// Halflife 2 custom sound mixers. // These Sound Mixers are referenced by name from Soundscapes, and are used to provide // custom volume control over various sound categories, called 'mix groups' // "GROUPRULES" specifies the rules for inclusion of a sound in a mix group. // Rules are checked sequentially (from top to bottom). All fields must match // in a row in order for a sound to match the group. A sound my be included // in up to 8 mix groups. // LIMITS: // up to 64 unique mix groups // up to 76 group rules entries // up to 32 sound mixers // all strings are limited to 31 characters! // NOTE2: at runtime, you can display the classname of the sound source by // setting snd_showclassname 1 in the console. // NOTE3: main character dialog during critical scenes is ducked using a separate code path which, when // active, temporarilly disables mixer ducking (prevent double ducking). // Lower priority sounds are ducked by higher priority sounds, if "is ducked" is enabled. // Only sounds with "causes ducking" enabled can cause a lower priority sound to be ducked. "GROUPRULES" { // NOTE: order these from least general to most general // directory or .wav classname Causes Duck to Ducker // group name name substring substring chan sndlvl_min sndlvl_max priority Is Ducked Ducking Percent Threshold // --------- ------------------ --------- ----------- ---------- ---------- -------- -------- ------- ------- --------- "voip" "?VoiceSfx" "" "" "" "" "60" "0" "0" "100" "40" "VO" "vo/" "" "" "" "" "50" "0" "0" "100" "40" "Ambient" "ambient/" "" "" "" "" "50" "0" "0" "100" "40" "common" "common/" "" "" "" "" "50" "0" "0" "100" "40" "AmbientMP3" "ambient_mp3/" "" "" "" "" "50" "0" "0" "100" "40" "Items" "items/" "" "" "" "" "50" "0" "0" "100" "40" "Midi" "midi/" "" "" "" "" "50" "0" "0" "100" "40" "Misc" "misc/" "" "" "" "" "50" "0" "0" "100" "40" "Music" "music/" "" "" "" "" "50" "0" "0" "100" "40" "MVM" "mvm/" "" "" "" "" "50" "0" "0" "100" "40" "passtime" "passtime/" "" "" "" "" "50" "0" "0" "100" "40" "physics" "physics/" "" "" "" "" "50" "0" "0" "100" "40" "pl_hoodoo" "pl_hoodoo/" "" "" "" "" "50" "0" "0" "100" "40" "plats" "plats/" "" "" "" "" "50" "0" "0" "100" "40" "player" "player/" "" "" "" "" "50" "0" "0" "100" "40" "replay" "replay/" "" "" "" "" "50" "0" "0" "100" "40" "ui" "ui/" "" "" "" "" "50" "0" "0" "100" "40" "weapons" "weapons/" "" "" "" "" "50" "0" "0" "100" "40" "buttons" "buttons/" "" "" "" "" "50" "0" "0" "100" "40" "doors" "doors/" "" "" "" "" "50" "0" "0" "100" "40" } //---------------------------------------------------------------- // Sound Mixers, referenced in Soundscapes via "SOUNDMIXER" "name" // New Sound Mixers may be created by level designers or sound engineer. //---------------------------------------------------------------- // This is the default mix for the game. // The mix value of a sound will be set to the value referenced by the // least general group found that includes the sound. (top to bottom search of grouprules) "Default_Mix" { // group name mix value // -------- --------- "voip" "1.0" "VO" "0.0" "Ambient" "0.0" "AmbientMP3" "0.0" "common" "0.0" "Items" "0.0" "Midi" "0.0" "Misc" "0.0" "Music" "0.0" "MVM" "0.0" "passtimeVO" "0.0" "physics" "0.0" "pl_hoodoo" "0.0" "plats" "0.0" "player" "0.0" "replay" "0.0" "ui" "0.0" "weapons" "0.0" "buttons" "0.0" "doors" "0.0" }