341 lines
6 KiB
Text
341 lines
6 KiB
Text
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// DSP Effects
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// 0 : "Normal (off)"
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// 1 : "Generic"
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// 2 : "Metal Small"
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// 3 : "Metal Medium"
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// 4 : "Metal Large"
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// 5 : "Tunnel Small"
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// 6 : "Tunnel Medium"
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// 7 : "Tunnel Large"
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// 8 : "Chamber Small"
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// 9 : "Chamber Medium"
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// 10: "Chamber Large"
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// 11: "Bright Small"
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// 12: "Bright Medium"
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// 13: "Bright Large"
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// 14: "Water 1"
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// 15: "Water 2"
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// 16: "Water 3"
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// 17: "Concrete Small"
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// 18: "Concrete Medium"
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// 19: "Concrete Large"
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// 20: "Big 1"
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// 21: "Big 2"
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// 22: "Big 3"
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// 23: "Cavern Small"
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// 24: "Cavern Medium"
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// 25: "Cavern Large"
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// 26: "Weirdo 1"
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// 27: "Weirdo 2"
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// 28: "Weirdo 3"
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// ATTN_NONE 0.0f
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// ATTN_NORM 0.8f 75dB
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// ATTN_IDLE 2.0f 60dB
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// ATTN_STATIC 1.25f 66dB
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// ATTN_RICOCHET 1.5f 65dB
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// ATTN_GUNFIRE 0.27f 140dB
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// SNDLVL_50dB = 50, // 3.9
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// SNDLVL_55dB = 55, // 3.0
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// SNDLVL_IDLE = 60, // 2.0
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// SNDLVL_TALKING = 60, // 2.0
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// SNDLVL_60dB = 60, // 2.0
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// SNDLVL_65dB = 65, // 1.5
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// SNDLVL_STATIC = 66, // 1.25
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// SNDLVL_70dB = 70, // 1.0
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// SNDLVL_NORM = 75,
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// SNDLVL_75dB = 75, // 0.8
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// SNDLVL_80dB = 80, // 0.7
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// SNDLVL_85dB = 85, // 0.6
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// SNDLVL_90dB = 90, // 0.5
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// SNDLVL_95dB = 95,
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// SNDLVL_100dB = 100, // 0.4
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// SNDLVL_105dB = 105,
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// SNDLVL_120dB = 120,
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// SNDLVL_130dB = 130,
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// SNDLVL_GUNFIRE = 140, // 0.27
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// SNDLVL_140dB = 140, // 0.2
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// SNDLVL_150dB = 150, // 0.2
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// General soundscapes
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// This soundscape enables automatic dsp
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"automatic"
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{
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"dsp" "1"
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"dsp_volume" "1.0"
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}
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// This soundscape enables automatic dsp at 50% mix - good if you have
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// a lot of dialog that must be understood at any distance
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"automatic_dialog"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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}
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// *******************************************************************************
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// ***************** E3_Techdemo_01 - 06 *****************
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// e3_techdemo_01
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"e3_techdemo_gmanspeaking"
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{
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"dsp" "10"
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}
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"e3_Techdemo_02"
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{
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"dsp" "20"
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// physics room
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"playlooping"
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{
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"volume" "0.1"
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"pitch" "100"
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"attenuation" "0"
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"wave" "ambient/machines/courtyard_mach_loop.wav"
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}
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}
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"e3_Techdemo_03"
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{
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"dsp" "1"
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}
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"e3_Techdemo_05"
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{
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"dsp" "10"
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// dripping cave ambient
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"playlooping"
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{
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"volume" "0.23"
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"pitch" "100"
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"attenuation" "0"
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"wave" "ambient/water/corridor_water.wav"
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}
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}
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"e3_Techdemo_06"
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{
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"dsp" "20"
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// lake
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"playlooping"
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{
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"volume" "0.5"
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"pitch" "100"
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"attenuation" "0"
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"wave" "ambient/water/lake_water.wav"
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}
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}
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"e3_end"
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{
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"dsp" "0"
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}
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// ***************** E3_Techdemo_01 - 06 *****************
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// *******************************************************************************
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// ****************** SOUNDSCAPE TEST ***************************************
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// No DSP, no ambients
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"Nothing"
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{
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"dsp" "0"
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}
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"GenericIndoor"
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{
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"dsp" "1"
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"playlooping"
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{
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"volume" "1"
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"pitch" "100"
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"wave" "ambient/atmosphere/indoor2.wav"
