nx1-gsc-dump/maps/nx_hithard_audio.gsc

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//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2011 **
// **
//****************************************************************************
// **
// Module: Hit Hard at Home 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 common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_nx_utility;
#include maps\_nx_objective_util;
#include maps\nx_hithard_util;
flag_inits()
{
//DR: needed for music cues
flag_init( "music_osprey_intro" );
flag_init( "music_parachute_start" );
flag_init( "music_parachute_ends" );
flag_init( "music_rooftop_battle_starts");
flag_init( "music_snipe_ends" );
flag_init( "music_smoke_battle_starts" );
flag_init( "music_smoke_battle_ends" );
flag_init( "music_run_from_ugv" );
flag_init( "music_run_from_ugv_ends" );
}
// 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 "osprey":
{
flag_wait( "music_osprey_intro" );
wait (0.75);
play_music_once( "music_nx_hithard_osprey_intro" );
}
case "parachute":
{
flag_wait( "music_parachute_start" );
wait 2.5;
play_music_once( "music_nx_hithard_parachute" );
flag_wait( "music_parachute_ends" );
music_stop(12);
}
case "rooftop":
case "secure_start":
{
flag_wait( "music_rooftop_battle_starts");
play_music_loop_infinite( "music_nx_hithard_rooftop" );
flag_wait( "music_snipe_ends" );
music_stop(10);
}
case "secure_rappel":
case "secure_ground":
{
flag_wait( "music_smoke_battle_starts" );
play_music_loop_infinite( "music_nx_hithard_rooftop" );
flag_wait( "music_smoke_battle_ends" );
if( !flag( "music_run_from_ugv" ) )
{
wait ( 1 );
}
music_stop(1);
if( !flag( "music_run_from_ugv" ) )
{
wait ( 1.6 );
}
play_music_once( "music_nx_hithard_finish_smoke" );
}
case "motorcade_start":
{
flag_wait( "music_run_from_ugv" );
wait 2;
play_music_once( "music_nx_hithard_ugv_run" );
}
case "motorcade_end":
{
//do nothing.
}
}
}
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;
if (jump_to == "osprey")
return;
flag_set( "music_osprey_intro" );
if (jump_to == "parachute")
return;
flag_set( "music_parachute_start" );
flag_set( "music_parachute_ends" );
flag_set( "music_rooftop_battle_starts" );
if (jump_to == "rooftop")
return;
if (jump_to == "secure_start")
return;
flag_set( "music_snipe_ends" );
if (jump_to == "secure_rappel")
return;
if (jump_to == "secure_ground")
return;
flag_set( "music_smoke_battle_starts" );
flag_set( "music_smoke_battle_ends" );
if (jump_to == "motorcade_start")
return;
}