"NPC_Defender.Alert" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "100, 150" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_scan5.wav" "wave" "npc/scanner/scanner_alert1.wav" } } // NOTE: all 'short' loops must be on chan voice "NPC_Defender.Combat" { "channel" "CHAN_VOICE" "volume" "0.65" "pitch" "165,195" "soundlevel" "SNDLVL_85dB" "rndwave" { "wave" "npc/scanner/combat_scan_loop2.wav" // "wave" "npc/defender/illuminate_loop.wav" } } // NOTE: must be on CHAN_VOICE to kill all loops when defender dies "NPC_Defender.Die" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_120dB" "wave" "npc/scanner/cbot_energyexplosion1.wav" } "NPC_Defender.FlyLoop" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NORM" "wave" "npc/scanner/scanner_combat_loop1.wav" } "NPC_Defender.Gib" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc/scanner/scanner_explode_crash1.wav" } "NPC_Defender.Idle" { "channel" "CHAN_VOICE" "volume" "0.6" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "npc/scanner/cbot_servochatter.wav" "wave" "npc/scanner/combat_scan5.wav" } } // when the defender sees the player, but is out of range "NPC_Defender.OutOfRange" { "channel" "CHAN_VOICE" "volume" "0.75" "pitch" "70,80" "soundlevel" "SNDLVL_80dB" "wave" "npc/defender/outofrange_loop.wav" } "NPC_Defender.Pain" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "100,120" "soundlevel" "SNDLVL_90dB" "rndwave" { "wave" "npc/scanner/scanner_pain1.wav" "wave" "npc/scanner/scanner_pain2.wav" "wave" "npc/scanner/scanner_electric1.wav" "wave" "npc/scanner/scanner_electric2.wav" } } //"NPC_Defender.CannonSound" //{ // "channel" "CHAN_STATIC" // "volume" "1.0" // "pitch" "90" // // "soundlevel" "SNDLVL_140dB" // // "wave" "npc/combine_gunship/gunship_fire_loop1.wav" //}