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// DbAmbientAudio.ddf - ambient audio database records
//
// ---------------------------------------------
// Generic ambient audio components: weather
// ---------------------------------------------
DbAmbientWeatherSoundSet ambset_rainlt
{
weather = RainLt
loopingSounds =
[
{sound = ambloop_rainlt; priority = 1}
]
cutoffPriority = 0.5
minVolume = 1.0
}
DbAmbientWeatherSoundSet ambset_rainhv
{
weather = RainHv
loopingSounds =
[
{sound = ambloop_rainhv; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.5
minVolume = 1.0
}
DbAmbientWeatherSoundSet ambset_snowlt
{
weather = SnowLt
loopingSounds =
[
{sound = ambloop_snowlt; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.5
minVolume = 1.0
}
DbAmbientWeatherSoundSet ambset_snowhv
{
weather = SnowHv
loopingSounds =
[
{sound = ambloop_snowhv; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.5
minVolume = 1.0
}
DbAmbientWeatherSoundSet ambset_dustlt
{
weather = DustLt
loopingSounds =
[
{sound = ambloop_dustlt; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.5
minVolume = 1.0
}
DbAmbientWeatherSoundSet ambset_dusthv
{
weather = DustHv
loopingSounds =
[
{sound = ambloop_dusthv; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.5
minVolume = 1.0
}
// ---------------------------------------------
// Generic ambient audio component for water
// ---------------------------------------------
DbAmbientSoundSet ambset_water
{
loopingSounds =
[
{sound = ambloop_sea_waves_01; priority = 1}
{sound = ambloop_sea_waves_02; priority = 1}
]
sounds =
[
{sound = amb_sea_gulls_01; priority = 1}
{sound = amb_sea_gulls_02; priority = 1}
{sound = amb_sea_gulls_03; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.3
}
// ---------------------------------------------
// Temperate climate
// ---------------------------------------------
DbAmbientSoundSet ambset_land_temperate
{
loopingSounds =
[
{sound = ambloop_land_01_temp; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.3
}
DbAmbientSoundSet ambset_forest_temperate
{
loopingSounds =
[
{sound = ambloop_forest_01_temp; priority = 1}
{sound = ambloop_forest_02_temp; priority = 1}
]
sounds =
[
{sound = amb_temp_bird_call_01; priority = 1}
{sound = amb_temp_bird_call_02; priority = 1}
{sound = amb_temp_bird_call_03; priority = 1}
{sound = amb_temp_crow_solo; priority = 1}
{sound = amb_temp_hawk_multiple; priority = 1}
{sound = amb_temp_hawk_solo; priority = 1}
{sound = amb_temp_loon_call; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.5
}
DbAmbientMasterSoundSet ambient_master_set_temperate
{
weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
waterSoundSet = ambset_water
landSoundSet = ambset_land_temperate
forestSoundSet = ambset_forest_temperate
}
// ---------------------------------------------
// Tropical climate
// ---------------------------------------------
DbAmbientSoundSet ambset_land_tropical
{
loopingSounds =
[
{sound = ambloop_land_01_jungle; priority = 1}
]
sounds =
[
{sound = amb_jungle_bird_calling; priority = 1}
{sound = amb_jungle_bird_chatting; priority = 1}
{sound = amb_jungle_bird_chatting_2; priority = 1}
{sound = amb_jungle_monkey_call; priority = 1}
{sound = amb_jungle_thing; priority = 1}
{sound = amb_jungle_thing_2; priority = 1}
{sound = amb_jungle_thing_3; priority = 1}
{sound = amb_jungle_thing_4; priority = 1}
{sound = amb_jungle_thing_5; priority = 1}
{sound = amb_jungle_thing_6; priority = 1}
]
oneShotFreq = 4
cutoffPriority = 0.2
minVolume = 0.3
}
DbAmbientSoundSet ambset_forest_tropical
{
loopingSounds =
[
{sound = ambloop_forest_01_jungle; priority = 1}
{sound = ambloop_forest_02_jungle; priority = 1}
]
sounds =
[
{sound = amb_jungle_bird_calling; priority = 1}
{sound = amb_jungle_bird_chatting; priority = 1}
{sound = amb_jungle_bird_chatting_2; priority = 1}
{sound = amb_jungle_monkey_call; priority = 1}
{sound = amb_jungle_thing; priority = 1}
