nx1-gsc-dump/maps/_equalizer.gsc

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#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( <name> )"
"Summary: Creates a new filter"
"Module: Ambience"
"MandatoryArg: <name> : 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( <name> , <band> , <type> )"
"Summary: Sets the type for a filter"
"Module: Ambience"
"MandatoryArg: <name> : The name of the filter."
"MandatoryArg: <band> : The band( 0 to 2 ) "
"MandatoryArg: <type> : 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( <name> , <band> , <freq> )"
"Summary: Sets the freq for a filter"
"Module: Ambience"
"MandatoryArg: <name> : The name of the filter."
"MandatoryArg: <band> : The band( 0 to 2 ) "
"MandatoryArg: <freq> : 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( <name> , <band> , <gain> )"
"Summary: Sets the gain for a filter"
"Module: Ambience"
"MandatoryArg: <name> : The name of the filter."
"MandatoryArg: <band> : The band( 0 to 2 ) "
"MandatoryArg: <gain> : 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( <name> , <band> , <q> )"
"Summary: Sets the q for a filter"
"Module: Ambience"
"MandatoryArg: <name> : The name of the filter."
"MandatoryArg: <band> : The band( 0 to 2 ) "
"MandatoryArg: <q> : 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( <name> )"
"Summary: Creates a new reverb setting"
"Module: Ambience"
"MandatoryArg: <name> : 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( <name> , <roomtype> )"
"Summary: Sets the roomtype for a reverb setting."
"Module: Ambience"
"MandatoryArg: <name> : The reverb setting."
"MandatoryArg: <name> : 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( <name> , <drylevel> )"
"Summary: Sets the drylevel for a reverb setting."
"Module: Ambience"
"MandatoryArg: <name> : The reverb setting."
"MandatoryArg: <name> : 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( <name> , <wetlevel> )"
"Summary: Sets the roomtype for a reverb setting."
"Module: Ambience"
"MandatoryArg: <name> : The reverb setting."
"MandatoryArg: <name> : 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( <name> , <fadetime> )"
"Summary: Sets the fadetime for a reverb setting."
"Module: Ambience"
"MandatoryArg: <name> : The reverb setting."
"MandatoryArg: <name> : 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( <name> , <priority> )"
"Summary: Sets the priority for a reverb setting."
"Module: Ambience"
"MandatoryArg: <name> : The reverb setting."
"MandatoryArg: <name> : 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( <track> , <channel> )"
"Summary: Makes a filter effect a sound channel."
"Module: Ambience"
"MandatoryArg: <track>: The filter. "
"MandatoryArg: <channel>: 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( <track> )"
"Summary: Adds all known channels to a filter"
"Module: Ambience"
"MandatoryArg: <track>: 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( <track> )"
"Summary: Adds all known channels to a filter but music and mission"
"Module: Ambience"
"MandatoryArg: <track>: 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( <track> )"
"Summary: Adds all known channels to a filter but music and ambient"
"Module: Ambience"
"MandatoryArg: <track>: 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( <name> )"
"Summary: Creates a new volume setting"
"Module: Ambience"
"MandatoryArg: <name> : 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( <name> , <shock_file> )"
"Summary: Sets the shock file of the volume setting."
"Module: Ambience"
"MandatoryArg: <name> : The volume setting."
"MandatoryArg: <shock_file> : 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( <name> , <fade> )"
"Summary: Sets the fade time of the volume setting."
"Module: Ambience"
"MandatoryArg: <name> : The volume setting."
"MandatoryArg: <fade> : 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( <name> , <priority> )"
"Summary: Sets the priority of the volume setting."
"Module: Ambience"
"MandatoryArg: <name> : The volume setting."
"MandatoryArg: <priority> : 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" );
}
*/