#include maps\_utility; loadPresets() { // add your own preset eq filters here // should be used for commonly used, generic filters // see _ambient.gsc for defining specialized filters // sample test eq filters // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- // up to three bands( 0, 1, 2 ) for a filter // filter types are: lowshelf, highshelf, bell, lowpass, highpass // freq ranges from 20 Hz to 20 kHz // gain has no code restricted range, but should probably be between + / - 18 dB // q must be > 0 and has no code restricted max // example of a three band filter // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- // defineFilter( "test", 0, "lowshelf", 3000, 6, 2 ); // defineFilter( "test", 1, "highshelf", 3000, -12, 2 ); // defineFilter( "test", 2, "bell", 1500, 6, 3 ); // example of a single band filter // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- // defineFilter( "single", 0, "highpass", 10000, 1, 1 ); // *********************************************************** level._eq_defs = []; level._ambient_reverb = []; // *********************************************************** // nx1 reverbs // *********************************************************** define_reverb( "nx_repel_ext" ); set_reverb_roomtype( "nx_repel_ext", "city" ); set_reverb_drylevel( "nx_repel_ext", 0.9 ); set_reverb_wetlevel( "nx_repel_ext", 0.2 ); set_reverb_fadetime( "nx_repel_ext", 5 ); set_reverb_priority( "nx_repel_ext", "snd_enveffectsprio_level" ); define_reverb( "nx_repel_int" ); set_reverb_roomtype( "nx_repel_int", "stoneroom" ); set_reverb_drylevel( "nx_repel_int", 0.8 ); set_reverb_wetlevel( "nx_repel_int", 0.5 ); set_reverb_fadetime( "nx_repel_int", 5 ); set_reverb_priority( "nx_repel_int", "snd_enveffectsprio_level" ); //define_reverb( "nx_repel_osp" ); //set_reverb_roomtype( "nx_repel_osp", "livingroom" ); //set_reverb_drylevel( "nx_repel_osp", 0.8 ); //set_reverb_wetlevel( "nx_repel_osp", 0.5 ); //set_reverb_fadetime( "nx_repel_osp", 5 ); //set_reverb_priority( "nx_repel_osp", "snd_enveffectsprio_level" ); define_reverb( "nx_norad_ext" ); set_reverb_roomtype( "nx_norad_ext", "mountains" ); set_reverb_drylevel( "nx_norad_ext", 0.8 ); set_reverb_wetlevel( "nx_norad_ext", 0.4 ); set_reverb_fadetime( "nx_norad_ext", 4 ); set_reverb_priority( "nx_norad_ext", "snd_enveffectsprio_level" ); define_reverb( "nx_norad_int" ); set_reverb_roomtype( "nx_norad_int", "cave" ); set_reverb_drylevel( "nx_norad_int", 0.7 ); set_reverb_wetlevel( "nx_norad_int", 0.8 ); set_reverb_fadetime( "nx_norad_int", 4 ); set_reverb_priority( "nx_norad_int", "snd_enveffectsprio_level" ); define_reverb( "nx_lunar_hydro" ); set_reverb_roomtype( "nx_lunar_hydro", "carpetedhallway" ); set_reverb_drylevel( "nx_lunar_hydro", 0.9 ); set_reverb_wetlevel( "nx_lunar_hydro", 0.25 ); set_reverb_fadetime( "nx_lunar_hydro", 6 ); set_reverb_priority( "nx_lunar_hydro", "snd_enveffectsprio_level" ); define_reverb( "nx_hithard_basement" ); set_reverb_roomtype( "nx_hithard_basement", "stoneroom" ); set_reverb_drylevel( "nx_hithard_basement", 0.8 ); set_reverb_wetlevel( "nx_hithard_basement", 0.5 ); set_reverb_fadetime( "nx_hithard_basement", 2 ); set_reverb_priority( "nx_hithard_basement", "snd_enveffectsprio_level" ); define_reverb( "nx_hithard_stairs" ); set_reverb_roomtype( "nx_hithard_stairs", "stoneroom" ); set_reverb_drylevel( "nx_hithard_stairs", 0.1 ); set_reverb_wetlevel( "nx_hithard_stairs", 0.9 ); set_reverb_fadetime( "nx_hithard_stairs", 2 ); set_reverb_priority( "nx_hithard_stairs", "snd_enveffectsprio_level" ); // *********************************************************** // old iw4 reverbs // *********************************************************** define_reverb( "deathsdoor" ); set_reverb_roomtype( "deathsdoor", "underwater" ); set_reverb_drylevel( "deathsdoor", 0.5 ); set_reverb_wetlevel( "deathsdoor", 0.4 ); set_reverb_fadetime( "deathsdoor", 2 ); set_reverb_priority( "deathsdoor", "snd_enveffectsprio_level" ); define_reverb( "space" ); set_reverb_roomtype( "space", "underwater" ); set_reverb_drylevel( "space", 1.0 ); set_reverb_wetlevel( "space", 0.0 ); set_reverb_fadetime( "space", 0.1 ); set_reverb_priority( "space", "snd_enveffectsprio_level" ); define_reverb( "ac130" ); set_reverb_roomtype( "ac130", "sewerpipe" ); set_reverb_drylevel( "ac130", 0.9 ); set_reverb_wetlevel( "ac130", 0.05 ); set_reverb_fadetime( "ac130", 2 ); set_reverb_priority( "ac130", "snd_enveffectsprio_level" ); define_reverb( "af_caves_ext" ); set_reverb_roomtype( "af_caves_ext", "mountains" ); set_reverb_drylevel( "af_caves_ext", 0.8 ); set_reverb_wetlevel( "af_caves_ext", 0.4 ); set_reverb_fadetime( "af_caves_ext", 2 ); set_reverb_priority( "af_caves_ext", "snd_enveffectsprio_level" ); define_reverb( "af_caves_int" ); set_reverb_roomtype( "af_caves_int", "cave" ); set_reverb_drylevel( "af_caves_int", 0.85 ); set_reverb_wetlevel( "af_caves_int", 0.3 ); set_reverb_fadetime( "af_caves_int", 6 ); set_reverb_priority( "af_caves_int", "snd_enveffectsprio_level" ); define_reverb( "af_chase_caves" ); set_reverb_roomtype( "af_chase_caves", "cave" ); set_reverb_drylevel( "af_chase_caves", 0.85 ); set_reverb_wetlevel( "af_chase_caves", 0.35 ); set_reverb_fadetime( "af_chase_caves", 6 ); set_reverb_priority( "af_chase_caves", "snd_enveffectsprio_level" ); define_reverb( "af_chase_exit" ); set_reverb_roomtype( "af_chase_exit", "mountains" ); set_reverb_drylevel( "af_chase_exit", 0.95 ); set_reverb_wetlevel( "af_chase_exit", 0.2 ); set_reverb_fadetime( "af_chase_exit", 2 ); set_reverb_priority( "af_chase_exit", "snd_enveffectsprio_level" ); define_reverb( "af_chase_rapids" ); set_reverb_roomtype( "af_chase_rapids", "mountains" ); set_reverb_drylevel( "af_chase_rapids", 0.95 ); set_reverb_wetlevel( "af_chase_rapids", 0.2 ); set_reverb_fadetime( "af_chase_rapids", 2 ); set_reverb_priority( "af_chase_rapids", "snd_enveffectsprio_level" ); define_reverb( "af_chase_river" ); set_reverb_roomtype( "af_chase_river", "mountains" ); set_reverb_drylevel( "af_chase_river", 0.95 ); set_reverb_wetlevel( "af_chase_river", 0.2 ); set_reverb_fadetime( "af_chase_river", 2 ); set_reverb_priority( "af_chase_river", "snd_enveffectsprio_level" ); define_reverb( "af_chase_ext" ); set_reverb_roomtype( "af_chase_ext", "mountains" ); set_reverb_drylevel( "af_chase_ext", 0.95 ); set_reverb_wetlevel( "af_chase_ext", 0.2 ); set_reverb_fadetime( "af_chase_ext", 2 ); set_reverb_priority( "af_chase_ext", "snd_enveffectsprio_level" ); define_reverb( "airport_basement0" ); set_reverb_roomtype( "airport_basement0", "stoneroom" ); set_reverb_drylevel( "airport_basement0", 0.8 ); set_reverb_wetlevel( "airport_basement0", 0.4 ); set_reverb_fadetime( "airport_basement0", 2 ); set_reverb_priority( "airport_basement0", "snd_enveffectsprio_level" ); define_reverb( "airport_ext0" ); set_reverb_roomtype( "airport_ext0", "city" ); set_reverb_drylevel( "airport_ext0", 0.9 ); set_reverb_wetlevel( "airport_ext0", 0.15 ); set_reverb_fadetime( "airport_ext0", 2 ); set_reverb_priority( "airport_ext0", "snd_enveffectsprio_level" ); define_reverb( "airport_terminal0" ); set_reverb_roomtype( "airport_terminal0", "stonecorridor" ); set_reverb_drylevel( "airport_terminal0", 0.9 ); set_reverb_wetlevel( "airport_terminal0", 0.09 ); set_reverb_fadetime( "airport_terminal0", 0.9 ); set_reverb_priority( "airport_terminal0", "snd_enveffectsprio_level" ); define_reverb( "alley" ); set_reverb_roomtype( "alley", "alley" ); set_reverb_drylevel( "alley", 0.9 ); set_reverb_wetlevel( "alley", 0.1 ); set_reverb_fadetime( "alley", 2 ); set_reverb_priority( "alley", "snd_enveffectsprio_level" ); define_reverb( "arcadia_ext1" ); set_reverb_roomtype( "arcadia_ext1", "parkinglot" ); set_reverb_drylevel( "arcadia_ext1", 0.95 ); set_reverb_wetlevel( "arcadia_ext1", 0.2 ); set_reverb_fadetime( "arcadia_ext1", 3 ); set_reverb_priority( "arcadia_ext1", "snd_enveffectsprio_level" ); define_reverb( "arcadia_ext3" ); set_reverb_roomtype( "arcadia_ext3", "parkinglot" ); set_reverb_drylevel( "arcadia_ext3", 0.95 ); set_reverb_wetlevel( "arcadia_ext3", 0.2 ); set_reverb_fadetime( "arcadia_ext3", 3 ); set_reverb_priority( "arcadia_ext3", "snd_enveffectsprio_level" ); define_reverb( "boneyard_ext0" ); set_reverb_roomtype( "boneyard_ext0", "mountains" ); set_reverb_drylevel( "boneyard_ext0", 0.8 ); set_reverb_wetlevel( "boneyard_ext0", 0.3 ); set_reverb_fadetime( "boneyard_ext0", 2 ); set_reverb_priority( "boneyard_ext0", "snd_enveffectsprio_level" ); define_reverb( "bridge_ext0" ); set_reverb_roomtype( "bridge_ext0", "city" ); set_reverb_drylevel( "bridge_ext0", 0.9 ); set_reverb_wetlevel( "bridge_ext0", 0.15 ); set_reverb_fadetime( "bridge_ext0", 6 ); set_reverb_priority( "bridge_ext0", "snd_enveffectsprio_level" ); define_reverb( "bunker" ); set_reverb_roomtype( "bunker", "stoneroom" ); set_reverb_drylevel( "bunker", 0.8 ); set_reverb_wetlevel( "bunker", 0.4 ); set_reverb_fadetime( "bunker", 2 ); set_reverb_priority( "bunker", "snd_enveffectsprio_level" ); define_reverb( "city" ); set_reverb_roomtype( "city", "city" ); set_reverb_drylevel( "city", 0.8 ); set_reverb_wetlevel( "city", 0.3 ); set_reverb_fadetime( "city", 2 ); set_reverb_priority( "city", "snd_enveffectsprio_level" ); define_reverb( "container" ); set_reverb_roomtype( "container", "sewerpipe" ); set_reverb_drylevel( "container", 0.9 ); set_reverb_wetlevel( "container", 0.4 ); set_reverb_fadetime( "container", 2 ); set_reverb_priority( "container", "snd_enveffectsprio_level" ); define_reverb( "dcburning_bunker1" ); set_reverb_roomtype( "dcburning_bunker1", "stoneroom" ); set_reverb_drylevel( "dcburning_bunker1", 0.8 ); set_reverb_wetlevel( "dcburning_bunker1", 0.35 ); set_reverb_fadetime( "dcburning_bunker1", 6 ); set_reverb_priority( "dcburning_bunker1", "snd_enveffectsprio_level" ); define_reverb( "dcburning_ext1" ); set_reverb_roomtype( "dcburning_ext1", "city" ); set_reverb_drylevel( "dcburning_ext1", 0.95 ); set_reverb_wetlevel( "dcburning_ext1", 0.15 ); set_reverb_fadetime( "dcburning_ext1", 6 ); set_reverb_priority( "dcburning_ext1", "snd_enveffectsprio_level" ); define_reverb( "dcburning_building1" ); set_reverb_roomtype( "dcburning_building1", "city" ); set_reverb_drylevel( "dcburning_building1", 0.85 ); set_reverb_wetlevel( "dcburning_building1", 0.25 ); set_reverb_fadetime( "dcburning_building1", 6 ); set_reverb_priority( "dcburning_building1", "snd_enveffectsprio_level" ); define_reverb( "dcemp_iss" ); set_reverb_roomtype( "dcemp_iss", "city" ); set_reverb_drylevel( "dcemp_iss", 0.9 ); set_reverb_wetlevel( "dcemp_iss", 0.15 ); set_reverb_fadetime( "dcemp_iss", 6 ); set_reverb_priority( "dcemp_iss", "snd_enveffectsprio_level" ); define_reverb( "dcemp_dry" ); set_reverb_roomtype( "dcemp_dry", "stonecorridor" ); set_reverb_drylevel( "dcemp_dry", 0.95 ); set_reverb_wetlevel( "dcemp_dry", 0.15 ); set_reverb_fadetime( "dcemp_dry", 2 ); set_reverb_priority( "dcemp_dry", "snd_enveffectsprio_level" ); define_reverb( "dcemp_dry_int" ); set_reverb_roomtype( "dcemp_dry_int", "carpetedhallway" ); set_reverb_drylevel( "dcemp_dry_int", 0.9 ); set_reverb_wetlevel( "dcemp_dry_int", 0.25 ); set_reverb_fadetime( "dcemp_dry_int", 3 ); set_reverb_priority( "dcemp_dry_int", "snd_enveffectsprio_level" ); define_reverb( "dcemp_light_rain" ); set_reverb_roomtype( "dcemp_light_rain", "stonecorridor" ); set_reverb_drylevel( "dcemp_light_rain", 0.9 ); set_reverb_wetlevel( "dcemp_light_rain", 0.15 ); set_reverb_fadetime( "dcemp_light_rain", 2 ); set_reverb_priority( "dcemp_light_rain", "snd_enveffectsprio_level" ); define_reverb( "dcemp_light_rain_int" ); set_reverb_roomtype( "dcemp_light_rain_int", "carpetedhallway" ); set_reverb_drylevel( "dcemp_light_rain_int", 0.9 ); set_reverb_wetlevel( "dcemp_light_rain_int", 0.25 ); set_reverb_fadetime( "dcemp_light_rain_int", 6 ); set_reverb_priority( "dcemp_light_rain_int", "snd_enveffectsprio_level" ); define_reverb( "dcemp_heavy_rain" ); set_reverb_roomtype( "dcemp_heavy_rain", "city" ); set_reverb_drylevel( "dcemp_heavy_rain", 0.9 ); set_reverb_wetlevel( "dcemp_heavy_rain", 0.15 ); set_reverb_fadetime( "dcemp_heavy_rain", 6 ); set_reverb_priority( "dcemp_heavy_rain", "snd_enveffectsprio_level" ); define_reverb( "dcemp_heavy_rain_int" ); set_reverb_roomtype( "dcemp_heavy_rain_int", "carpetedhallway" ); set_reverb_drylevel( "dcemp_heavy_rain_int", 0.9 ); set_reverb_wetlevel( "dcemp_heavy_rain_int", 0.25 ); set_reverb_fadetime( "dcemp_heavy_rain_int", 6 ); set_reverb_priority( "dcemp_heavy_rain_int", "snd_enveffectsprio_level" ); define_reverb( "dcemp_heavy_rain_tunnel" ); set_reverb_roomtype( "dcemp_heavy_rain_tunnel", "cave" ); set_reverb_drylevel( "dcemp_heavy_rain_tunnel", 0.8 ); set_reverb_wetlevel( "dcemp_heavy_rain_tunnel", 0.3 ); set_reverb_fadetime( "dcemp_heavy_rain_tunnel", 6 ); set_reverb_priority( "dcemp_heavy_rain_tunnel", "snd_enveffectsprio_level" ); define_reverb( "estate_ext0" ); set_reverb_roomtype( "estate_ext0", "mountains" ); set_reverb_drylevel( "estate_ext0", 0.8 ); set_reverb_wetlevel( "estate_ext0", 0.4 ); set_reverb_fadetime( "estate_ext0", 2 ); set_reverb_priority( "estate_ext0", "snd_enveffectsprio_level" ); define_reverb( "exterior" ); set_reverb_roomtype( "exterior", "city" ); set_reverb_drylevel( "exterior", 0.9 ); set_reverb_wetlevel( "exterior", 0.15 ); set_reverb_fadetime( "exterior", 6 ); set_reverb_priority( "exterior", "snd_enveffectsprio_level" ); define_reverb( "exterior1" ); set_reverb_roomtype( "exterior1", "alley" ); set_reverb_drylevel( "exterior1", 0.9 ); set_reverb_wetlevel( "exterior1", 0.2 ); set_reverb_fadetime( "exterior1", 2 ); set_reverb_priority( "exterior1", "snd_enveffectsprio_level" ); define_reverb( "exterior2" ); set_reverb_roomtype( "exterior2", "alley" ); set_reverb_drylevel( "exterior2", 0.9 ); set_reverb_wetlevel( "exterior2", 0.2 ); set_reverb_fadetime( "exterior2", 2 ); set_reverb_priority( "exterior2", "snd_enveffectsprio_level" ); define_reverb( "exterior3" ); set_reverb_roomtype( "exterior3", "alley" ); set_reverb_drylevel( "exterior3", 0.9 ); set_reverb_wetlevel( "exterior3", 0.2 ); set_reverb_fadetime( "exterior3", 2 ); set_reverb_priority( "exterior3", "snd_enveffectsprio_level" ); define_reverb( "exterior4" ); set_reverb_roomtype( "exterior4", "alley" ); set_reverb_drylevel( "exterior4", 0.9 ); set_reverb_wetlevel( "exterior4", 0.2 ); set_reverb_fadetime( "exterior4", 2 ); set_reverb_priority( "exterior4", "snd_enveffectsprio_level" ); define_reverb( "exterior5" ); set_reverb_roomtype( "exterior5", "alley" ); set_reverb_drylevel( "exterior5", 0.9 ); set_reverb_wetlevel( "exterior5", 0.2 ); set_reverb_fadetime( "exterior5", 2 ); set_reverb_priority( "exterior5", "snd_enveffectsprio_level" ); define_reverb( "exterior_level2" ); set_reverb_roomtype( "exterior_level2", "city" ); set_reverb_drylevel( "exterior_level2", 0.95 ); set_reverb_wetlevel( "exterior_level2", 0.15 ); set_reverb_fadetime( "exterior_level2", 2 ); set_reverb_priority( "exterior_level2", "snd_enveffectsprio_level" ); define_reverb( "favela_ext0" ); set_reverb_roomtype( "favela_ext0", "city" ); set_reverb_drylevel( "favela_ext0", 0.9 ); set_reverb_wetlevel( "favela_ext0", 0.15 ); set_reverb_fadetime( "favela_ext0", 6 ); set_reverb_priority( "favela_ext0", "snd_enveffectsprio_level" ); define_reverb( "favela_takedown_ext" ); set_reverb_roomtype( "favela_takedown_ext", "city" ); set_reverb_drylevel( "favela_takedown_ext", 0.9 ); set_reverb_wetlevel( "favela_takedown_ext", 0.15 ); set_reverb_fadetime( "favela_takedown_ext", 6 ); set_reverb_priority( "favela_takedown_ext", "snd_enveffectsprio_level" ); define_reverb( "favela_int0" ); set_reverb_roomtype( "favela_int0", "livingroom" ); set_reverb_drylevel( "favela_int0", 0.9 ); set_reverb_wetlevel( "favela_int0", 0.1 ); set_reverb_fadetime( "favela_int0", 2 ); set_reverb_priority( "favela_int0", "snd_enveffectsprio_level" ); define_reverb( "favela_takedown_int" ); set_reverb_roomtype( "favela_takedown_int", "hallway" ); set_reverb_drylevel( "favela_takedown_int", 1.0 ); set_reverb_wetlevel( "favela_takedown_int", 0.0 ); set_reverb_fadetime( "favela_takedown_int", 2 ); set_reverb_priority( "favela_takedown_int", "snd_enveffectsprio_level" ); define_reverb( "favela_int_shanty0" ); set_reverb_roomtype( "favela_int_shanty0", "livingroom" ); set_reverb_drylevel( "favela_int_shanty0", 0.9 ); set_reverb_wetlevel( "favela_int_shanty0", 0.1 ); set_reverb_fadetime( "favela_int_shanty0", 2 ); set_reverb_priority( "favela_int_shanty0", "snd_enveffectsprio_level" ); define_reverb( "favela_escape_ext0" ); set_reverb_roomtype( "favela_escape_ext0", "city" ); set_reverb_drylevel( "favela_escape_ext0", 0.9 ); set_reverb_wetlevel( "favela_escape_ext0", 0.15 ); set_reverb_fadetime( "favela_escape_ext0", 6 ); set_reverb_priority( "favela_escape_ext0", "snd_enveffectsprio_level" ); define_reverb( "forrest" ); set_reverb_roomtype( "forrest", "forest" ); set_reverb_drylevel( "forrest", 0.9 ); set_reverb_wetlevel( "forrest", 0.1 ); set_reverb_fadetime( "forrest", 2 ); set_reverb_priority( "forrest", "snd_enveffectsprio_level" ); define_reverb( "ambient_gulag_ext0" ); set_reverb_roomtype( "ambient_gulag_ext0", "city" ); set_reverb_drylevel( "ambient_gulag_ext0", 0.95 ); set_reverb_wetlevel( "ambient_gulag_ext0", 0.15 ); set_reverb_fadetime( "ambient_gulag_ext0", 2 ); set_reverb_priority( "ambient_gulag_ext0", "snd_enveffectsprio_level" ); define_reverb( "gulag_hall_int0" ); set_reverb_roomtype( "gulag_hall_int0", "sewerpipe" ); set_reverb_drylevel( "gulag_hall_int0", 0.95 ); set_reverb_wetlevel( "gulag_hall_int0", 0.15 ); set_reverb_fadetime( "gulag_hall_int0", 2 ); set_reverb_priority( "gulag_hall_int0", "snd_enveffectsprio_level" ); define_reverb( "gulag_shower_int0" ); set_reverb_roomtype( "gulag_shower_int0", "bathroom" ); set_reverb_drylevel( "gulag_shower_int0", 0.9 ); set_reverb_wetlevel( "gulag_shower_int0", 0.2 ); set_reverb_fadetime( "gulag_shower_int0", 2 ); set_reverb_priority( "gulag_shower_int0", "snd_enveffectsprio_level" ); define_reverb( "gulag_exit" ); set_reverb_roomtype( "gulag_exit", "sewerpipe" ); set_reverb_drylevel( "gulag_exit", 0.95 ); set_reverb_wetlevel( "gulag_exit", 0.15 ); set_reverb_fadetime( "gulag_exit", 2 ); set_reverb_priority( "gulag_exit", "snd_enveffectsprio_level" ); define_reverb( "hangar" ); set_reverb_roomtype( "hangar", "hangar" ); set_reverb_drylevel( "hangar", 0.6 ); set_reverb_wetlevel( "hangar", 0.5 ); set_reverb_fadetime( "hangar", 4 ); set_reverb_priority( "hangar", "snd_enveffectsprio_level" ); define_reverb( "interior" ); set_reverb_roomtype( "interior", "stonecorridor" ); set_reverb_drylevel( "interior", 0.9 ); set_reverb_wetlevel( "interior", 0.3 ); set_reverb_fadetime( "interior", 2 ); set_reverb_priority( "interior", "snd_enveffectsprio_level" ); define_reverb( "interior_metal" ); set_reverb_roomtype( "interior_metal", "sewerpipe" ); set_reverb_drylevel( "interior_metal", 0.8 ); set_reverb_wetlevel( "interior_metal", 0.3 ); set_reverb_fadetime( "interior_metal", 2 ); set_reverb_priority( "interior_metal", "snd_enveffectsprio_level" ); define_reverb( "interior_stone" ); set_reverb_roomtype( "interior_stone", "stoneroom" ); set_reverb_drylevel( "interior_stone", 0.9 ); set_reverb_wetlevel( "interior_stone", 0.2 ); set_reverb_fadetime( "interior_stone", 2 ); set_reverb_priority( "interior_stone", "snd_enveffectsprio_level" ); define_reverb( "interior_vehicle" ); set_reverb_roomtype( "interior_vehicle", "carpetedhallway" ); set_reverb_drylevel( "interior_vehicle", 0.9 ); set_reverb_wetlevel( "interior_vehicle", 0.1 ); set_reverb_fadetime( "interior_vehicle", 2 ); set_reverb_priority( "interior_vehicle", "snd_enveffectsprio_level" ); define_reverb( "interior_wood" ); set_reverb_roomtype( "interior_wood", "livingroom" ); set_reverb_drylevel( "interior_wood", 0.9 ); set_reverb_wetlevel( "interior_wood", 0.2 ); set_reverb_fadetime( "interior_wood", 2 ); set_reverb_priority( "interior_wood", "snd_enveffectsprio_level" ); define_reverb( "invasion_ext1" ); set_reverb_roomtype( "invasion_ext1", "parkinglot" ); set_reverb_drylevel( "invasion_ext1", 0.9 ); set_reverb_wetlevel( "invasion_ext1", 0.2 ); set_reverb_fadetime( "invasion_ext1", 