"NPC_FloorTurret.Retire" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/retract.wav" } "NPC_FloorTurret.Deploy" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/deploy.wav" } "NPC_FloorTurret.Move" { "soundlevel" "SNDLVL_70dB" "channel" "CHAN_ITEM" "volume" "0.10" "wave" "npc/turret_wall/turret_loop1.wav" } "NPC_FloorTurret.Activate" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_IDLE" "wave" "npc/turret_floor/active.wav" } "NPC_FloorTurret.Alert" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_TALKING" "wave" "npc/turret_floor/alert.wav" } "NPC_FloorTurret.Shoot" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_GUNFIRE" "wave" "^npc/turret_floor/shoot1.wav" } "NPC_FloorTurret.ShotSounds" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_GUNFIRE" "rndwave" { "wave" "^npc/turret/turret_fire_4x_01.wav" "wave" "^npc/turret/turret_fire_4x_02.wav" "wave" "^npc/turret/turret_fire_4x_03.wav" } "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "P2_exclusion_time_and_poly_limiting_start" "limit_sound" { "match_entry" "NPC_FloorTurret.ShotSounds" "input_max_entries" "2.000000" "match_substring" "false" } "get_random" { "input_execute" "1.0" "input_min" "0.19" "input_max" "0.27" } "block_entries" { "input_duration" "@get_random.output" //in seconds "match_entry" "NPC_FloorTurret.ShotSounds" //The sound entry to use "match_entity" "true" } } "update_stack" { "import_stack" "p2_update_default" "speakers_multi_origin" { "input_max_iterations" "0" } } } } "NPC_FloorTurret.Die" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_70dB" "volume" "0.75" "wave" "npc/turret_floor/die.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "level_specific_check" { "input_execute" "1.0" //enable map checking here "operator" "get_map_name" "map_name" "sp_a4_laser_catapult" //we can remap this sound and since it's already hooked up we can do this without a map rebuild which everyone is paranoid about. } "import_stack" "P2_null_player_start" "play_entry" { "input_execute" "@level_specific_check.output" //enable map checking here "entry_name" "World.PlatformStop" //Replace with the sound you want to play. } "block_start" { "input_execute" "@level_specific_check.output" //enable map checking here } } } } "NPC_FloorTurret.Retract" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_70dB" "wave" "npc/turret_floor/retract.wav" } "NPC_FloorTurret.Alarm" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_TALKING" "wave" "npc/turret_floor/alarm.wav" } "NPC_FloorTurret.Ping" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_IDLE" "volume" "0.75" "wave" "npc/turret_floor/ping.wav" } "NPC_FloorTurret.Destruct" { "channel" "CHAN_BODY" "soundlevel" "SNDLVL_150dB" "pitch" "85,105" "volume" "1.0" "rndwave" { "wave" "props/explosions/explo_generic_med_01.wav" "wave" "props/explosions/explo_generic_med_02.wav" "wave" "props/explosions/explo_generic_med_03.wav" "wave" "props/explosions/explo_generic_med_04.wav" "wave" "props/explosions/explo_generic_med_05.wav" "wave" "props/explosions/explo_generic_med_06.wav" } "soundentry_version" "2" "operator_stacks" { "update_stack" { "import_stack" "p2_update_default" "volume_apply_occlusion" { "input2" "1.0" } "mixer" { "mixgroup" "xLoud" } } } } "NPC_FloorTurret.DryFire" { "channel" "CHAN_WEAPON" "soundlevel" "SNDLVL_70dB" "volume" "0.70" "pitch" "95,100" "wave" "^weapons/shotgun/shotgun_empty.wav" } "NPC_TripwireTurret.Reload" { "channel" "CHAN_AUTO" "soundlevel" "SNDLVL_85dB" "volume" "0.85" "wave" ")world/sphere_socket_attach_01.wav" } "NPC_TripwireTurret.LockedBeep" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_85dB" "wave" "weapons\rocket\rocket_locked_beep1.wav" } "NPC_TripwireTurret.LockingBeep" { "channel" "CHAN_ITEM" "soundlevel" "SNDLVL_TALKING" "wave" "weapons\rocket\rocket_locking_beep1.wav" } "NPC_FloorTurret.TalkFlung" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_TALKING" "rndwave" { "wave" "npc/turret/TurretLaunched01.wav" "wave" "npc/turret/TurretLaunched04.wav" "wave" "npc/turret/TurretLaunched08.wav" "wave" "npc/turret/TurretLaunched11.wav" } } "NPC_FloorTurret.TalkBurned" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_TALKING" "rndwave" { "wave" "npc/turret/TurretShotbylaser01.wav" "wave" "npc/turret/TurretShotbylaser02.wav" "wave" "npc/turret/TurretShotbylaser03.wav" "wave" "npc/turret/TurretShotbylaser04.wav" } } "NPC_FloorTurret.TalkStartBurning" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_TALKING" "wave" "npc/turret/TurretShotbylaser05.wav" } "NPC_FloorTurret.Distressed" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_TALKING" "rndwave" { "wave" "npc/turret/TurretLaunched01.wav" "wave" "npc/turret/TurretLaunched04.wav" "wave" "npc/turret/TurretLaunched08.wav" "wave" "npc/turret/TurretLaunched11.wav" } } "Bullets.GunshipNearmiss" { "channel" "CHAN_VOICE" "soundlevel" "SNDLVL_TALKING" "wave" "common/null.wav" }