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cfgSoundset.hpp
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class CfgSoundSets {
class awm_Shot_SoundSet {
soundShaders[] = { "awm_closeShot_SoundShader", "awm_midShot_SoundShader", "awm_distShot_SoundShader", "awm_Closure_SoundShader" };
volumeFactor = 1.2;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
class awm_Tail_SoundSet {
soundShaders[] = { "awm_tailDistant_SoundShader", "awm_tailForest_SoundShader", "awm_tailHouses_SoundShader", "awm_tailInterior_SoundShader", "awm_tailMeadows_SoundShader", "awm_tailTrees_SoundShader" };
volumeFactor = 1.3;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
};
class awc_silencerShot_SoundSet {
soundShaders[] = { "awc_silencerShot_SoundShader", "awm_Closure_SoundShader", "AWc_midShot_SoundShader" };
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
doppler = 0;
loop = 0;
};
class awc_silencerTail_SoundSet {
soundShaders[] = { "awc_silencerTailTrees_SoundShader", "awc_silencerTailForest_SoundShader", "awc_silencerTailMeadows_SoundShader", "awc_silencerTailHouses_SoundShader", "awc_silencerTailInterior_SoundShader" };
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
doppler = 0;
loop = 0;
soundShadersLimit = 2;
};
};