3 ); set_reverb_priority( "invasion_ext1", "snd_enveffectsprio_level" ); define_reverb( "invasion_ext3" ); set_reverb_roomtype( "invasion_ext3", "parkinglot" ); set_reverb_drylevel( "invasion_ext3", 0.9 ); set_reverb_wetlevel( "invasion_ext3", 0.2 ); set_reverb_fadetime( "invasion_ext3", 3 ); set_reverb_priority( "invasion_ext3", "snd_enveffectsprio_level" ); define_reverb( "mountains" ); set_reverb_roomtype( "mountains", "mountains" ); set_reverb_drylevel( "mountains", 0.8 ); set_reverb_wetlevel( "mountains", 0.3 ); set_reverb_fadetime( "mountains", 2 ); set_reverb_priority( "mountains", "snd_enveffectsprio_level" ); define_reverb( "amb_underwater_test1v1" ); set_reverb_roomtype( "amb_underwater_test1v1", "underwater" ); set_reverb_drylevel( "amb_underwater_test1v1", 0.5 ); set_reverb_wetlevel( "amb_underwater_test1v1", 0.6 ); set_reverb_fadetime( "amb_underwater_test1v1", 2 ); set_reverb_priority( "amb_underwater_test1v1", "snd_enveffectsprio_level" ); define_reverb( "underwater" ); set_reverb_roomtype( "underwater", "underwater" ); set_reverb_drylevel( "underwater", 0.5 ); set_reverb_wetlevel( "underwater", 0.6 ); set_reverb_fadetime( "underwater", 2 ); set_reverb_priority( "underwater", "snd_enveffectsprio_level" ); define_reverb( "ambient_oilrig_test_ext1" ); set_reverb_roomtype( "ambient_oilrig_test_ext1", "city" ); set_reverb_drylevel( "ambient_oilrig_test_ext1", 0.9 ); set_reverb_wetlevel( "ambient_oilrig_test_ext1", 0.15 ); set_reverb_fadetime( "ambient_oilrig_test_ext1", 6 ); set_reverb_priority( "ambient_oilrig_test_ext1", "snd_enveffectsprio_level" ); define_reverb( "ambient_oilrig_int1" ); set_reverb_roomtype( "ambient_oilrig_int1", "city" ); set_reverb_drylevel( "ambient_oilrig_int1", 0.9 ); set_reverb_wetlevel( "ambient_oilrig_int1", 0.15 ); set_reverb_fadetime( "ambient_oilrig_int1", 6 ); set_reverb_priority( "ambient_oilrig_int1", "snd_enveffectsprio_level" ); define_reverb( "pipe" ); set_reverb_roomtype( "pipe", "sewerpipe" ); set_reverb_drylevel( "pipe", 0.9 ); set_reverb_wetlevel( "pipe", 0.4 ); set_reverb_fadetime( "pipe", 2 ); set_reverb_priority( "pipe", "snd_enveffectsprio_level" ); define_reverb( "shanty" ); set_reverb_roomtype( "shanty", "livingroom" ); set_reverb_drylevel( "shanty", 0.9 ); set_reverb_wetlevel( "shanty", 0.1 ); set_reverb_fadetime( "shanty", 2 ); set_reverb_priority( "shanty", "snd_enveffectsprio_level" ); define_reverb( "snow_base" ); set_reverb_roomtype( "snow_base", "mountains" ); set_reverb_drylevel( "snow_base", 0.7 ); set_reverb_wetlevel( "snow_base", 0.4 ); set_reverb_fadetime( "snow_base", 5 ); set_reverb_priority( "snow_base", "snd_enveffectsprio_level" ); define_reverb( "snow_base_white" ); set_reverb_roomtype( "snow_base_white", "mountains" ); set_reverb_drylevel( "snow_base_white", 0.7 ); set_reverb_wetlevel( "snow_base_white", 0.4 ); set_reverb_fadetime( "snow_base_white", 5 ); set_reverb_priority( "snow_base_white", "snd_enveffectsprio_level" ); define_reverb( "snow_cliff" ); set_reverb_roomtype( "snow_cliff", "mountains" ); set_reverb_drylevel( "snow_cliff", 0.7 ); set_reverb_wetlevel( "snow_cliff", 0.4 ); set_reverb_fadetime( "snow_cliff", 5 ); set_reverb_priority( "snow_cliff", "snd_enveffectsprio_level" ); define_reverb( "underpass" ); set_reverb_roomtype( "underpass", "stonecorridor" ); set_reverb_drylevel( "underpass", 0.9 ); set_reverb_wetlevel( "underpass", 0.3 ); set_reverb_fadetime( "underpass", 2 ); set_reverb_priority( "underpass", "snd_enveffectsprio_level" ); define_reverb( "tunnel" ); set_reverb_roomtype( "tunnel", "cave" ); set_reverb_drylevel( "tunnel", 0.85 ); set_reverb_wetlevel( "tunnel", 0.35 ); set_reverb_fadetime( "tunnel", 2 ); set_reverb_priority( "tunnel", "snd_enveffectsprio_level" ); define_reverb( "alldrynowet" ); set_reverb_roomtype( "alldrynowet", "plain" ); set_reverb_drylevel( "alldrynowet", 1.0 ); set_reverb_wetlevel( "alldrynowet", 0.0 ); set_reverb_fadetime( "alldrynowet", 4 ); set_reverb_priority( "alldrynowet", "snd_enveffectsprio_level" ); define_reverb( "wh1" ); set_reverb_roomtype( "wh1", "warehouse1" ); set_reverb_drylevel( "wh1", 0.0 ); //0.9 set_reverb_wetlevel( "wh1", 1.0 ); //0.65 set_reverb_fadetime( "wh1", 0.0 ); set_reverb_priority( "wh1", "snd_enveffectsprio_level" ); define_reverb( "smroom" ); set_reverb_roomtype( "smroom", "smallroom1" ); set_reverb_drylevel( "smroom", 0.9 ); set_reverb_wetlevel( "smroom", 0.2 ); set_reverb_fadetime( "smroom", 0.0 ); set_reverb_priority( "smroom", "snd_enveffectsprio_level" ); // *********************************************************** define_filter( "deathsdoor" ); set_filter_type( "deathsdoor", 0, "highshelf" ); set_filter_freq( "deathsdoor", 0, 2800 ); set_filter_gain( "deathsdoor", 0, - 12 ); set_filter_q( "deathsdoor", 0, 1 ); set_filter_type( "deathsdoor", 1, "lowshelf" ); set_filter_freq( "deathsdoor", 1, 1000 ); set_filter_gain( "deathsdoor", 1, - 6 ); set_filter_q( "deathsdoor", 1, 1 ); add_channel_to_filter( "deathsdoor", "physics" ); add_channel_to_filter( "deathsdoor", "ambdist1" ); add_channel_to_filter( "deathsdoor", "ambdist2" ); add_channel_to_filter( "deathsdoor", "auto" ); add_channel_to_filter( "deathsdoor", "auto2" ); add_channel_to_filter( "deathsdoor", "element" ); add_channel_to_filter( "deathsdoor", "vehicle" ); add_channel_to_filter( "deathsdoor", "vehiclelimited" ); add_channel_to_filter( "deathsdoor", "body" ); add_channel_to_filter( "deathsdoor", "reload" ); add_channel_to_filter( "deathsdoor", "effects1" ); add_channel_to_filter( "deathsdoor", "effects2" ); add_channel_to_filter( "deathsdoor", "weapon" ); add_channel_to_filter( "deathsdoor", "voice" ); define_filter( "miniuav" ); set_filter_type( "miniuav", 0, "highshelf" ); set_filter_freq( "miniuav", 0, 2500 ); set_filter_gain( "miniuav", 0, - 18 ); set_filter_q( "miniuav", 0, 1 ); set_filter_type( "miniuav", 1, "lowshelf" ); set_filter_freq( "miniuav", 1, 500 ); set_filter_gain( "miniuav", 1, - 6 ); set_filter_q( "miniuav", 1, 1 ); add_all_channels_but_music_and_ambient( "miniuav" ); define_filter( "underwater" ); set_filter_type( "underwater", 1, "lowpass" ); set_filter_freq( "underwater", 1, 350 ); set_filter_gain( "underwater", 1, - 6 ); set_filter_q( "underwater", 1, 1 ); add_all_channels_but_music_and_ambient( "underwater" ); define_filter( "none" ); set_filter_type( "none", 1, "lowshelf" ); set_filter_freq( "none", 1, 500 ); set_filter_gain( "none", 1, 0 ); set_filter_q( "none", 1, 1 ); add_all_channels_but_music_and_ambient( "none" ); define_filter( "ac130" ); set_filter_type( "ac130", 0, "highshelf" ); set_filter_freq( "ac130", 0, 2800 ); set_filter_gain( "ac130", 0, - 12 ); set_filter_q( "ac130", 0, 1 ); set_filter_type( "ac130", 1, "lowshelf" ); set_filter_freq( "ac130", 1, 1000 ); set_filter_gain( "ac130", 1, - 6 ); set_filter_q( "ac130", 1, 1 ); add_channel_to_filter( "ac130", "auto" ); add_channel_to_filter( "ac130", "auto2" ); // add_channel_to_filter( "ac130", "effects1" ); add_channel_to_filter( "ac130", "effects2" ); add_channel_to_filter( "ac130", "vehicle" ); add_channel_to_filter( "ac130", "weapon" ); define_filter( "space" ); set_filter_type( "space", 0, "highpass" ); set_filter_freq( "space", 0, 80 ); set_filter_gain( "space", 0, 1.0 ); set_filter_q( "space", 0, 1.0 ); set_filter_type( "space", 1, "lowpass" ); set_filter_freq( "space", 1, 250 ); set_filter_gain( "space", 1, 1 ); set_filter_q( "space", 1, 1 ); add_channel_to_filter( "space", "auto" ); add_channel_to_filter( "space", "auto2" ); add_channel_to_filter( "space", "auto2d" ); add_channel_to_filter( "space", "item" ); add_channel_to_filter( "space", "effects1" ); add_channel_to_filter( "space", "effects2" ); add_channel_to_filter( "space", "vehicle" ); add_channel_to_filter( "space", "vehiclelimited" ); add_channel_to_filter( "space", "weapon" ); add_channel_to_filter( "space", "local" ); add_channel_to_filter( "space", "local2" ); add_channel_to_filter( "space", "physics" ); add_channel_to_filter( "space", "ambdist1" ); add_channel_to_filter( "space", "ambdist2" ); add_channel_to_filter( "space", "element" ); add_channel_to_filter( "space", "reload" ); add_channel_to_filter( "space", "body" ); add_channel_to_filter( "space", "voice" ); add_channel_to_filter( "space", "ambient" ); add_channel_to_filter( "space", "bulletwhizby" ); add_channel_to_filter( "space", "bulletimpact" ); add_channel_to_filter( "space", "vehiclelimited" ); add_channel_to_filter( "space", "menu" ); add_channel_to_filter( "space", "body2d" ); add_channel_to_filter( "space", "reload2d" ); add_channel_to_filter( "space", "weapon2d" ); add_channel_to_filter( "space", "nonshock" ); add_channel_to_filter( "space", "local3" ); add_channel_to_filter( "space", "hurt" ); add_channel_to_filter( "space", "player1" ); add_channel_to_filter( "space", "player2" ); add_channel_to_filter( "space", "mission" ); add_channel_to_filter( "space", "announcer" ); add_channel_to_filter( "space", "shellshock" ); define_filter( "nx_repel_osp" ); set_filter_type( "nx_repel_osp", 0, "lowpass" ); set_filter_freq( "nx_repel_osp", 0, 0 ); set_filter_gain( "nx_repel_osp", 0, 0 ); set_filter_q( "nx_repel_osp", 0, 1 ); add_channel_to_filter( "nx_repel_osp", "physics" ); add_channel_to_filter( "nx_repel_osp", "ambdist1" ); add_channel_to_filter( "nx_repel_osp", "ambdist2" ); add_channel_to_filter( "nx_repel_osp", "auto" ); add_channel_to_filter( "nx_repel_osp", "auto2" ); add_channel_to_filter( "nx_repel_osp", "bulletimpact" ); add_channel_to_filter( "nx_repel_osp", "bulletwhizby" ); add_channel_to_filter( "nx_repel_osp", "element" ); add_channel_to_filter( "nx_repel_osp", "vehicle" ); add_channel_to_filter( "nx_repel_osp", "vehiclelimited" ); add_channel_to_filter( "nx_repel_osp", "body" ); add_channel_to_filter( "nx_repel_osp", "body2d" ); add_channel_to_filter( "nx_repel_osp", "reload" ); add_channel_to_filter( "nx_repel_osp", "reload2d" ); add_channel_to_filter( "nx_repel_osp", "item" ); add_channel_to_filter( "nx_repel_osp", "effects1" ); add_channel_to_filter( "nx_repel_osp", "effects2" ); add_channel_to_filter( "nx_repel_osp", "weapon" ); add_channel_to_filter( "nx_repel_osp", "weapon2d" ); add_channel_to_filter( "nx_repel_osp", "nonshock" ); add_channel_to_filter( "nx_repel_osp", "local" ); add_channel_to_filter( "nx_repel_osp", "local2" ); add_channel_to_filter( "nx_repel_osp", "local3" ); add_channel_to_filter( "nx_repel_osp", "ambient" ); add_channel_to_filter( "nx_repel_osp", "hurt" ); add_channel_to_filter( "nx_repel_osp", "player1" ); add_channel_to_filter( "nx_repel_osp", "player2" ); add_channel_to_filter( "nx_repel_osp", "musicnopause" ); add_channel_to_filter( "nx_repel_osp", "mission" ); add_channel_to_filter( "nx_repel_osp", "shellshock" ); add_channel_to_filter( "nx_repel_osp", "nx_localR" ); add_channel_to_filter( "nx_repel_osp", "nx_local2R" ); add_channel_to_filter( "nx_repel_osp", "nx_localverb" ); add_channel_to_filter( "nx_repel_osp", "nx_localverbR" ); add_channel_to_filter( "nx_repel_osp", "nx_verb3d" ); define_filter( "nx_repel_ext" ); set_filter_type( "nx_repel_ext", 0, "highshelf" ); set_filter_freq( "nx_repel_ext", 0, 200 ); set_filter_gain( "nx_repel_ext", 0, 0 ); set_filter_q( "nx_repel_ext", 0, 1 ); add_channel_to_filter( "nx_repel_ext", "physics" ); add_channel_to_filter( "nx_repel_ext", "ambdist1" ); add_channel_to_filter( "nx_repel_ext", "ambdist2" ); add_channel_to_filter( "nx_repel_ext", "auto" ); add_channel_to_filter( "nx_repel_ext", "auto2" ); add_channel_to_filter( "nx_repel_ext", "bulletimpact" ); add_channel_to_filter( "nx_repel_ext", "bulletwhizby" ); add_channel_to_filter( "nx_repel_ext", "element" ); add_channel_to_filter( "nx_repel_ext", "auto2d" ); add_channel_to_filter( "nx_repel_ext", "vehicle" ); add_channel_to_filter( "nx_repel_ext", "vehiclelimited" ); add_channel_to_filter( "nx_repel_ext", "body" ); add_channel_to_filter( "nx_repel_ext", "body2d" ); add_channel_to_filter( "nx_repel_ext", "reload" ); add_channel_to_filter( "nx_repel_ext", "reload2d" ); add_channel_to_filter( "nx_repel_ext", "item" ); add_channel_to_filter( "nx_repel_ext", "effects1" ); add_channel_to_filter( "nx_repel_ext", "effects2" ); add_channel_to_filter( "nx_repel_ext", "weapon" ); add_channel_to_filter( "nx_repel_ext", "weapon2d" ); add_channel_to_filter( "nx_repel_ext", "nonshock" ); add_channel_to_filter( "nx_repel_ext", "local" ); add_channel_to_filter( "nx_repel_ext", "local2" ); add_channel_to_filter( "nx_repel_ext", "local3" ); add_channel_to_filter( "nx_repel_ext", "ambient" ); add_channel_to_filter( "nx_repel_ext", "hurt" ); add_channel_to_filter( "nx_repel_ext", "player1" ); add_channel_to_filter( "nx_repel_ext", "player2" ); add_channel_to_filter( "nx_repel_ext", "musicnopause" ); add_channel_to_filter( "nx_repel_ext", "mission" ); add_channel_to_filter( "nx_repel_ext", "shellshock" ); add_channel_to_filter( "nx_repel_ext", "nx_localR" ); add_channel_to_filter( "nx_repel_ext", "nx_local2R" ); add_channel_to_filter( "nx_repel_ext", "nx_localverb" ); add_channel_to_filter( "nx_repel_ext", "nx_localverbR" ); add_channel_to_filter( "nx_repel_ext", "nx_verb3d" ); define_filter( "nx_subpen_int" ); set_filter_type( "nx_subpen_int", 0, "lowpass" ); set_filter_freq( "nx_subpen_int", 0, 3000 ); set_filter_gain( "nx_subpen_int", 0, - 12 ); set_filter_q( "nx_subpen_int", 0, 1 ); add_channel_to_filter( "nx_subpen_int", "ambient" ); add_channel_to_filter( "nx_subpen_int", "element" ); define_filter( "af_caves_int" ); set_filter_type( "af_caves_int", 0, "highshelf" ); set_filter_freq( "af_caves_int", 0, 5500 ); set_filter_gain( "af_caves_int", 0, - 12 ); set_filter_q( "af_caves_int", 0, 1 ); add_channel_to_filter( "af_caves_int", "ambient" ); add_channel_to_filter( "af_caves_int", "element" ); add_channel_to_filter( "af_caves_int", "vehicle" ); add_channel_to_filter( "af_caves_int", "weapon" ); add_channel_to_filter( "af_caves_int", "voice" ); define_filter( "nx_harbor_train_tunnel_int" ); set_filter_type( "nx_harbor_train_tunnel_int", 0, "highshelf" ); set_filter_freq( "nx_harbor_train_tunnel_int", 0, 8500 ); set_filter_gain( "nx_harbor_train_tunnel_int", 0, - 12 ); set_filter_q( "nx_harbor_train_tunnel_int", 0, 1 ); add_channel_to_filter( "nx_harbor_train_tunnel_int", "vehicle" ); add_channel_to_filter( "nx_harbor_train_tunnel_int", "weapon" ); add_channel_to_filter( "nx_harbor_train_tunnel_int", "voice" ); define_filter( "amb_skyscraper_city_drive_up_ext" ); set_filter_type( "amb_skyscraper_city_drive_up_ext", 0, "lowpass" ); set_filter_freq( "amb_skyscraper_city_drive_up_ext", 0, 1600 ); set_filter_gain( "amb_skyscraper_city_drive_up_ext", 0, - 0 ); set_filter_q( "amb_skyscraper_city_drive_up_ext", 0, 1 ); add_channel_to_filter( "amb_skyscraper_city_drive_up_ext", "vehicle" ); define_filter( "lunar_depressurized" ); set_filter_type( "lunar_depressurized", 0, "lowpass" ); set_filter_freq( "lunar_depressurized", 0, 1900 ); set_filter_gain( "lunar_depressurized", 0, 0 ); set_filter_q( "lunar_depressurized", 0, 1 ); add_channel_to_filter( "lunar_depressurized", "physics" ); add_channel_to_filter( "lunar_depressurized", "ambdist1" ); add_channel_to_filter( "lunar_depressurized", "ambdist2" ); add_channel_to_filter( "lunar_depressurized", "auto" ); add_channel_to_filter( "lunar_depressurized", "auto2" ); add_channel_to_filter( "lunar_depressurized", "bulletimpact" ); add_channel_to_filter( "lunar_depressurized", "bulletwhizby" ); add_channel_to_filter( "lunar_depressurized", "element" ); add_channel_to_filter( "lunar_depressurized", "vehicle" ); add_channel_to_filter( "lunar_depressurized", "vehiclelimited" ); add_channel_to_filter( "lunar_depressurized", "body" ); add_channel_to_filter( "lunar_depressurized", "reload" ); add_channel_to_filter( "lunar_depressurized", "reload2d" ); add_channel_to_filter( "lunar_depressurized", "item" ); add_channel_to_filter( "lunar_depressurized", "effects1" ); add_channel_to_filter( "lunar_depressurized", "effects2" ); add_channel_to_filter( "lunar_depressurized", "weapon" ); add_channel_to_filter( "lunar_depressurized", "nonshock" ); add_channel_to_filter( "lunar_depressurized", "ambient" ); add_channel_to_filter( "lunar_depressurized", "hurt" ); add_channel_to_filter( "lunar_depressurized", "player1" ); add_channel_to_filter( "lunar_depressurized", "player2" ); define_filter( "lunar_pressurized" ); set_filter_type( "lunar_pressurized", 0, "lowpass" ); set_filter_freq( "lunar_pressurized", 0, 20000 ); set_filter_gain( "lunar_pressurized", 0, 0 ); set_filter_q( "lunar_pressurized", 0, 0.2 ); add_channel_to_filter( "lunar_pressurized", "physics" ); add_channel_to_filter( "lunar_pressurized", "ambdist1" ); add_channel_to_filter( "lunar_pressurized", "ambdist2" ); add_channel_to_filter( "lunar_pressurized", "auto" ); add_channel_to_filter( "lunar_pressurized", "auto2" ); add_channel_to_filter( "lunar_pressurized", "bulletimpact" ); add_channel_to_filter( "lunar_pressurized", "bulletwhizby" ); add_channel_to_filter( "lunar_pressurized", "element" ); add_channel_to_filter( "lunar_pressurized", "auto2d" ); add_channel_to_filter( "lunar_pressurized", "vehicle" ); add_channel_to_filter( "lunar_pressurized", "vehiclelimited" ); add_channel_to_filter( "lunar_pressurized", "body" ); add_channel_to_filter( "lunar_pressurized", "body2d" ); add_channel_to_filter( "lunar_pressurized", "reload" ); add_channel_to_filter( "lunar_pressurized", "reload2d" ); add_channel_to_filter( "lunar_pressurized", "item" ); add_channel_to_filter( "lunar_pressurized", "effects1" ); add_channel_to_filter( "lunar_pressurized", "effects2" ); add_channel_to_filter( "lunar_pressurized", "weapon" ); add_channel_to_filter( "lunar_pressurized", "weapon2d" ); add_channel_to_filter( "lunar_pressurized", "nonshock" ); add_channel_to_filter( "lunar_pressurized", "local" ); add_channel_to_filter( "lunar_pressurized", "local2" ); add_channel_to_filter( "lunar_pressurized", "local3" ); add_channel_to_filter( "lunar_pressurized", "ambient" ); add_channel_to_filter( "lunar_pressurized", "hurt" ); add_channel_to_filter( "lunar_pressurized", "player1" ); add_channel_to_filter( "lunar_pressurized", "player2" ); add_channel_to_filter( "lunar_pressurized", "musicnopause" ); add_channel_to_filter( "lunar_pressurized", "mission" ); add_channel_to_filter( "lunar_pressurized", "announcer" ); add_channel_to_filter( "lunar_pressurized", "shellshock" ); add_channel_to_filter( "lunar_pressurized", "nx_localR" ); add_channel_to_filter( "lunar_pressurized", "nx_local2R" ); add_channel_to_filter( "lunar_pressurized", "nx_localverb" ); add_channel_to_filter( "lunar_pressurized", "nx_localverbR" ); add_channel_to_filter( "lunar_pressurized", "nx_verb3d" ); add_channel_to_filter( "lunar_pressurized", "voice" ); define_filter( "airport_basement0" ); set_filter_type( "airport_basement0", 0, "highshelf" ); set_filter_freq( "airport_basement0", 0, 7500 ); set_filter_gain( "airport_basement0", 0, - 12 ); set_filter_q( "airport_basement0", 0, 1 ); add_channel_to_filter( "airport_basement0", "ambient" ); add_channel_to_filter( "airport_basement0", "element" ); add_channel_to_filter( "airport_basement0", "vehicle" ); add_channel_to_filter( "airport_basement0", "weapon" ); add_channel_to_filter( "airport_basement0", "voice" ); define_filter( "airport_terminal0" ); set_filter_type( "airport_terminal0", 0, "highshelf" ); set_filter_freq( "airport_terminal0", 0, 7500 ); set_filter_gain( "airport_terminal0", 0, - 8 ); set_filter_q( "airport_terminal0", 0, 1 ); add_channel_to_filter( "airport_terminal0", "ambient" ); add_channel_to_filter( "airport_terminal0", "element" ); add_channel_to_filter( "airport_terminal0", "vehicle" ); add_channel_to_filter( "aairport_terminal0", "weapon" ); add_channel_to_filter( "airport_terminal0", "voice" ); define_filter( "nx_ss_shaft_elevator_int" ); set_filter_type( "nx_ss_shaft_elevator_int", 0, "lowpass" ); set_filter_freq( "nx_ss_shaft_elevator_int", 0, 20 ); set_filter_gain( "nx_ss_shaft_elevator_int", 0, - 12 ); set_filter_q( "nx_ss_shaft_elevator_int", 0, 1 ); add_channel_to_filter( "nx_ss_shaft_elevator_int", "auto" ); add_channel_to_filter( "nx_ss_shaft_elevator_int", "effects2" ); define_filter( "nx_ss_shaft_elevator_freight_shaft" ); set_filter_type( "nx_ss_shaft_elevator_freight_shaft", 