Open gap9269 opened 7 years ago
Feel free to just tell me which pre-existing sounds to use instead of any of these. I'm just being as thorough as possible so you can spend less time looking for things that need sounds
Fixed above errors, added ambience_ocean_play to ambience bank. It's like the garden ambience where its a spot sound that becomes stereo as you go near it, so place it on the far tip of the boat in both maps its in so the distance is consistent and i'll tune it to attenuate right.
'Stop_All' Doesn't affect any of the ambiences. I think it's because you have it on a different object than you normally would, so however you set it up to play/stop automatically on map transitions doesn't work on it. You could just treat it as an object and manually post the stop event.
These can all go into a "Science.bnk" probably
Intermediate Science:
ADD: ~XXX i73_console_beep - ambient computer noise loop coming from every console with blinking light XXX i73_screen_hum_main - ambient crt screen hum for all the main screen XXX i73_screen_hum_small - all the smaller screen faces scattered around~
~Computer Science 101 : XXX science_cloner_spawn -- when an enemy is spawned~
~Comp Sci 102: XXX button_incorrect - pick the wrong one and enemies spawn XXX button_correct - pick the correct one and nothing happens XXX comp_sci_door_open~
~Comp Sci 103: XXX science_platform_disappear (These are both optional... might not be necessary at all) XXX science_platform_appear~
~ADD: XXX object_chip_destroy - floating chip objects~
Probability Simulation Lab:
~XXX (We'll re-use the button sounds from 102 probably) XXX prob_lab_door_open (this will probably need to be faster than the other one. If not, just reuse it) XXX i73_turned_on (this plays as soon as you hit the final button in the area and the map lights up) XXX roulette_machine_started (first time you hit the button and it plays that trippy animation) XXX object_vent_fan_play (Already have this in the vents bank. Just move it to the science one also?) XXX object_vent_fan_stop (need this when map shuts off)~
ADD: ~XXX roulette_machine_text_advance - small beep each time text changes on screen~
Biology 101:
~XXX object_saw_play XXX object_saw_stop (will need this later I think) XXX object_organ_bot_play (just a chomping, whirring loop or something) XXX object_donate_organ (when you toss an organ into the bot) XXX cutscene_door_unlocked (probably just some little success noise when you've donated enough organs)~
ALSO: ~XXX object_germ_destroy - germ destructables~
Biology 102:
~XXX water_splash XXX object_banana_hit XXX object_banana_destroy XXX object_bubble_play (just a loop for the bubbles that constantly rise)~
ADD: ~XXX leave_water - don't know if there's an easy way to tell if entering or leaving water to trigger this~
Fringe 101:
Fringe 102:
~XXX object_sun_play (loop for the sun) XXX object_comet_burnout (When one of the revolving comets burns out) XXX object_comet_burn_loop_play (a loop for each revolving comet, but only for when it's burning. The _burnout event can stop it) XXX object_meteor_play (the loop for the falling, dangerous meteors) XXX cutscene_map_rumble (when the screen shakes periodically when you get down to only a couple comets. Maybe just re-use the asp sound) XXX map_transition (see #339 . Should stop the sun_loop. Starts when the map begins to shake and fade to white.)~
Center of the Darylverse:
~XXX object_notepad_rise (when the notepad rises up from the floor. We do this 3 different times throughout the game in this map for various side quests)~
Advanced COmputer Science:
~XXX i73_slide_down XXX science_room_dim XXX i73_shuts_off~
Frankenstein
Outside: ~XXX angry_mob_charge (loose object) XXX angry_mob_riot_play XXX angry_mob_murmur_play - this automatically plays after the charge happens, but if they are still there when you go back to the map, use this instead of the riot loop XXX ambience_frankenstein_outside~
~XXX frankenstein_gate_raise (the metal gates that are everywhere)~ ~X scrooge_electric_wall_plug_battery (move this to the Objects bank as a loose event also. Keep the name the same for convenience if possible)~
Garden Area:
~XXX pull_excalibur (when you remove excalibur from the rock. Need to equip all King Arthur gear to enable it)~
X garden_woods_ambience_play - loop coming from garden area, play as a spot sound centered in the garden
Chapel:
~X chapel_floor_remove (when the seconds of floor disappear every couple seconds)
Lab:
~X frankenstein_move (When you take the wrench and frankenstein slides over. Just make one event for the entire thing)~
Experimental Wing:
~X frankenstein_lab_appear (when the lab pops into existence during the Watson quest. Imagine the popping sound you can make with your mouth)~
~X green_sludge_play - i have this as a spot sound, but it's stereo when you're near it, so you may just be able to put one in the middle of the sludge and be done. Otherwise, treat it as a multisound and put a few of them on there. I can mess with the distance curves and stuff.~
Depths:
~X ambience_castle_depths_play ~X object_fire_trap_loop_play - for the fire traps that are just always on
Tower: ~X ambience_frankenstein_tower - wind noise, reacts to frankenstein_tower_rtpc (map height)~
~X frankenstein_lightning_small (the background lightning. might want an rtpc for this so it gets quieter when you're lower in the map)~
~X frankenstein_lightning_large (the big one that hits Frankenstein's Monster on the roof)~
~X frankenstein_table_lower_start / _stop~
Axis: X frankenstein_transform (When he starts glowing) X literature_axis_distort (maybe the same as haunted bedroom version?)
Misc
Lost Hallway: X object_vent_fan_play (need it in the lost hallway. Maybe just move this object to the loose object sound folder so I can load it when needed? