once("music_nx_lunar_wake_up"); //wait for airlock sequence to start, then restart music flag_wait( "music_player_in_vehicle_airlock" ); if( !flag( "music_player_at_the_armory" ) ) { wait 2; } play_music_once("music_nx_lunar_run_thru_base"); //stop the music for when the 2nd floor breach occurs flag_wait( "music_2nd_floor_breach_starts" ); music_stop ( 0.5 ); //restart themusic for the rest of the chase thru the base flag_wait( "music_2nd_floor_breach_ends" ); play_music_once("music_nx_lunar_run_thru_base_b"); //now wait until you get to the armory flag_wait( "music_player_at_the_armory" ); if( !flag( "music_breach_starting" ) ) { wait 4; } music_stop( 7 ); //now wait until the breach is about to happen, must make this louder than the previous cue, separating for mix reasons flag_wait( "music_breach_starting" ); if( !flag( "music_start_battle_out_of_armory" ) ) { wait ( 7.6 ); } play_music_once("music_nx_lunar_armory_buildup"); } case "armory_module": case "life_support_module": case "living_module": { //now wait until the breach ccurs flag_wait( "music_start_battle_out_of_armory" ); if( !flag( "music_player_arrived_at_airlock" ) ) { wait ( 2 ); } play_music_num_times("music_nx_lunar_armory_fight", 2, 2); //wait until we get to pressurization lock and then play end stinger flag_wait( "music_player_arrived_at_airlock" ); //cheating here, until we get the crossfading in...just playing overtop if( !flag( "music_stop_airlock_ending" ) ) { //wait 1; music_stop( 3 ); level._player play_sound_on_entity( "music_nx_lunar_armory_fight_end" ); } } case "exterior_vista": case "airlock_exterior": case "mining_valley": case "rough_terrain": { //should start playing when the door starts opening to the exterior battle section flag_wait( "music_battle_exterior" ); if( !flag( "music_rover_battle_starts" ) ) { wait ( 1.1 ); } play_music_once("music_nx_lunar_ext_battle"); } case "rover_battle": { //should start playing when the rover reveals itself flag_wait( "music_rover_battle_starts" ); play_music_once("music_nx_lunar_rover_battle_gl"); } } } jump_to_music_flag_setup() { jump_to = level._start_point; // Return if this is the current checkpoint // Thus, sets all flags up to a given checkpoint if (jump_to == "default") return; flag_set( "music_player_wakes_up" ); if (jump_to == "get_to_the_armory") return; flag_set( "music_player_in_vehicle_airlock" ); flag_set( "music_2nd_floor_breach_starts" ); flag_set( "music_2nd_floor_breach_ends" ); flag_set( "music_player_at_the_armory" ); flag_set( "music_breach_starting" ); flag_set( "music_start_battle_out_of_armory" ); if (jump_to == "armory_module") return; if (jump_to == "life_support_module") return; if (jump_to == "living_module") return; flag_set( "music_player_arrived_at_airlock" ); if (jump_to == "exterior_vista") return; flag_set( "music_stop_airlock_ending" ); flag_set( "music_battle_exterior" ); if (jump_to == "airlock_exterior") return; if (jump_to == "mining_valley") return; if (jump_to == "rough_terrain") return; if (jump_to == "rover_battle") return; }