;; NOTICE FOR MODDERS ;; ; unless you need to edit already existing sound sections, do NOT edit the "script_sound_*" files but make a new one that defines your new sound sections ; eg. "script_sound_mymod.ltx" ; it will be automatically included and won't cause conflict with other mods that add/edit sound sections #include "script_sound_*.ltx" ;include "script_sound_agroprom.ltx" ;include "script_sound_axr.ltx" ;include "script_sound_darkvalley.ltx" ;include "script_sound_escape.ltx" ;include "script_sound_jupiter.ltx" ;include "script_sound_l05_bar.ltx" ;include "script_sound_marsh.ltx" ;include "script_sound_military.ltx" ;include "script_sound_pripyat.ltx" ;include "script_sound_story_and_music.ltx" ;include "script_sound_yantar.ltx" ;include "script_sound_zaton.ltx" ;include "script_sound_x16.ltx" ;include "script_sound_x18.ltx" ;include "script_sound_warlab.ltx" ;include "script_sound_mlr.ltx" ; A new feature has been added to help alleviate an issue with all sounds being loaded, even unused ones. Restricting sounds by level and story id is this solution. ; 'levels' is a new optional field. It's what levels to load the sound on, otherwise sound is not loaded. The absense of a levels field means the sound is loaded on all levels. ; 'story_ids' is a new optional field. It's a list of story_ids that can load the sound, otherwise sound is not loaded. The absense of a story_ids field means the sound can be loaded by all npc. [brain_scorcher_rumble] type = 3d path = semitone\anomalies\generators levels = l13u_warlab, l10u_bunker [radar_drone] type = looped path = ambient\radar_1 levels = l10_radar [radar_thunder] type = looped path = ambient\radar_2 levels = l10_radar [gen_noos_tunnel] type = looped path = semitone\anomalies\generators\generators_idle levels = l13_generators [warlab_pod_noise] type = looped path = ambient\warlab_pod_noise levels = l13u_warlab [red_bloodsucker_growl] type = 3d path = monsters\bloodsucker\distant_growl_ shuffle = rnd idle = 10,20,100 levels = l08u_brainlab, l03u_agr_underground [controller_script_attack] type = 3d path = monsters\controller\controller_script_attack_ shuffle = rnd idle = 10,20,100 levels = l08u_brainlab, l03u_agr_underground [rad_hat_1] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\radar\rad_hat_1 shuffle = seq idle = 1,1,100 levels = l10_radar, l10u_bunker, l08u_brainlab [rad_hat_2] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\radar\rad_hat_2 shuffle = seq idle = 1,1,100 levels = l10_radar, l10u_bunker, l08u_brainlab [radar_meh_on] type = looped path = ambient\cooling_run levels = l10u_bunker, l04u_labx18 [radar_meh_off] type = 3d path = ambient\cooling_stop levels = l10u_bunker, l04u_labx18 [psy_blackout] type = actor actor_stereo = true npc_prefix = false path = affects\psy_blackout shuffle = seq idle = 1,1,100 levels = l10u_bunker, l13u_warlab [bun_patrol_prikaz] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\bun\patrol_prikaz shuffle = seq idle = 1,1,100 levels = l10u_bunker [val_patrol_prikaz] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\val\patrol_prikaz shuffle = seq idle = 1,1,100 levels = l04u_labx18 [bun_monolith_call_1] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_1 shuffle = seq idle = 1,1,100 levels = l10u_bunker [sar_monolith_call] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_ shuffle = rnd idle = 10,15,100 levels = l12u_sarcofag [sar2_monolith_call] type = actor actor_stereo = true npc_prefix = false path = characters_voice\scenario\sarcofag\monolith_call_1 shuffle = rnd idle = 30,60,100 levels = l12u_sarcofag [mon_ambient] type = looped path = ambient\monolith_1 levels = l12u_sarcofag [mon_organic_moan] type = 3d path = ambient\organic_moan1 levels = l12u_sarcofag [mon_explosion] type = 3d path = ambient\mon_explosion levels = l12u_sarcofag, l13u_warlab [warlab_decoder] type = looped path = device\decoder levels = l13u_warlab [warlab_oso] type = looped path = ambient\os_1 levels = l13u_warlab [mon_monolith_damaged] type = 3d path = characters_voice\scenario\sarcofag\monolith_damaged shuffle = rnd idle = 0,0,100 levels = l13u_warlab [mon_monolith_heavy_damaged] type = 3d path = characters_voice\scenario\sarcofag\monolith_heavy_damaged shuffle = rnd idle = 0,0,100 levels = l13u_warlab [mon_monolith_alarm] type = 3d path = characters_voice\scenario\sarcofag\monolith_alarm shuffle = rnd idle = 0,0,100 levels = l13u_warlab [surge_earthquake_sound_looped] type = looped path = ambient\earthquake [surge_earthquake_sound] type = 3d path = ambient\earthquake [blowout_begin] type = 3d path = ambient\blowout\blowout_begin [blowout_rumble] type = looped path = ambient\blowout\blowout_rumble [blowout_hit_1] type = 3d path = ambient\blowout\blowout_impact [blowout_hit_2] type = 3d path = ambient\blowout\blowout_impact_02 [blowout_hit_3] type = 3d path = ambient\blowout\blowout_outro [blowout_wave_1] type = 3d path = ambient\blowout\blowout_wave_01 [blowout_wave_2] type = 3d path = ambient\blowout\blowout_wave_04 [blowout_wave_3] type = 3d path = ambient\blowout_wave_3 [blowout_particle_wave_looped] type = looped path = ambient\blowout\blowout_particle_wave [fallout_acid_rain] type = looped path = anomaly\acid_rain [state] type = npc npc_prefix = true avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade path = states\idle\idle_ shuffle = rnd idle = 7,13,100 group_snd = true [state_1] type = npc|actor|3d actor_stereo = true|false npc_prefix = true|false path = states\idle\idle_ shuffle = rnd|seq|loop idle = 3,5,100 ;min,max,rnd ;************************************************************ ;Универсальная озвучка встречи ;************************************************************ [wait] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\idle\idle_ shuffle = rnd idle = 7,10,100 ;************************************************************ ; Alife ;************************************************************ [patrol_sneak] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\sneak_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 1,1,100 [patrol_run] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\run_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 1,1,100 [patrol_walk] type = npc actor_stereo = false npc_prefix = true group_snd = true path = alife\patrol\walk_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 1,1,100 [fight_attack] type = npc actor_stereo = false npc_prefix = true path = fight\attack\script_attack_ avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer, army_npc, isg, renegade shuffle = rnd idle = 1,1,100 is_combat_sound = true [post_combat_wait] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 3,5,100 [post_combat_wait_long] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\wait_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 7,10,100 [post_combat_relax] type = npc actor_stereo = false npc_prefix = true group_snd = true path = fight\post_combat_wait\relax_ avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Звуки дверей ;*************************************************************** [trader_door_open_start] type = 3d path = device\door_start shuffle = rnd idle = 1,1,100 [trader_door_close_start] type = 3d path = device\door_closing shuffle = rnd idle = 1,1,100 [trader_door_close_stop] type = 3d path = device\door_stop shuffle = rnd idle = 1,1,100 [trader_door_locked] type = 3d path = device\door_locked shuffle = rnd idle = 1,1,100 [trader_door_unlock] type = 3d path = device\door_servomotor shuffle = rnd idle = 1,1,100 [wood_small_open] type = 3d path = device\wood_small_open shuffle = rnd idle = 1,1,100 [wood_small_close_start] type = 3d path = device\wood_small_close_start shuffle = rnd idle = 1,1,100 [wood_small_close_stop] type = 3d path = device\wood_small_close_stop shuffle = rnd idle = 1,1,100 [wood_large_open] type = 3d path = device\wood_large_open shuffle = rnd idle = 1,1,100 [wood_large_close_start] type = 3d path = device\wood_large_close_start shuffle = rnd idle = 1,1,100 [wood_large_close_stop] type = 3d path = device\wood_large_close_stop shuffle = rnd idle = 1,1,100 [metal_small_open] type = 3d path = device\metal_small_open shuffle = rnd idle = 1,1,100 [metal_small_close_start] type = 3d path = device\metal_small_close_start shuffle = rnd idle = 1,1,100 [metal_small_close_stop] type = 3d path = device\metal_small_close_stop shuffle = rnd idle = 1,1,100 [power_switch] type = 3d path = device\power_switch shuffle = rnd idle = 1,1,100 ;*************************************************************** ; звуки настольной рации ;*************************************************************** [radio_call] type = 3d path = device\radio_call shuffle = rnd idle = 0,0,100 ;*************************************************************** ; Озвучка ПДА ;*************************************************************** [pda_alarm] type = actor npc_prefix = false path = device\pda\pda_alarm shuffle = rnd idle = 0,0,100 [pda_news] type = actor