nx1-gsc-dump/maps/nx_lunar_audio.gsc

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//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2011 **
// **
//****************************************************************************
// **
// Module: Lunar 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 maps\_utility_code;
#include maps\_nx_objective_util;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
flag_inits()
{
//DR: needed for music to trigger
flag_init( "music_intro_rover_drive_starts" );
flag_init( "music_intro_rover_drive_stops" );
flag_init( "music_exited_rover" );
flag_init( "music_charlie_reaches_tower_goal" );
flag_init( "music_charlie_sees_lights" );
flag_init( "music_rover_crashed" );
flag_init( "music_player_wakes_up" );
flag_init( "music_player_in_vehicle_airlock" );
flag_init( "music_2nd_floor_breach_starts" );
flag_init( "music_2nd_floor_breach_ends" );
flag_init( "music_player_at_the_armory" );
flag_init( "music_breach_starting" );
flag_init( "music_start_battle_out_of_armory" );
flag_init( "music_player_arrived_at_airlock" );
flag_init( "music_stop_airlock_ending" );
flag_init( "music_battle_exterior" );
flag_init( "music_moonscape_cue" );
flag_init( "music_rover_battle_starts" );
flag_init( "music_rover_battle_ends" );
flag_init( "music_sneaking_behind_enemy" );
flag_init( "music_end_stop_all" );
}
// 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 "get_to_the_armory":
{
//start music for the intro wake up sequence
flag_wait( "music_player_wakes_up" );
if( !flag( "music_player_in_vehicle_airlock" ) )
{
wait 29;
}
play_music_once("music_nx_lunar_wake_up");
//wait for airlock sequence to start, then restart music
flag_wait( "music_player_in_vehicle_airlock" );
if( !flag( "music_player_at_the_armory" ) )
{
wait 2;
}
play_music_once("music_nx_lunar_run_thru_base");
//stop the music for when the 2nd floor breach occurs
flag_wait( "music_2nd_floor_breach_starts" );
music_stop ( 0.5 );
//restart themusic for the rest of the chase thru the base
flag_wait( "music_2nd_floor_breach_ends" );
play_music_once("music_nx_lunar_run_thru_base_b");
//now wait until you get to the armory
flag_wait( "music_player_at_the_armory" );
if( !flag( "music_breach_starting" ) )
{
wait 4;
}
music_stop( 7 );
//now wait until the breach is about to happen, must make this louder than the previous cue, separating for mix reasons
flag_wait( "music_breach_starting" );
if( !flag( "music_start_battle_out_of_armory" ) )
{
wait ( 7.6 );
}
play_music_once("music_nx_lunar_armory_buildup");
}
case "armory_module":
case "life_support_module":
case "living_module":
{
//now wait until the breach ccurs
flag_wait( "music_start_battle_out_of_armory" );
if( !flag( "music_player_arrived_at_airlock" ) )
{
wait ( 2 );
}
play_music_num_times("music_nx_lunar_armory_fight", 2, 2);
//wait until we get to pressurization lock and then play end stinger
flag_wait( "music_player_arrived_at_airlock" );
//cheating here, until we get the crossfading in...just playing overtop
if( !flag( "music_stop_airlock_ending" ) )
{
//wait 1;
music_stop( 3 );
level._player play_sound_on_entity( "music_nx_lunar_armory_fight_end" );
}
}
case "exterior_vista":
case "airlock_exterior":
case "mining_valley":
case "rough_terrain":
{
//should start playing when the door starts opening to the exterior battle section
flag_wait( "music_battle_exterior" );
if( !flag( "music_rover_battle_starts" ) )
{
wait ( 1.1 );
}
play_music_once("music_nx_lunar_ext_battle");
}
case "rover_battle":
{
//should start playing when the rover reveals itself
flag_wait( "music_rover_battle_starts" );
play_music_once("music_nx_lunar_rover_battle_gl");
}
}
}
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;
flag_set( "music_player_wakes_up" );
if (jump_to == "get_to_the_armory")
return;
flag_set( "music_player_in_vehicle_airlock" );
flag_set( "music_2nd_floor_breach_starts" );
flag_set( "music_2nd_floor_breach_ends" );
flag_set( "music_player_at_the_armory" );
flag_set( "music_breach_starting" );
flag_set( "music_start_battle_out_of_armory" );
if (jump_to == "armory_module")
return;
if (jump_to == "life_support_module")
return;
if (jump_to == "living_module")
return;
flag_set( "music_player_arrived_at_airlock" );
if (jump_to == "exterior_vista")
return;
flag_set( "music_stop_airlock_ending" );
flag_set( "music_battle_exterior" );
if (jump_to == "airlock_exterior")
return;
if (jump_to == "mining_valley")
return;
if (jump_to == "rough_terrain")
return;
if (jump_to == "rover_battle")
return;
}