//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2011 ** // ** //**************************************************************************** // ** // Module: Audio Support ** // ** // Created: 11/11/11 - Travis Chen (trchen x 4143) ** // ** //**************************************************************************** //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_border_util; flag_inits() { //DR: needed for music cues //examples, for copying and pasting: flag_init( "music_battle_start" ); flag_init( "music_chk_border" ); flag_init( "music_chk_streets" ); flag_init( "music_chk_market" ); flag_init( "music_chk_church"); flag_init( "helicopter_reveal"); } // 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 "border": { thread maps\_utility::set_ambient( "amb_border_ext_intro" ); flag_wait( "music_chk_border" ); if( !flag( "music_chk_streets" ) ) { //wait ( 25.0 ); } flag_wait( "music_battle_start" ); thread maps\_utility::set_ambient( "amb_border_ext" ); play_music_loop_infinite("mus_border_battle"); } case "streets": { thread maps\_utility::set_ambient( "amb_border_ext" ); //play_music_num_times("mus_lava_battle", 2, 2); } case "market": { thread maps\_utility::set_ambient( "amb_border_ext" ); //play_music_num_times("mus_lava_battle", 2, 2); } case "church": { thread maps\_utility::set_ambient( "amb_border_ext" ); //play_music_num_times("mus_lava_battle", 2, 2); } } } 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_border" ); if (jump_to == "default") return; if (jump_to == "border") return; flag_set( "vo_border_section_done"); flag_set( "music_chk_streets" ); flag_set( "music_battle_start" ); if (jump_to == "streets") return; flag_set( "music_chk_market" ); if (jump_to == "market") return; flag_set( "music_chk_church" ); flag_set( "helicopter_reveal" ); if (jump_to == "church") return; }