{sound = amb_jungle_thing_2; priority = 1}
{sound = amb_jungle_thing_3; priority = 1}
{sound = amb_jungle_thing_4; priority = 1}
{sound = amb_jungle_thing_5; priority = 1}
{sound = amb_jungle_thing_6; priority = 1}
]
oneShotFreq = 15
cutoffPriority = 0.2
minVolume = 0.5
}
DbAmbientMasterSoundSet ambient_master_set_tropical
{
weatherSoundSets = [ambset_rainlt ambset_rainhv]
waterSoundSet = ambset_water
landSoundSet = ambset_land_tropical
forestSoundSet = ambset_forest_tropical
}
// ---------------------------------------------
// Arid climate
// ---------------------------------------------
DbAmbientSoundSet ambset_land_arid
{
loopingSounds =
[
{sound = ambloop_land_01_arid; priority = 1}
{sound = ambloop_land_02_arid; priority = 1}
]
sounds =
[
{sound = amb_arid_bugs; priority = 1}
{sound = amb_arid_hawk; priority = 1}
{sound = amb_arid_insect_buzz; priority = 1}
{sound = amb_arid_rattler; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.3
}
DbAmbientSoundSet ambset_forest_arid
{
loopingSounds =
[
{sound = ambloop_land_01_arid; priority = 1}
{sound = ambloop_land_02_arid; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.5
}
DbAmbientMasterSoundSet ambient_master_set_arid
{
weatherSoundSets = [ambset_rainlt ambset_rainhv /* ambset_dustlt */ ambset_dusthv]
waterSoundSet = ambset_water
landSoundSet = ambset_land_arid
// forestSoundSet = ambset_forest_arid
}
// ---------------------------------------------
// Mediterranean climate
// ---------------------------------------------
DbAmbientSoundSet ambset_land_mediterranean
{
loopingSounds =
[
{sound = ambloop_land_01_mediterranean; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.3
}
DbAmbientSoundSet ambset_forest_mediterranean
{
loopingSounds =
[
{sound = ambloop_forest_01_tundra; priority = 1}
{sound = ambloop_forest_02_tundra; priority = 1}
]
sounds =
[
{sound = amb_mediterranean_bird_call_01; priority = 1}
{sound = amb_mediterranean_bird_call_02; priority = 1}
//{sound = amb_tundra_bird_call_03; priority = 1}
//{sound = amb_tundra_bird_call_04; priority = 1}
//{sound = amb_tundra_bird_call_05; priority = 1}
//{sound = amb_tundra_crow_solo; priority = 1}
//{sound = amb_tundra_hawk_multiple; priority = 1}
//{sound = amb_tundra_hawk_solo; priority = 1}
//{sound = amb_tundra_loon_call; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.5
}
DbAmbientMasterSoundSet ambient_master_set_mediterranean
{
weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
waterSoundSet = ambset_water
landSoundSet = ambset_land_mediterranean
forestSoundSet = ambset_forest_mediterranean
}
// ---------------------------------------------
// Tundra climate
// ---------------------------------------------
DbAmbientSoundSet ambset_land_tundra
{
loopingSounds =
[
{sound = ambloop_land_01_tundra; priority = 1}
{sound = ambloop_land_02_tundra; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.3
}
DbAmbientSoundSet ambset_forest_tundra
{
loopingSounds =
[
{sound = ambloop_forest_01_tundra; priority = 1}
{sound = ambloop_forest_02_tundra; priority = 1}
]
sounds =
[
{sound = amb_tundra_bird_call_01; priority = 1}
{sound = amb_tundra_bird_call_02; priority = 1}
{sound = amb_tundra_bird_call_03; priority = 1}
{sound = amb_tundra_bird_call_04; priority = 1}
{sound = amb_tundra_bird_call_05; priority = 1}
{sound = amb_tundra_crow_solo; priority = 1}
{sound = amb_tundra_hawk_multiple; priority = 1}
{sound = amb_tundra_hawk_solo; priority = 1}
{sound = amb_tundra_loon_call; priority = 1}
]
oneShotFreq = 5
cutoffPriority = 0.2
minVolume = 0.5
}
DbAmbientMasterSoundSet ambient_master_set_tundra
{
weatherSoundSets = [ambset_rainlt ambset_rainhv ambset_snowlt ambset_snowhv]
waterSoundSet = ambset_water
landSoundSet = ambset_land_tundra
forestSoundSet = ambset_forest_tundra
}
Thanks in advance, I can't figure out what I have missed...
Added after 3 hours 21 minutes 11 seconds:
Problem solved!!