nx1-gsc-dump/maps/nx_hospital_audio.gsc

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//****************************************************************************
// **
// 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;
}