//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2011 ** // ** //**************************************************************************** // ** // Module: Hit Hard at Home 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 common_scripts\utility; #include maps\_anim; #include maps\_vehicle; #include maps\_nx_utility; #include maps\_nx_objective_util; #include maps\nx_hithard_util; flag_inits() { //DR: needed for music cues flag_init( "music_osprey_intro" ); flag_init( "music_parachute_start" ); flag_init( "music_parachute_ends" ); flag_init( "music_rooftop_battle_starts"); flag_init( "music_snipe_ends" ); flag_init( "music_smoke_battle_starts" ); flag_init( "music_smoke_battle_ends" ); flag_init( "music_run_from_ugv" ); flag_init( "music_run_from_ugv_ends" ); } // 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 "osprey": { flag_wait( "music_osprey_intro" ); wait (0.75); play_music_once( "music_nx_hithard_osprey_intro" ); } case "parachute": { flag_wait( "music_parachute_start" ); wait 2.5; play_music_once( "music_nx_hithard_parachute" ); flag_wait( "music_parachute_ends" ); music_stop(12); } case "rooftop": case "secure_start": { flag_wait( "music_rooftop_battle_starts"); play_music_loop_infinite( "music_nx_hithard_rooftop" ); flag_wait( "music_snipe_ends" ); music_stop(10); } case "secure_rappel": case "secure_ground": { flag_wait( "music_smoke_battle_starts" ); play_music_loop_infinite( "music_nx_hithard_rooftop" ); flag_wait( "music_smoke_battle_ends" ); if( !flag( "music_run_from_ugv" ) ) { wait ( 1 ); } music_stop(1); if( !flag( "music_run_from_ugv" ) ) { wait ( 1.6 ); } play_music_once( "music_nx_hithard_finish_smoke" ); } case "motorcade_start": { flag_wait( "music_run_from_ugv" ); wait 2; play_music_once( "music_nx_hithard_ugv_run" ); } case "motorcade_end": { //do nothing. } } } 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; if (jump_to == "osprey") return; flag_set( "music_osprey_intro" ); if (jump_to == "parachute") return; flag_set( "music_parachute_start" ); flag_set( "music_parachute_ends" ); flag_set( "music_rooftop_battle_starts" ); if (jump_to == "rooftop") return; if (jump_to == "secure_start") return; flag_set( "music_snipe_ends" ); if (jump_to == "secure_rappel") return; if (jump_to == "secure_ground") return; flag_set( "music_smoke_battle_starts" ); flag_set( "music_smoke_battle_ends" ); if (jump_to == "motorcade_start") return; }