0, "highshelf" ); set_filter_freq( "nx_ss_shaft_elevator_freight_shaft", 0, 8000 ); set_filter_gain( "nx_ss_shaft_elevator_freight_shaft", 0, - 9 ); set_filter_q( "nx_ss_shaft_elevator_freight_shaft", 0, 1 ); add_channel_to_filter( "nx_ss_shaft_elevator_freight_shaft", "auto" ); add_channel_to_filter( "nx_ss_shaft_elevator_freight_shaft", "effects2" ); define_filter( "alley" ); set_filter_type( "alley", 0, "highshelf" ); set_filter_freq( "alley", 0, 3500 ); set_filter_gain( "alley", 0, - 2 ); set_filter_q( "alley", 0, 1 ); add_channel_to_filter( "alley", "ambient" ); add_channel_to_filter( "alley", "element" ); add_channel_to_filter( "alley", "vehicle" ); add_channel_to_filter( "alley", "weapon" ); add_channel_to_filter( "alley", "voice" ); define_filter( "bunker" ); set_filter_type( "bunker", 0, "highshelf" ); set_filter_freq( "bunker", 0, 3500 ); set_filter_gain( "bunker", 0, - 2 ); set_filter_q( "bunker", 0, 1 ); add_channel_to_filter( "bunker", "ambient" ); add_channel_to_filter( "bunker", "element" ); add_channel_to_filter( "bunker", "vehicle" ); add_channel_to_filter( "bunker", "weapon" ); add_channel_to_filter( "bunker", "voice" ); define_filter( "container" ); set_filter_type( "container", 0, "highshelf" ); set_filter_freq( "container", 0, 3500 ); set_filter_gain( "container", 0, - 6 ); set_filter_q( "container", 0, 1 ); add_channel_to_filter( "container", "ambient" ); add_channel_to_filter( "container", "element" ); add_channel_to_filter( "container", "vehicle" ); add_channel_to_filter( "container", "weapon" ); add_channel_to_filter( "container", "voice" ); define_filter( "dcemp_dry_int" ); set_filter_type( "dcemp_dry_int", 0, "highshelf" ); set_filter_freq( "dcemp_dry_int", 0, 6500 ); set_filter_gain( "dcemp_dry_int", 0, - 15 ); set_filter_q( "dcemp_dry_int", 0, 1 ); add_channel_to_filter( "dcemp_dry_int", "ambient" ); add_channel_to_filter( "dcemp_dry_int", "element" ); add_channel_to_filter( "dcemp_dry_int", "vehicle" ); //add_channel_to_filter( "dcemp_dry_int", "weapon" ); add_channel_to_filter( "dcemp_dry_int", "voice" ); define_filter( "dcemp_light_rain_int" ); set_filter_type( "dcemp_light_rain_int", 0, "highshelf" ); set_filter_freq( "dcemp_light_rain_int", 0, 5200 ); set_filter_gain( "dcemp_light_rain_int", 0, - 21 ); set_filter_q( "dcemp_light_rain_int", 0, 1 ); add_channel_to_filter( "dcemp_light_rain_int", "ambient" ); add_channel_to_filter( "dcemp_light_rain_int", "element" ); add_channel_to_filter( "dcemp_light_rain_int", "vehicle" ); //add_channel_to_filter( "dcemp_light_rain_int", "weapon" ); add_channel_to_filter( "dcemp_light_rain_int", "voice" ); define_filter( "dcemp_heavy_rain_int" ); set_filter_type( "dcemp_heavy_rain_int", 0, "highshelf" ); set_filter_freq( "dcemp_heavy_rain_int", 0, 4800 ); set_filter_gain( "dcemp_heavy_rain_int", 0, - 21 ); set_filter_q( "dcemp_heavy_rain_int", 0, 1 ); set_filter_type( "dcemp_heavy_rain_int", 1, "lowshelf" ); set_filter_freq( "dcemp_heavy_rain_int", 1, 80 ); set_filter_gain( "dcemp_heavy_rain_int", 1, - 6 ); set_filter_q( "dcemp_heavy_rain_int", 1, 1 ); add_channel_to_filter( "dcemp_heavy_rain_int", "ambient" ); add_channel_to_filter( "dcemp_heavy_rain_int", "element" ); add_channel_to_filter( "dcemp_heavy_rain_int", "vehicle" ); add_channel_to_filter( "dcemp_heavy_rain_int", "weapon" ); add_channel_to_filter( "dcemp_heavy_rain_int", "voice" ); define_filter( "dcemp_heavy_rain_tunnel" ); set_filter_type( "dcemp_heavy_rain_tunnel", 0, "highshelf" ); set_filter_freq( "dcemp_heavy_rain_tunnel", 0, 3500 ); set_filter_gain( "dcemp_heavy_rain_tunnel", 0, - 21 ); set_filter_q( "dcemp_heavy_rain_tunnel", 0, 1 ); set_filter_type( "dcemp_heavy_rain_tunnel", 1, "lowshelf" ); set_filter_freq( "dcemp_heavy_rain_tunnel", 1, 110 ); set_filter_gain( "dcemp_heavy_rain_tunnel", 1, - 6 ); set_filter_q( "dcemp_heavy_rain_tunnel", 1, 1 ); add_channel_to_filter( "dcemp_heavy_rain_tunnel", "ambient" ); add_channel_to_filter( "dcemp_heavy_rain_tunnel", "element" ); add_channel_to_filter( "dcemp_heavy_rain_tunnel", "vehicle" ); add_channel_to_filter( "dcemp_heavy_rain_tunnel", "weapon" ); add_channel_to_filter( "dcemp_heavy_rain_tunnel", "voice" ); define_filter( "favela_int0" ); set_filter_type( "favela_int0", 0, "highshelf" ); set_filter_freq( "favela_int0", 0, 3500 ); set_filter_gain( "favela_int0", 0, - 10 ); set_filter_q( "favela_int0", 0, 1 ); add_channel_to_filter( "favela_int0", "ambient" ); add_channel_to_filter( "favela_int0", "element" ); add_channel_to_filter( "favela_int0", "auto" ); add_channel_to_filter( "favela_int0", "auto2" ); add_channel_to_filter( "favela_int0", "vehicle" ); add_channel_to_filter( "favela_int0", "weapon" ); add_channel_to_filter( "favela_int0", "voice" ); define_filter( "favela_takedown_int" ); set_filter_type( "favela_takedown_int", 0, "lowpass" ); set_filter_freq( "favela_takedown_int", 0, 1300 ); set_filter_gain( "favela_takedown_int", 0, 6.0 ); set_filter_q( "favela_takedown_int", 0, 1 ); // add_channel_to_filter( "favela_takedown_int", "ambient" ); // add_channel_to_filter( "favela_takedown_int", "element" ); add_channel_to_filter( "favela_takedown_int", "vehicle" ); add_channel_to_filter( "favela_takedown_int", "weapon" ); add_channel_to_filter( "favela_takedown_int", "voice" ); add_channel_to_filter( "favela_takedown_int", "body" ); // add_channel_to_filter( "favela_takedown_int", "local" ); // add_channel_to_filter( "favela_takedown_int", "local2" ); add_channel_to_filter( "favela_takedown_int", "physics" ); add_channel_to_filter( "favela_takedown_int", "effects1" ); add_channel_to_filter( "favela_takedown_int", "effects2" ); add_channel_to_filter( "favela_takedown_int", "bulletwhizby" ); define_filter( "test_not_occluded" ); set_filter_type( "test_not_occluded", 0, "lowpass" ); set_filter_freq( "test_not_occluded", 0, 20000 ); set_filter_gain( "test_not_occluded", 0, 0.0 ); set_filter_q( "test_not_occluded", 0, 1 ); // add_channel_to_filter( "test_not_occluded", "ambient" ); // add_channel_to_filter( "test_not_occluded", "element" ); add_channel_to_filter( "test_not_occluded", "vehicle" ); add_channel_to_filter( "test_not_occluded", "weapon" ); add_channel_to_filter( "test_not_occluded", "voice" ); add_channel_to_filter( "test_not_occluded", "body" ); // add_channel_to_filter( "test_not_occluded", "local" ); add_channel_to_filter( "test_not_occluded", "item" ); add_channel_to_filter( "test_not_occluded", "physics" ); add_channel_to_filter( "test_not_occluded", "effects1" ); add_channel_to_filter( "test_not_occluded", "effects2" ); add_channel_to_filter( "test_not_occluded", "bulletwhizby" ); define_filter( "test_partially_occluded" ); set_filter_type( "test_partially_occluded", 0, "lowpass" ); set_filter_freq( "test_partially_occluded", 0, 2000 ); set_filter_gain( "test_partially_occluded", 0, 0.0 ); set_filter_q( "test_partially_occluded", 0, 1 ); // add_channel_to_filter( "test_partially_occluded", "ambient" ); // add_channel_to_filter( "test_partially_occluded", "element" ); add_channel_to_filter( "test_partially_occluded", "vehicle" ); add_channel_to_filter( "test_partially_occluded", "weapon" ); add_channel_to_filter( "test_partially_occluded", "voice" ); add_channel_to_filter( "test_partially_occluded", "body" ); // add_channel_to_filter( "test_partially_occluded", "local" ); add_channel_to_filter( "test_partially_occluded", "item" ); add_channel_to_filter( "test_partially_occluded", "physics" ); add_channel_to_filter( "test_partially_occluded", "effects1" ); add_channel_to_filter( "test_partially_occluded", "effects2" ); add_channel_to_filter( "test_partially_occluded", "bulletwhizby" ); define_filter( "test_fully_occluded" ); set_filter_type( "test_fully_occluded", 0, "lowpass" ); set_filter_freq( "test_fully_occluded", 0, 500 ); set_filter_gain( "test_fully_occluded", 0, 0.0 ); set_filter_q( "test_fully_occluded", 0, 1 ); // add_channel_to_filter( "test_fully_occluded", "ambient" ); // add_channel_to_filter( "test_fully_occluded", "element" ); add_channel_to_filter( "test_fully_occluded", "vehicle" ); add_channel_to_filter( "test_fully_occluded", "weapon" ); add_channel_to_filter( "test_fully_occluded", "voice" ); add_channel_to_filter( "test_fully_occluded", "body" ); // add_channel_to_filter( "test_fully_occluded", "local" ); add_channel_to_filter( "test_fully_occluded", "item" ); add_channel_to_filter( "test_fully_occluded", "physics" ); add_channel_to_filter( "test_fully_occluded", "effects1" ); add_channel_to_filter( "test_fully_occluded", "effects2" ); add_channel_to_filter( "test_fully_occluded", "bulletwhizby" ); define_filter( "favela_int_shanty0" ); set_filter_type( "favela_int_shanty0", 0, "highshelf" ); set_filter_freq( "favela_int_shanty0", 0, 3500 ); set_filter_gain( "favela_int_shanty0", 0, - 10 ); set_filter_q( "favela_int_shanty0", 0, 1 ); add_channel_to_filter( "favela_int_shanty0", "ambient" ); add_channel_to_filter( "favela_int_shanty0", "element" ); add_channel_to_filter( "favela_int_shanty0", "auto" ); add_channel_to_filter( "favela_int_shanty0", "auto2" ); add_channel_to_filter( "favela_int_shanty0", "vehicle" ); add_channel_to_filter( "favela_int_shanty0", "weapon" ); add_channel_to_filter( "favela_int_shanty0", "voice" ); define_filter( "gulag_hall_int0" ); set_filter_type( "gulag_hall_int0", 0, "highshelf" ); set_filter_freq( "gulag_hall_int0", 0, 7500 ); set_filter_gain( "gulag_hall_int0", 0, - 12 ); set_filter_q( "gulag_hall_int0", 0, 1 ); add_channel_to_filter( "gulag_hall_int0", "ambient" ); add_channel_to_filter( "gulag_hall_int0", "element" ); add_channel_to_filter( "gulag_hall_int0", "vehicle" ); add_channel_to_filter( "gulag_hall_int0", "weapon" ); add_channel_to_filter( "gulag_hall_int0", "voice" ); define_filter( "gulag_shower_int0" ); set_filter_type( "gulag_shower_int0", 0, "highshelf" ); set_filter_freq( "gulag_shower_int0", 0, 8500 ); set_filter_gain( "gulag_shower_int0", 0, - 8 ); set_filter_q( "gulag_shower_int0", 0, 1 ); add_channel_to_filter( "gulag_shower_int0", "ambient" ); add_channel_to_filter( "gulag_shower_int0", "element" ); add_channel_to_filter( "gulag_shower_int0", "vehicle" ); add_channel_to_filter( "gulag_shower_int0", "weapon" ); add_channel_to_filter( "gulag_shower_int0", "voice" ); define_filter( "gulag_exit" ); set_filter_type( "gulag_exit", 0, "highshelf" ); set_filter_freq( "gulag_exit", 0, 7500 ); set_filter_gain( "gulag_exit", 0, - 12 ); set_filter_q( "gulag_exit", 0, 1 ); add_channel_to_filter( "gulag_exit", "ambient" ); add_channel_to_filter( "gulag_exit", "element" ); add_channel_to_filter( "gulag_exit", "vehicle" ); add_channel_to_filter( "gulag_exit", "weapon" ); add_channel_to_filter( "gulag_exit", "voice" ); define_filter( "nx_subpen_intro" ); set_filter_type( "nx_subpen_intro", 0, "lowpass" ); set_filter_freq( "nx_subpen_intro", 0, 0 ); set_filter_gain( "nx_subpen_intro", 0, 0 ); set_filter_q( "nx_subpen_intro", 0, 1 ); add_channel_to_filter( "nx_subpen_intro", "physics" ); add_channel_to_filter( "nx_subpen_intro", "ambdist1" ); add_channel_to_filter( "nx_subpen_intro", "ambdist2" ); add_channel_to_filter( "nx_subpen_intro", "auto" ); add_channel_to_filter( "nx_subpen_intro", "auto2" ); add_channel_to_filter( "nx_subpen_intro", "bulletimpact" ); add_channel_to_filter( "nx_subpen_intro", "bulletwhizby" ); add_channel_to_filter( "nx_subpen_intro", "element" ); add_channel_to_filter( "nx_subpen_intro", "auto2d" ); add_channel_to_filter( "nx_subpen_intro", "vehicle" ); add_channel_to_filter( "nx_subpen_intro", "vehiclelimited" ); add_channel_to_filter( "nx_subpen_intro", "body" ); add_channel_to_filter( "nx_subpen_intro", "body2d" ); add_channel_to_filter( "nx_subpen_intro", "reload" ); add_channel_to_filter( "nx_subpen_intro", "reload2d" ); add_channel_to_filter( "nx_subpen_intro", "item" ); add_channel_to_filter( "nx_subpen_intro", "effects1" ); add_channel_to_filter( "nx_subpen_intro", "effects2" ); add_channel_to_filter( "nx_subpen_intro", "weapon" ); add_channel_to_filter( "nx_subpen_intro", "weapon2d" ); add_channel_to_filter( "nx_subpen_intro", "nonshock" ); add_channel_to_filter( "nx_subpen_intro", "local" ); add_channel_to_filter( "nx_subpen_intro", "local2" ); add_channel_to_filter( "nx_subpen_intro", "local3" ); add_channel_to_filter( "nx_subpen_intro", "ambient" ); add_channel_to_filter( "nx_subpen_intro", "hurt" ); add_channel_to_filter( "nx_subpen_intro", "player1" ); add_channel_to_filter( "nx_subpen_intro", "player2" ); add_channel_to_filter( "nx_subpen_intro", "musicnopause" ); add_channel_to_filter( "nx_subpen_intro", "mission" ); add_channel_to_filter( "nx_subpen_intro", "announcer" ); add_channel_to_filter( "nx_subpen_intro", "shellshock" ); add_channel_to_filter( "nx_subpen_intro", "nx_localR" ); add_channel_to_filter( "nx_subpen_intro", "nx_local2R" ); add_channel_to_filter( "nx_subpen_intro", "nx_localverb" ); add_channel_to_filter( "nx_subpen_intro", "nx_localverbR" ); add_channel_to_filter( "nx_subpen_intro", "nx_verb3d" ); add_channel_to_filter( "nx_subpen_intro", "voice" ); define_filter( "nx_subpen_lowpass" ); set_filter_type( "nx_subpen_lowpass", 0, "lowpass" ); set_filter_freq( "nx_subpen_lowpass", 0, 200 ); set_filter_gain( "nx_subpen_lowpass", 0, 0 ); set_filter_q( "nx_subpen_lowpass", 0, 1 ); add_channel_to_filter( "nx_subpen_lowpass", "physics" ); add_channel_to_filter( "nx_subpen_lowpass", "ambdist1" ); add_channel_to_filter( "nx_subpen_lowpass", "ambdist2" ); add_channel_to_filter( "nx_subpen_lowpass", "auto" ); add_channel_to_filter( "nx_subpen_lowpass", "auto2" ); add_channel_to_filter( "nx_subpen_lowpass", "bulletimpact" ); add_channel_to_filter( "nx_subpen_lowpass", "bulletwhizby" ); add_channel_to_filter( "nx_subpen_lowpass", "element" ); add_channel_to_filter( "nx_subpen_lowpass", "auto2d" ); add_channel_to_filter( "nx_subpen_lowpass", "vehicle" ); add_channel_to_filter( "nx_subpen_lowpass", "vehiclelimited" ); add_channel_to_filter( "nx_subpen_lowpass", "body" ); add_channel_to_filter( "nx_subpen_lowpass", "body2d" ); add_channel_to_filter( "nx_subpen_lowpass", "reload" ); add_channel_to_filter( "nx_subpen_lowpass", "reload2d" ); add_channel_to_filter( "nx_subpen_lowpass", "item" ); add_channel_to_filter( "nx_subpen_lowpass", "effects1" ); add_channel_to_filter( "nx_subpen_lowpass", "effects2" ); add_channel_to_filter( "nx_subpen_lowpass", "weapon" ); add_channel_to_filter( "nx_subpen_lowpass", "weapon2d" ); add_channel_to_filter( "nx_subpen_lowpass", "nonshock" ); add_channel_to_filter( "nx_subpen_lowpass", "local" ); add_channel_to_filter( "nx_subpen_lowpass", "local2" ); add_channel_to_filter( "nx_subpen_lowpass", "local3" ); add_channel_to_filter( "nx_subpen_lowpass", "ambient" ); add_channel_to_filter( "nx_subpen_lowpass", "hurt" ); add_channel_to_filter( "nx_subpen_lowpass", "player1" ); add_channel_to_filter( "nx_subpen_lowpass", "player2" ); add_channel_to_filter( "nx_subpen_lowpass", "musicnopause" ); add_channel_to_filter( "nx_subpen_lowpass", "mission" ); add_channel_to_filter( "nx_subpen_lowpass", "announcer" ); add_channel_to_filter( "nx_subpen_lowpass", "shellshock" ); add_channel_to_filter( "nx_subpen_lowpass", "nx_localR" ); add_channel_to_filter( "nx_subpen_lowpass", "nx_local2R" ); add_channel_to_filter( "nx_subpen_lowpass", "nx_localverb" ); add_channel_to_filter( "nx_subpen_lowpass", "nx_localverbR" ); add_channel_to_filter( "nx_subpen_lowpass", "nx_verb3d" ); add_channel_to_filter( "nx_subpen_lowpass", "voice" ); define_filter( "nx_subpen_ext" ); set_filter_type( "nx_subpen_ext", 0, "highshelf" ); set_filter_freq( "nx_subpen_ext", 0, 200 ); set_filter_gain( "nx_subpen_ext", 0, 0 ); set_filter_q( "nx_subpen_ext", 0, 1 ); add_channel_to_filter( "nx_subpen_ext", "physics" ); add_channel_to_filter( "nx_subpen_ext", "ambdist1" ); add_channel_to_filter( "nx_subpen_ext", "ambdist2" ); add_channel_to_filter( "nx_subpen_ext", "auto" ); add_channel_to_filter( "nx_subpen_ext", "auto2" ); add_channel_to_filter( "nx_subpen_ext", "bulletimpact" ); add_channel_to_filter( "nx_subpen_ext", "bulletwhizby" ); add_channel_to_filter( "nx_subpen_ext", "element" ); add_channel_to_filter( "nx_subpen_ext", "auto2d" ); add_channel_to_filter( "nx_subpen_ext", "vehicle" ); add_channel_to_filter( "nx_subpen_ext", "vehiclelimited" ); add_channel_to_filter( "nx_subpen_ext", "body" ); add_channel_to_filter( "nx_subpen_ext", "body2d" ); add_channel_to_filter( "nx_subpen_ext", "reload" ); add_channel_to_filter( "nx_subpen_ext", "reload2d" ); add_channel_to_filter( "nx_subpen_ext", "item" ); add_channel_to_filter( "nx_subpen_ext", "effects1" ); add_channel_to_filter( "nx_subpen_ext", "effects2" ); add_channel_to_filter( "nx_subpen_ext", "weapon" ); add_channel_to_filter( "nx_subpen_ext", "weapon2d" ); add_channel_to_filter( "nx_subpen_ext", "nonshock" ); add_channel_to_filter( "nx_subpen_ext", "local" ); add_channel_to_filter( "nx_subpen_ext", "local2" ); add_channel_to_filter( "nx_subpen_ext", "local3" ); add_channel_to_filter( "nx_subpen_ext", "ambient" ); add_channel_to_filter( "nx_subpen_ext", "hurt" ); add_channel_to_filter( "nx_subpen_ext", "player1" ); add_channel_to_filter( "nx_subpen_ext", "player2" ); add_channel_to_filter( "nx_subpen_ext", "musicnopause" ); add_channel_to_filter( "nx_subpen_ext", "mission" ); add_channel_to_filter( "nx_subpen_ext", "announcer" ); add_channel_to_filter( "nx_subpen_ext", "shellshock" ); add_channel_to_filter( "nx_subpen_ext", "nx_localR" ); add_channel_to_filter( "nx_subpen_ext", "nx_local2R" ); add_channel_to_filter( "nx_subpen_ext", "nx_localverb" ); add_channel_to_filter( "nx_subpen_ext", "nx_localverbR" ); add_channel_to_filter( "nx_subpen_ext", "nx_verb3d" ); add_channel_to_filter( "nx_subpen_ext", "voice" ); define_filter( "hangar" ); set_filter_type( "hangar", 0, "highshelf" ); set_filter_freq( "hangar", 0, 3500 ); set_filter_gain( "hangar", 0, -9 ); set_filter_q( "hangar", 0, 1 ); add_channel_to_filter( "hangar", "ambient" ); add_channel_to_filter( "hangar", "element" ); add_channel_to_filter( "hangar", "vehicle" ); add_channel_to_filter( "hangar", "weapon" ); add_channel_to_filter( "hangar", "voice" ); define_filter( "interior_metal" ); set_filter_type( "interior_metal", 0, "highshelf" ); set_filter_freq( "interior_metal", 0, 3500 ); set_filter_gain( "interior_metal", 0, - 18 ); set_filter_q( "interior_metal", 0, 1 ); add_channel_to_filter( "interior_metal", "ambient" ); add_channel_to_filter( "interior_metal", "element" ); add_channel_to_filter( "interior_metal", "vehicle" ); add_channel_to_filter( "interior_metal", "weapon" ); add_channel_to_filter( "interior_metal", "voice" ); define_filter( "interior_stone" ); set_filter_type( "interior_stone", 0, "highshelf" ); set_filter_freq( "interior_stone", 0, 3500 ); set_filter_gain( "interior_stone", 0, - 6 ); set_filter_q( "interior_stone", 0, 1 ); add_channel_to_filter( "interior_stone", "ambient" ); add_channel_to_filter( "interior_stone", "element" ); add_channel_to_filter( "interior_stone", "vehicle" ); add_channel_to_filter( "interior_stone", "weapon" ); add_channel_to_filter( "interior_stone", "voice" ); define_filter( "interior_vehicle" ); set_filter_type( "interior_vehicle", 0, "highshelf" ); set_filter_freq( "interior_vehicle", 0, 2700 ); set_filter_gain( "interior_vehicle", 0, - 12 ); set_filter_q( "interior_vehicle", 0, 1 ); add_channel_to_filter( "interior_vehicle", "ambient" ); add_channel_to_filter( "interior_vehicle", "auto" ); add_channel_to_filter( "interior_vehicle", "auto2" ); add_channel_to_filter( "interior_vehicle", "body" ); add_channel_to_filter( "interior_vehicle", "element" ); add_channel_to_filter( "interior_vehicle", "vehicle" ); add_channel_to_filter( "interior_vehicle", "weapon" ); add_channel_to_filter( "interior_vehicle", "voice" ); define_filter( "interior_wood" ); set_filter_type( "interior_wood", 0, "highshelf" ); set_filter_freq( "interior_wood", 0, 3500 ); set_filter_gain( "interior_wood", 0, - 6 ); set_filter_q( "interior_wood", 0, 1 ); add_channel_to_filter( "interior_wood", "ambient" ); add_channel_to_filter( "interior_wood", "element" ); add_channel_to_filter( "interior_wood", "vehicle" ); add_channel_to_filter( "interior_wood", "weapon" ); add_channel_to_filter( "interior_wood", "voice" ); define_filter( "ambient_oilrig_int1" ); set_filter_type( "ambient_oilrig_int1", 0, "highshelf" ); set_filter_freq( "ambient_oilrig_int1", 0, 3500 ); set_filter_gain( "ambient_oilrig_int1", 0, - 10 ); set_filter_q( "ambient_oilrig_int1", 0, 1 ); add_channel_to_filter( "ambient_oilrig_int1", "ambient" ); add_channel_to_filter( "ambient_oilrig_int1", "element" ); add_channel_to_filter( "ambient_oilrig_int1", "auto" ); add_channel_to_filter( "ambient_oilrig_int1", "auto2" ); add_channel_to_filter( "ambient_oilrig_int1", "vehicle" ); add_channel_to_filter( "ambient_oilrig_int1", "weapon" ); add_channel_to_filter( "ambient_oilrig_int1", "voice" ); define_filter( "pipe" ); set_filter_type( "pipe", 0, "highshelf" ); set_filter_freq( "pipe", 0, 3500 ); set_filter_gain( "pipe", 0, - 6 ); set_filter_q( "pipe", 0, 1 ); add_channel_to_filter( "pipe", "ambient" ); add_channel_to_filter( "pipe", "element" ); add_channel_to_filter( "pipe", "vehicle" ); add_channel_to_filter( "pipe", "weapon" ); add_channel_to_filter( "pipe", "voice" ); define_filter( "shanty" ); set_filter_type( "shanty", 0, "highshelf" ); set_filter_freq( "shanty", 0, 3500 ); set_filter_gain( "shanty", 0, - 2 ); set_filter_q( "shanty", 0, 1 ); add_channel_to_filter( "shanty", "ambient" ); add_channel_to_filter( "shanty", "element" ); add_channel_to_filter( "shanty", "vehicle" ); add_channel_to_filter( "shanty", "weapon" ); add_channel_to_filter( "shanty", "voice" ); define_filter( "tunnel" ); set_filter_type( "tunnel", 0, "highshelf" ); set_filter_freq( "tunnel", 0, 3500 ); set_filter_gain( "tunnel", 0, - 2 ); set_filter_q( "tunnel", 0, 1 ); add_channel_to_filter( "tunnel", "ambient" ); add_channel_to_filter( "tunnel", "element" ); add_channel_to_filter( "tunnel", "vehicle" ); add_channel_to_filter( "tunnel", "weapon" ); add_channel_to_filter( "tunnel", "voice" ); define_filter( "underpass" ); set_filter_type( "underpass", 0, "highshelf" ); set_filter_freq( "underpass", 0, 3500 ); set_filter_gain( "underpass", 0, - 2 ); set_filter_q( "underpass", 0, 1 ); add_channel_to_filter( "underpass", "ambient" ); add_channel_to_filter( "underpass", "element" ); add_channel_to_filter( "underpass", "vehicle" ); add_channel_to_filter( "underpass", "weapon" ); add_channel_to_filter( "underpass", "voice" ); define_filter( "gulag_cavein" ); set_filter_type( "gulag_cavein", 0, "highshelf" ); set_filter_freq( "gulag_cavein", 0, 1000 ); set_filter_gain( "gulag_cavein", 0, - 25 ); set_filter_q( "gulag_cavein", 0, 1 ); set_filter_type( "gulag_cavein", 1, "lowshelf" ); set_filter_freq( "gulag_cavein", 1, 1200 ); set_filter_gain( "gulag_cavein", 1, -4 ); set_filter_q( "gulag_cavein", 1, 1 ); add_all_channels_to_filter( "gulag_cavein" ); define_filter( "gulag_ending_fadeout" ); set_filter_type( "gulag_ending_fadeout", 0, "lowpass" ); set_filter_freq( "gulag_ending_fadeout", 0, 0 ); set_filter_gain( "gulag_ending_fadeout", 0, 0 ); set_filter_q( "gulag_ending_fadeout", 0, 1 ); add_all_channels_to_filter( "gulag_ending_fadeout" ); define_filter( "sound_fadeout" ); set_filter_type( "sound_fadeout", 0, "lowpass" ); set_filter_freq( "sound_fadeout", 0, 0 ); set_filter_gain( "sound_fadeout", 0, 0 ); set_filter_q( "sound_fadeout", 0, 1 ); add_all_channels_to_filter( "sound_fadeout" ); define_filter( "fadeout_noncritical" ); set_filter_type( "fadeout_noncritical", 0, "lowpass" ); set_filter_freq( "fadeout_noncritical", 0, 0 ); set_filter_gain( "fadeout_noncritical", 0, 0 ); set_filter_q( "fadeout_noncritical", 0, 1 ); add_all_channels_but_music_and_mission( "fadeout_noncritical" ); define_filter( "fadeall_but_music" ); set_filter_type( "fadeall_but_music", 0, "lowpass" ); set_filter_freq( "fadeall_but_music", 0, 0 ); set_filter_gain( "fadeall_but_music", 0, 0 ); set_filter_q( "fadeall_but_music", 0, 1 ); add_all_channels_but_music( "fadeall_but_music" ); define_filter( "nx_hithard_no_ugv" ); set_filter_type( "nx_hithard_no_ugv", 0, "lowpass" ); set_filter_freq( "nx_hithard_no_ugv", 0, 0 ); set_filter_gain( "nx_hithard_no_ugv", 0, 0 ); set_filter_q( "nx_hithard_no_ugv", 0, 0.1 ); add_channel_to_filter( "nx_hithard_no_ugv", "vehicle" ); //define_filter( "nx_hithard_basement" ); //set_filter_type( "nx_hithard_basement", 0, "lowpass" ); //set_filter_freq( "nx_hithard_basement", 0, 1000 ); //set_filter_gain( "nx_hithard_basement", 0, 0 ); //add_channel_to_filter( "nx_hithard_basement", "vehicle" ); //set_filter_q( "nx_hithard_basement", 0, 1 ); //define_filter( "nx_hithard_basement_open" ); //set_filter_type( "nx_hithard_basement_open", 0, "lowpass" ); //set_filter_freq( "nx_hithard_basement_open", 0, 1000 ); //set_filter_gain( "nx_hithard_basement_open", 0, 0 ); //add_channel_to_filter( "nx_hithard_basement_open", "vehicle" ); //set_filter_q( "nx_hithard_basement_open", 0, 1 ); define_reverb( "nx_lunar" ); set_reverb_roomtype( "nx_lunar", "default" ); set_reverb_drylevel( "nx_lunar", 1.0 ); set_reverb_wetlevel( "nx_lunar", 0.0 ); set_reverb_fadetime( "nx_lunar", 2 ); set_reverb_priority( "nx_lunar", "snd_enveffectsprio_level" ); define_volume( "nx_lunar_drive_in" ); set_volume_shock_file( "nx_lunar_drive_in", "nx_lunar_drive_in" ); set_volume_fade_time( "nx_lunar_drive_in", 0.1 ); set_volume_priority( "nx_lunar_drive_in", "snd_channelvolprio_level"); define_volume( "lunar_depressurized" ); set_volume_shock_file( "lunar_depressurized", "lunar_depressurized" ); set_volume_fade_time( "lunar_depressurized", 0.2 ); set_volume_priority( "lunar_depressurized", "snd_channelvolprio_level"); define_volume( "lunar_pressurized" ); set_volume_shock_file( "lunar_pressurized", "lunar_pressurized" ); set_volume_fade_time( "lunar_pressurized", 0.2 ); set_volume_priority( "lunar_pressurized", "snd_channelvolprio_level"); //================================== if ( is_specialop() ) { define_filter( "specialop_fadeout" ); set_filter_type( "specialop_fadeout", 0, "highshelf" ); set_filter_freq( "specialop_fadeout", 0, 800 ); set_filter_gain( "specialop_fadeout", 0, -25 ); set_filter_q( "specialop_fadeout", 0, 1 ); set_filter_type( "specialop_fadeout", 1, "lowshelf" ); set_filter_freq( "specialop_fadeout", 1, 3000 ); set_filter_gain( "specialop_fadeout", 1, -6 ); set_filter_q( "specialop_fadeout", 1, 1 ); add_channel_to_filter( "specialop_fadeout", "ambdist1" ); add_channel_to_filter( "specialop_fadeout", "ambdist2" ); add_channel_to_filter( "specialop_fadeout", "auto" ); add_channel_to_filter( "specialop_fadeout", "auto2" ); add_channel_to_filter( "specialop_fadeout", "auto2d" ); add_channel_to_filter( "specialop_fadeout", "body" ); add_channel_to_filter( "specialop_fadeout", "effects1" ); add_channel_to_filter( "specialop_fadeout", "effects2" ); add_channel_to_filter( "specialop_fadeout", "element" ); add_channel_to_filter( "specialop_fadeout", "item" ); add_channel_to_filter( "specialop_fadeout", "local" ); add_channel_to_filter( "specialop_fadeout", "physics" ); add_channel_to_filter( "specialop_fadeout", "reload" ); add_channel_to_filter( "specialop_fadeout", "vehicle" ); add_channel_to_filter( "specialop_fadeout", "vehiclelimited" ); add_channel_to_filter( "specialop_fadeout", "voice" ); add_channel_to_filter( "specialop_fadeout", "weapon" ); } } // *********************************************************** /* ============= ///ScriptDocBegin "Name: define_filter( )" "Summary: Creates a new filter" "Module: Ambience" "MandatoryArg: : The name of the filter." "Example: define_filter( "interior_stone" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ define_filter( name ) { assertex( !isdefined( level._eq_defs[ name ] ), "Filter " + name + " is already defined" ); level._eq_defs[ name ] = []; } /* ============= ///ScriptDocBegin "Name: set_filter_type( , , )" "Summary: Sets the type for a filter" "Module: Ambience" "MandatoryArg: : The name of the filter." "MandatoryArg: : The band( 0 to 2 ) " "MandatoryArg: : The filter type " "Example: set_filter_type( "underpass", 0, "highshelf" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_filter_type( name, band, type ) { assertex( isdefined( level._eq_defs[ name ] ), "Filter " + name + " is not defined" ); assert( band >= 0 && band < 3 ); level._eq_defs[ name ][ "type" ][ band ] = type; } /* ============= ///ScriptDocBegin "Name: set_filter_freq( , , )" "Summary: Sets the freq for a filter" "Module: Ambience" "MandatoryArg: : The name of the filter." "MandatoryArg: : The band( 0 to 2 ) " "MandatoryArg: : The filter freq " "Example: set_filter_freq( "underpass", 0, 3500 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_filter_freq( name, band, freq ) { assertex( isdefined( level._eq_defs[ name ] ), "Filter " + name + " is not defined" ); assert( band >= 0 && band < 3 ); level._eq_defs[ name ][ "freq" ][ band ] = freq; } /* ============= ///ScriptDocBegin "Name: set_filter_gain( , , )" "Summary: Sets the gain for a filter" "Module: Ambience" "MandatoryArg: : The name of the filter." "MandatoryArg: : The band( 0 to 2 ) " "MandatoryArg: : The filter gain " "Example: set_filter_gain( "underpass", 0, -2 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_filter_gain( name, band, gain ) { assertex( isdefined( level._eq_defs[ name ] ), "Filter " + name + " is not defined" ); assert( band >= 0 && band < 3 ); level._eq_defs[ name ][ "gain" ][ band ] = gain; } /* ============= ///ScriptDocBegin "Name: set_filter_q( , , )" "Summary: Sets the q for a filter" "Module: Ambience" "MandatoryArg: : The name of the filter." "MandatoryArg: : The band( 0 to 2 ) " "MandatoryArg: : The filter q " "Example: set_filter_q( "underpass", 0, 1 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_filter_q( name, band, q ) { assertex( isdefined( level._eq_defs[ name ] ), "Filter " + name + " is not defined" ); assert( band >= 0 && band < 3 ); level._eq_defs[ name ][ "q" ][ band ] = q; } /* ============= ///ScriptDocBegin "Name: define_reverb( )" "Summary: Creates a new reverb setting" "Module: Ambience" "MandatoryArg: : The name of the reverb." "Example: define_reverb( "interior_stone" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ define_reverb( name ) { assertex( !isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is already defined" ); level._ambient_reverb[ name ] = []; } /* ============= ///ScriptDocBegin "Name: set_reverb_roomtype( , )" "Summary: Sets the roomtype for a reverb setting." "Module: Ambience" "MandatoryArg: : The reverb setting." "MandatoryArg: : The roomtype." "Example: set_reverb_roomtype( "interior_stone", "stoneroom" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_reverb_roomtype( name, roomtype ) { assertex( isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is not defined" ); level._ambient_reverb[ name ][ "roomtype" ] = roomtype; } /* ============= ///ScriptDocBegin "Name: set_reverb_drylevel( , )" "Summary: Sets the drylevel for a reverb setting." "Module: Ambience" "MandatoryArg: : The reverb setting." "MandatoryArg: : The drylevel." "Example: set_reverb_drylevel( "interior_stone", 0.6 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_reverb_drylevel( name, drylevel ) { assertex( isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is not defined" ); level._ambient_reverb[ name ][ "drylevel" ] = drylevel; } /* ============= ///ScriptDocBegin "Name: set_reverb_wetlevel( , )" "Summary: Sets the roomtype for a reverb setting." "Module: Ambience" "MandatoryArg: : The reverb setting." "MandatoryArg: : The wetlevel." "Example: set_reverb_wetlevel( "interior_stone", 0.3 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_reverb_wetlevel( name, wetlevel ) { assertex( isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is not defined" ); level._ambient_reverb[ name ][ "wetlevel" ] = wetlevel; } /* ============= ///ScriptDocBegin "Name: set_reverb_fadetime( , )" "Summary: Sets the fadetime for a reverb setting." "Module: Ambience" "MandatoryArg: : The reverb setting." "MandatoryArg: : The fadetime." "Example: set_reverb_fadetime( "interior_stone", 2 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_reverb_fadetime( name, fadetime ) { assertex( isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is not defined" ); level._ambient_reverb[ name ][ "fadetime" ] = fadetime; } /* ============= ///ScriptDocBegin "Name: set_reverb_priority( , )" "Summary: Sets the priority for a reverb setting." "Module: Ambience" "MandatoryArg: : The reverb setting." "MandatoryArg: : The priority." "Example: set_reverb_priority( "interior_stone", "snd_enveffectsprio_level" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_reverb_priority( name, priority ) { assertex( isdefined( level._ambient_reverb[ name ] ), "Reverb " + name + " is not defined" ); level._ambient_reverb[ name ][ "priority" ] = priority; } getFilter( name ) { assert( isdefined( name ) ); if ( !isDefined( level._eq_defs ) ) return undefined; if ( !isDefined( level._eq_defs[ name ] ) ) return undefined; return level._eq_defs[ name ]; } /* ============= ///ScriptDocBegin "Name: add_channel_to_filter( , )" "Summary: Makes a filter effect a sound channel." "Module: Ambience" "MandatoryArg: : The filter. " "MandatoryArg: : The channel to add. " "Example: add_channel_to_filter( "interior_stone", "ambient" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ add_channel_to_filter( track, channel ) { if ( !isDefined( level._ambient_eq[ track ] ) ) level._ambient_eq[ track ] = []; level._ambient_eq[ track ][ channel ] = true; } /* ============= ///ScriptDocBegin "Name: add_all_channels_to_filter( )" "Summary: Adds all known channels to a filter" "Module: Ambience" "MandatoryArg: : The name of the filter" "Example: add_all_channels_to_filter( "gulag_cavein" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ add_all_channels_to_filter( track ) { if ( !isDefined( level._ambient_eq[ track ] ) ) level._ambient_eq[ track ] = []; channels = get_all_channels(); foreach ( channel, _ in channels ) { level._ambient_eq[ track ][ channel ] = true; } } /* ============= ///ScriptDocBegin "Name: add_all_channels_but_music_and_mission( )" "Summary: Adds all known channels to a filter but music and mission" "Module: Ambience" "MandatoryArg: : The name of the filter" "Example: add_all_channels_but_music_and_mission( "gulag_cavein" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ add_all_channels_but_music_and_mission( track ) { if ( !isDefined( level._ambient_eq[ track ] ) ) level._ambient_eq[ track ] = []; channels = get_all_channels(); channels[ "music" ] = undefined; channels[ "mission" ] = undefined; foreach ( channel, _ in channels ) { level._ambient_eq[ track ][ channel ] = true; } } /* ============= ///ScriptDocBegin "Name: add_all_channels_but_music_and_ambient( )" "Summary: Adds all known channels to a filter but music and ambient" "Module: Ambience" "MandatoryArg: : The name of the filter" "Example: add_all_channels_but_music_and_ambient( "nx_repel_office" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ add_all_channels_but_music_and_ambient( track ) { if ( !isDefined( level._ambient_eq[ track ] ) ) level._ambient_eq[ track ] = []; channels = get_all_channels(); channels[ "music" ] = undefined; channels[ "ambient" ] = undefined; foreach ( channel, _ in channels ) { level._ambient_eq[ track ][ channel ] = true; } } add_all_channels_but_music( track ) { if ( !isDefined( level._ambient_eq[ track ] ) ) level._ambient_eq[ track ] = []; channels = get_all_channels(); channels[ "music" ] = undefined; foreach ( channel, _ in channels ) { level._ambient_eq[ track ][ channel ] = true; } } /* ============= ///ScriptDocBegin "Name: define_volume( )" "Summary: Creates a new volume setting" "Module: Ambience" "MandatoryArg: : The name of the volume set." "Example: define_volume( "interior_stone" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ define_volume( name ) { assertex( !isdefined( level._ambient_volume[ name ] ), "Volume " + name + " is already defined" ); level._ambient_volume[ name ] = []; } /* ============= ///ScriptDocBegin "Name: set_volume_shock_file( , )" "Summary: Sets the shock file of the volume setting." "Module: Ambience" "MandatoryArg: : The volume setting." "MandatoryArg: : The shockfile." "Example: set_volume_shock_file( "interior_stone", "some_shock_file" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_volume_shock_file( name, shock_file ) { assertex( isdefined( level._ambient_volume[ name ] ), "Volume " + name + " is not defined" ); level._ambient_volume[ name ][ "shock_file" ] = shock_file; } /* ============= ///ScriptDocBegin "Name: set_volume_fade_time( , )" "Summary: Sets the fade time of the volume setting." "Module: Ambience" "MandatoryArg: : The volume setting." "MandatoryArg: : The time in seconds to fade over." "Example: set_volume_fade_time( "interior_stone", 2 );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_volume_fade_time( name, fade ) { assertex( isdefined( level._ambient_volume[ name ] ), "Volume " + name + " is not defined" ); level._ambient_volume[ name ][ "fade" ] = fade; } /* ============= ///ScriptDocBegin "Name: set_volume_priority( , )" "Summary: Sets the priority of the volume setting." "Module: Ambience" "MandatoryArg: : The volume setting." "MandatoryArg: : The time in seconds to fade over." "Example: set_volume_priority( "interior_stone", "snd_channelvolprio_level" );" "SPMP: singleplayer" ///ScriptDocEnd ============= */ set_volume_priority( name, priority ) { assertex( isdefined( level._ambient_volume[ name ] ), "Volume " + name + " is not defined" ); level._ambient_volume[ name ][ "priority" ] = priority; } get_all_channels() { channels = []; channels[ "announcer" ] = true; channels[ "ambient" ] = true; channels[ "ambdist1" ] = true; channels[ "ambdist2" ] = true; channels[ "auto" ] = true; channels[ "auto2" ] = true; channels[ "auto2d" ] = true; channels[ "body" ] = true; channels[ "body2d" ] = true; channels[ "bulletimpact" ] = true; channels[ "bulletwhizby" ] = true; channels[ "effects1" ] = true; channels[ "effects2" ] = true; channels[ "element" ] = true; channels[ "hurt" ] = true; channels[ "item" ] = true; channels[ "local" ] = true; channels[ "local2" ] = true; channels[ "local3" ] = true; channels[ "menu" ] = true; channels[ "mission" ] = true; channels[ "music" ] = true; channels[ "nonshock" ] = true; channels[ "player1" ] = true; channels[ "player2" ] = true; channels[ "physics" ] = true; channels[ "reload" ] = true; channels[ "reload2d" ] = true; //channels[ "shellshock" ] = true; channels[ "vehicle" ] = true; channels[ "vehiclelimited" ] = true; channels[ "voice" ] = true; channels[ "weapon" ] = true; return channels; } // EXAMPLE OVERWRITE // if ( mission( "bog_a" ) ) // { // // bog_a aint as wet? // set_reverb_wetlevel( "interior_stone", 0.3 ); // } /* JL: This is an example of a way to use one eq setting for multiple tracks. This could reduce that amount of duplicate filter settings entries in _equalizer.gsc create_depressurized_eq( track ) { define_filter( track ); set_filter_type( track, 0, "lowpass" ); set_filter_freq( track, 0, 150 ); set_filter_gain( track, 0, 0 ); set_filter_q( track, 0, 1 ); add_channel_to_filter( track, "physics" ); add_channel_to_filter( track, "ambdist1" ); add_channel_to_filter( track, "ambdist2" ); add_channel_to_filter( track, "auto" ); add_channel_to_filter( track, "auto2" ); add_channel_to_filter( track, "bulletimpact" ); add_channel_to_filter( track, "bulletwhizby" ); add_channel_to_filter( track, "element" ); add_channel_to_filter( track, "vehicle" ); add_channel_to_filter( track, "vehiclelimited" ); add_channel_to_filter( track, "body" ); add_channel_to_filter( track, "reload" ); add_channel_to_filter( track, "reload2d" ); add_channel_to_filter( track, "item" ); add_channel_to_filter( track, "effects1" ); add_channel_to_filter( track, "effects2" ); add_channel_to_filter( track, "weapon" ); add_channel_to_filter( track, "nonshock" ); add_channel_to_filter( track, "ambient" ); add_channel_to_filter( track, "hurt" ); add_channel_to_filter( track, "player1" ); add_channel_to_filter( track, "player2" ); } */