nx1-gsc-dump/maps/nx_skyscraper_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_skyscraper_util;
flag_inits()
{
//DR: needed for music cues
//examples, for copying and pasting:
flag_init( "music_chk_drive_up" );
flag_init( "music_chk_lobby_enter" );
flag_init( "music_chk_elevator" );
flag_init( "music_chk_shaft");
flag_init( "music_chk_window" );
flag_init( "music_chk_hangar" );
flag_init( "music_chk_lab_enter" );
flag_init( "music_chk_lab_to_vault" );
flag_init( "music_chk_vault" );
flag_init( "music_chk_lab_exit" );
flag_init( "music_chk_halon" );
flag_init( "music_chk_vtol" );
flag_init( "music_chk_rappel" );
flag_init( "music_chk_outro" );
flag_init ("baker_exit_elevator_start");
}
// 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 "drive_up":
case "lobby_enter":
case "elevator":
{
flag_wait( "music_chk_drive_up" );
if( !flag( "music_chk_shaft" ) )
{
wait ( 0.5 );
}
play_music_loop_infinite("mus_skyscraper_stealth");
}
case "shaft":
{
flag_wait( "music_chk_shaft" );
if( !flag( "music_chk_window" ) )
{
music_stop(10);
}
}
case "window":
case "hangar":
case "lab_enter":
case "lab_to_vault":
{
flag_wait( "music_chk_window" );
if( !flag( "music_chk_vault" ) )
{
wait ( 1.0 );
}
play_music_loop_infinite("mus_skyscraper_stealth");
}
case "vault":
{
flag_wait( "music_chk_vault" );
if( !flag( "music_chk_lab_exit" ) )
{
music_stop(4);
}
}
case "lab_exit":
{
flag_wait( "music_chk_lab_exit" );
play_music_loop_infinite("mus_skyscraper_battle");
}
case "halon":
case "vtol":
case "rappel":
{
flag_wait( "music_chk_halon" );
if( !flag( "music_chk_outro" ) )
{
music_stop(4);
wait ( 5.0 );
}
play_music_loop_infinite("mus_skyscraper_halon");
}
case "outro":
{
flag_wait( "music_chk_outro" );
play_music_once( "mus_skyscraper_outro" );
//music_stop(10);
}
}
}
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_drive_up" );
if (jump_to == "default")
return;
if (jump_to == "drive_up")
return;
flag_set( "music_chk_lobby_enter" );
if (jump_to == "lobby_enter")
return;
flag_set( "music_chk_elevator" );
if (jump_to == "elevator")
return;
flag_set( "music_chk_shaft" );
if (jump_to == "shaft")
return;
flag_set( "music_chk_window" );
if (jump_to == "window")
return;
flag_set( "music_chk_hangar" );
if (jump_to == "hangar")
return;
flag_set( "music_chk_lab_enter" );
if (jump_to == "lab_enter")
return;
flag_set( "music_chk_lab_to_vault" );
if (jump_to == "lab_to_vault")
return;
flag_set( "music_chk_vault" );
if (jump_to == "vault")
return;
flag_set( "music_chk_lab_exit" );
if (jump_to == "lab_exit")
return;
flag_set( "music_chk_halon" );
if (jump_to == "halon")
return;
flag_set( "music_chk_vtol" );
if (jump_to == "vtol")
return;
flag_set( "music_chk_rappel" );
if (jump_to == "rappel")
return;
flag_set( "music_chk_outro" );
if (jump_to == "outro")
return;
}
player_elevator_ride_up_sfx()
{
self playsound("scn_skyscraper_elevator_ride_inside");
self playsound("scn_skyscraper_elevator_ride_outside");
iprintlnbold("playing first sound!!!!!!!");
flag_wait( "baker_exit_elevator_start" );
wait 4.0;
iprintlnbold("Fading Up!!!!!!!");
self playsound("scn_skyscraper_elevator_ride_wind");
self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 25.0 ); //eventually this will have a time parameter
trigger = GetEnt ("player_ready_for_elevator_lift", "targetname");
trigger waittill ("trigger");
wait 1.5;
iprintlnbold("switching!!!!!!sounds!!!!!!!");
self SetSoundVolume( "scn_skyscraper_elevator_ride_inside", -100.0 ); //eventually this will have a time parameter
wait 0.3;
self SetSoundVolume( "scn_skyscraper_elevator_ride_outside", 12.0 ); //eventually this will have a time parameter
}