npc_prefix = false path = device\pda\pda_news shuffle = rnd idle = 1,1,100 [pda_tips] type = actor npc_prefix = false path = device\pda\pda_tip shuffle = rnd idle = 1,1,100 [pda_task] type = actor npc_prefix = false path = device\pda\pda_objective shuffle = rnd idle = 1,1,100 [pda_welcome] type = actor npc_prefix = false path = device\pda\pda_welcome shuffle = rnd idle = 1,1,100 [pda_beep_1] type = actor npc_prefix = false path = device\pda\pda_beep_1 shuffle = rnd idle = 1,1,100 [pda_beep_2] type = actor npc_prefix = false path = device\pda\pda_beep_2 shuffle = rnd idle = 1,1,100 [pda_communication_lost] type = actor npc_prefix = false path = device\pda\pda_communication_lost shuffle = rnd idle = 1,1,100 ;*************************************************************** ; Озвучка Вертиберда ;*************************************************************** [heli_damaged] type = actor npc_prefix = false path = vehicles\helicopter\damage_ shuffle = rnd idle = 1,1,100 [heli_down] type = actor npc_prefix = false path = vehicles\helicopter\death_ shuffle = rnd idle = 1,1,100 [heli_hit] type = actor npc_prefix = false path = vehicles\helicopter\hit_ shuffle = rnd idle = 3,4,40 ;*************************************************************** ; ОСНОВНЫЕ ТЕМЫ ;*************************************************************** [alarm] type = 3d path = ambient\siren1 shuffle = loop idle = 0,0,100 [meet_hello] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, monolith, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_hello_ shuffle = rnd idle = 7,10,100 [meet_wait] type = npc avail_communities = bandit, csky, dolg, freedom, killer, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_wait_ shuffle = seq delay_sound = 15000 idle = 15,20,100 [meet_stop] type = npc avail_communities = bandit, csky, dolg, freedom, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_stop_ shuffle = rnd idle = 2,2,100 [meet_hide_weapon] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_hide_weapon_ shuffle = rnd idle = 7,10,100 [meet_use_no_default] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_use_no_default_ shuffle = rnd idle = 1,1,100 [meet_use_no_fight] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_use_no_fight_ shuffle = rnd idle = 2,2,100 [meet_use_no_weapon] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_use_no_weapon_ shuffle = rnd idle = 5,7,100 [meet_use_no_talk_leader] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\meet\meet_use_no_talk_leader_ shuffle = rnd idle = 5,7,100 [corpse_loot_begin] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\loot\loot_begin_ shuffle = rnd idle = 10,11,100 [corpse_loot_good] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\loot\loot_good_ shuffle = rnd idle = 10,11,100 [corpse_loot_bad] type = npc avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = states\loot\loot_bad_ shuffle = rnd idle = 10,11,100 [help_heavy] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = help\wounded_heavy\help_ shuffle = rnd idle = 4,8,100 [help_thanks] type = npc avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = help\wounded_thanx\thanx_ shuffle = rnd idle = 1,1,100 [wounded_medkit] type = npc avail_communities = army, stalker, bandit, dolg, freedom, killer, csky, greh, greh_npc, army_npc, isg, renegade npc_prefix = true path = help\wounded\medkit_ shuffle = rnd idle = 1,1,100 ;*************************************************************** ; ТЕМЫ ДЛЯ ТИРА ;*************************************************************** [steam_blowout] type = 3d path = anomaly\steam_blowout shuffle = rnd idle = 0,0,100 ;*************************************************************** ; Yasti: Repair, Cooking and Artifact Containers ;*************************************************************** [inv_repair_kit_use_fast_2p8] type = actor path = interface\inv_repair_kit_use_fast_2p8 shuffle = rnd [inv_repair_kit_use_fast] type = actor path = interface\inv_repair_kit_use_fast shuffle = rnd [inv_repair_kit_with_brushes] type = actor path = interface\inv_repair_kit_with_brushes shuffle = rnd [inv_repair_sewing_kit] type = actor path = interface\inv_repair_sewing_kit shuffle = rnd [inv_repair_sewing_kit_fast] type = actor path = interface\inv_repair_sewing_kit_fast shuffle = rnd [inv_repair_spray_oil] type = actor path = interface\inv_repair_spray_oil shuffle = rnd [inv_repair_brushes] type = actor path = interface\inv_repair_brushes shuffle = rnd [inv_repair_kit] type = actor path = interface\inv_repair_kit shuffle = rnd [inv_drink_flask_2] type = actor path = interface\inv_drink_flask_2 shuffle = rnd [inv_aam_close] type = actor path = interface\inv_aam_close shuffle = rnd [inv_aam_open] type = actor path = interface\inv_aam_open shuffle = rnd [inv_iam_open] type = actor path = interface\inv_iam_open shuffle = rnd [inv_iam_close] type = actor path = interface\inv_iam_close shuffle = rnd [inv_aac_open] type = actor path = interface\inv_aac_open shuffle = rnd [inv_aac_close] type = actor path = interface\inv_aac_close shuffle = rnd [inv_lead_open] type = actor path = interface\inv_lead_open shuffle = rnd [inv_lead_close] type = actor path = interface\inv_lead_close shuffle = rnd [inv_batt] type = actor path = interface\inv_batt shuffle = rnd [inv_cooking] type = actor path = interface\inv_cooking shuffle = rnd [inv_cooking_cooker] type = actor path = interface\inv_cooking_cooker shuffle = rnd [inv_cooking_stove] type = actor path = interface\inv_cooking_stove shuffle = rnd [inv_mutant_loot_animal] type = actor path = interface\inv_mutant_loot_animal shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_animal2] type = actor path = interface\inv_mutant_loot_animal2 shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_crow] type = actor path = interface\inv_mutant_loot_crow shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_grease] type = actor path = interface\inv_mutant_loot_grease shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_grease2] type = actor path = interface\inv_mutant_loot_grease2 shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_human] type = actor path = interface\inv_mutant_loot_human shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_human2] type = actor path = interface\inv_mutant_loot_human2 shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_rotten] type = actor path = interface\inv_mutant_loot_rotten shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mutant_loot_smaller] type = actor path = interface\inv_mutant_loot_smaller shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_matches] type = actor path = interface\inv_matches shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_death] type = actor path = interface\inv_death shuffle = rnd idle = 0,0,0 ;min,max,rnd [torch_click] type = actor path = weapons\pistol_empty shuffle = rnd idle = 0,0,0 ;min,max,rnd [inv_mask_clean] type = actor path = interface\inv_mask_clean shuffle = rnd [inv_open] type = actor path = interface\inv_open shuffle = rnd [inv_briefcase_light_open] type = actor path = interface\inv_briefcase_light_open shuffle = rnd ; AWR [awr_fail_1] type = actor path = actor\awr\awr_fail_1 shuffle = rnd idle = 0,0,0 [awr_fail_2] type = actor path = actor\awr\awr_fail_2 shuffle = rnd idle = 0,0,0 [awr_fail_3] type = actor path = actor\awr\awr_fail_3 shuffle = rnd idle = 0,0,0 [awr_fail_4] type = actor path = actor\awr\awr_fail_4 shuffle = rnd idle = 0,0,0 [awr_fail_5] type = actor path = actor\awr\awr_fail_5 shuffle = rnd idle = 0,0,0 ; IMM [inv_eat_can_imm] type = actor path = interface\inv_eat_can_imm shuffle = rnd idle = 0,0,0 [inv_axe_dismember_1] type = actor path = interface\inv_axe_dismember_1 shuffle = rnd idle = 0,0,0 [inv_axe_dismember_2] type = actor path = interface\inv_axe_dismember_2 shuffle = rnd idle = 0,0,0 [inv_axe_dismember_3] type = actor path = interface\inv_axe_dismember_3 shuffle = rnd idle = 0,0,0 [inv_axe_dismember_4] type = actor path = interface\inv_axe_dismember_4 shuffle = rnd idle = 0,0,0 [inv_axe_dismember_5] type = actor path = interface\inv_axe_dismember_5 shuffle = rnd idle = 0,0,0 [inv_disassemble_metal_fast] type = actor path = interface\inv_disassemble_metal_fast_ shuffle = rnd idle = 0,0,0 [inv_disassemble_cloth_fast] type = actor path = interface\inv_disassemble_cloth_fast_ shuffle = rnd idle = 0,0,0 [inv_tear_patch] type = actor path = interface\inv_disassemble_cloth_fast_2 shuffle = rnd idle = 0,0,0 [wind_storm1] type = looped path = nature\wind_storm1 [wind_storm2] type = looped path = nature\wind_storm2 [wind_storm3] type = looped path = nature\wind_storm3 [underground_drone] type = looped path = ambient\trx\background\underground [rain_helmet] type = looped path = ambient\rain_helm [rain_indoors] type = looped path = ambient\rain_indoors [snd_inv_mask_clean] type = actor path = interface\inv_mask_clean_3 shuffle = rnd idle = 0,0,0 [reload_shell] type = actor path = weapons\remington870\remington870_load idle = 0,0,0