//**************************************************************************** // ** // 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_hospital_util; flag_inits() { //DR: needed for music cues //examples, for copying and pasting: flag_init( "music_intro" ); flag_init( "music_stealth02" ); flag_init( "music_2" ); flag_init( "music_3" ); flag_init( "music_4" ); flag_init( "hvt_killed" ); heli_pass_trig = GetEnt( "heli_sfx_trigger", "targetname" ); heli_pass_trig thread helicopter_pass_sfx(); thread heartmonitor_sfx(); } heartmonitor_sfx() { level waittill( "heart_beat_monitor_start" ); //delay so that this doesn't execute during level load. wait 0.1; soundorg = spawn( "sound_emitter", ( -3881, -1324, 68 ) ); soundorg PlayLoopSound( "hos_heartmonitor_sfx" ); flag_wait( "hvt_killed" ); soundorg StopLoopSound( "hos_heartmonitor_sfx" ); wait 0.05; soundorg PlaySound( "hos_heartfail_sfx" ); } hos_outro_docpush_sfx() { wait 4.5; self PlaySound( "scn_hos_outro_docpush" ); } helicopter_pass_sfx() { self waittill( "trigger" ); wait 1.5; level._player PlaySound( "elm_hos_heli_pass" ); } // 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 "intro": flag_wait( "music_intro" ); wait 7.8; play_music_once( "mus_hos_1stfloor01" ); case "hall_first_floor": { flag_wait( "music_stealth02" ); play_music_once( "mus_hos_1stfloor02" ); //play_music_loop_infinite("mus_lava_intro"); //play_music_loop_infinite("mus_lava_intro"); //play_music_num_times("mus_lava_intro", 2, 2); } case "hall_second_floor": { wait 2; //play_music_once( "mus_hospital_stealthdone" ); } } } 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_[chk1]" ); if (jump_to == "default") return; if (jump_to == "intro") return; if (jump_to == "hall_first_floor") return; flag_set( "music_intro" ); flag_set( "music_stealth02" ); if (jump_to == "hall_second_floor") return; }