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- rem ** Custom **
- sound.masterVolume 1.0
- rem ** Balance between 2d and 3d samples.
- sound.setProperty "balance2d3d-default" 0.5
- sound.setProperty "balance2d3d-eax" 0.5
- rem ** Reverb and obstruction
- vars.set sound-maxreverb 1
- vars.set sound-reverb-steepness 0.55
- vars.set sound-raylength 17
- rem ** Obstruction when angle between listener, source and obstructing object
- rem ** is 0 degrees
- vars.set sound-obstruction-max 1.0
- rem ** Size of listener's obstruction sphere
- vars.set sound-listener-radius 0.15
- rem ** Size of obstructing object (inserted at obstruction point)
- vars.set sound-obstruction-radius 5
- rem ** Ambient sound properties
- sound.setProperty ambient-fade-time 1.3
- sound.setProperty ambient-forced-fade-time 0.7
- sound.setProperty ambient-indoor-obstruction 0
- sound.setProperty ambient-indoor-obstruction-speed 0.08
- rem ** Air absorption.
- sound.setProperty airabsorption-eax-mindistance 40
- sound.setProperty airabsorption-eax-maxdistance 320
- rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
- rem ** file is the man down sample.
- sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 4 0.88
- rem ** Wind sound
- ObjectTemplate.create Sound S_Wind
- ObjectTemplate.lowSamples 0
- ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
- ObjectTemplate.loopCount 0
- ObjectTemplate.is3dSound 0
- ObjectTemplate.stopType 0
- ObjectTemplate.volume 1
- ObjectTemplate.reverbLevel 0
- ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
- sound.windSetup S_Wind 30.0
- rem ** Factor of explosion radius that triggers the tinnitus effect
- vars.set sound-tinnitus-range 1.05
- rem ** Early sample prioritization
- sound.setProperty prio-k-frontback 0
- sound.setProperty prio-k-rightleft 0
- sound.setProperty prio-k-age 0.5
- sound.setProperty prio-age-only-distance 5
- sound.setProperty prio-k-distance 1.0
- rem ** Distance delay
- rem ** Shortest distance from listener where distance delay will be applied
- sound.setProperty distance-delay-threshold 5
- rem ** Delay multiplier (1 means 1/300 s/m)
- sound.setProperty distance-delay-factor 1
- rem ** The linear gain where playing sounds get a negative bias in the
- rem ** priority. They may also be muted.
- sound.setProperty max-distance-cutoff 0.015
- rem ** Doppler effect. Realistic doppler effect factor is 1
- sound.dopplerEffect 1
- rem ** Number of MB we require from the OpenAL provider. Some native drivers
- rem ** can't always give us that (Creative).
- sound.setProperty required-buffer-size 90
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