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}
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}
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"GenericOutdoor"
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{
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"dsp" "19"
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"playlooping"
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{
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"volume" "0.25"
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"wave" "ambient/atmosphere/indoor2.wav"
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}
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"playlooping"
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{
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"volume" "0.15"
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"wave" "ambient/atmosphere/outdoor2.wav"
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"pitch" "100"
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"position" "0"
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}
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"playsoundscape"
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{
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"name" "d2_depot_cellblock_medium"
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"volume" "0.75"
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"position" "2"
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}
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"playsoundscape"
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{
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"name" "d2_depot_cellblock_medium"
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"volume" "0.75"
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"position" "2"
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}
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}
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"cabin"
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{
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"dsp" "17"
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"playlooping"
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{
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"volume" "0.5"
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"pitch" "100"
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"wave" "test/temp/soundscape_test/cabin_ambience.wav"
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}
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// *** TEST TV ********
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"playsoundscape"
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{
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"name" "test_tvset"
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"volume" "1"
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"position" "0"
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}
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// ** Tower sticking out of wall
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"playlooping"
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{
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"volume" "0.6"
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"wave" "test/temp/soundscape_test/cabin_wall.wav"
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"pitch" "100"
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"attenuation" "2"
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"position" "1"
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}
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// Random Sounds for Wall
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"playrandom"
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{
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// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
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// every 0.5 to 2 seconds
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"time" "1,4"
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// at a volume of 0.25 to 0.25
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"volume" "0.5,0.8"
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// at a pitch of 90 to 100
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"pitch" "80,120"
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// play one of these .wav files randomly each time
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"rndwave"
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{
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"wave" "test/temp/soundscape_test/wall1.wav"
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"wave" "test/temp/soundscape_test/wall2.wav"
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"wave" "test/temp/soundscape_test/wall3.wav"
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"wave" "test/temp/soundscape_test/wall4.wav"
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}
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// omit position for ambient sounds
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"position" "1"
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// only required if "position" is present
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"attenuation" "2"
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}
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}
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"cabin_outdoor"
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{
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"dsp" "20"
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"playlooping"
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{
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"volume" "1"
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"pitch" "100"
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"wave" "test/temp/soundscape_test/outdoor.wav"
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}
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"playrandom"
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{
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// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
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// every 0.5 to 2 seconds
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"time" "0.1, 0.1"
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// at a volume of 0.25 to 0.25
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"volume" "0.5,1"
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// at a pitch of 90 to 100
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"pitch" "50,120"
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// play one of these .wav files randomly each time
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"rndwave"
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{
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"wave" "test/temp/soundscape_test/music_snippet1.wav"
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"wave" "test/temp/soundscape_test/music_snippet2.wav"
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//"wave" "test/temp/soundscape_test/music_snippet3.wav"
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//"wave" "test/temp/soundscape_test/music_snippet4.wav"
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//"wave" "test/temp/soundscape_test/music_snippet5.wav"
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//"wave" "test/temp/soundscape_test/music_snippet6.wav"
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//"wave" "test/temp/soundscape_test/music_snippet7.wav"
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//"wave" "test/temp/soundscape_test/music_snippet8.wav"
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}
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}
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}
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"test_tvset"
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{
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"dsp" "1"
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"playlooping"
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{
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"volume" "0.15"
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"pitch" "100"
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"wave" "test/temp/soundscape_test/tv_music.wav"
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"position" "0"
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"attenuation" "2"
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}
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"playrandom"
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{
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"time" "0.1, 0.3"
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"volume" "0.1,0.15"
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"pitch" "95,105"
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"attenuation" "2"
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"position" "0"
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"rndwave"
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{
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"wave" "test/temp/soundscape_test/music_snippet1.wav"
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"wave" "test/temp/soundscape_test/music_snippet2.wav"
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"wave" "test/temp/soundscape_test/music_snippet3.wav"
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}
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}
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}
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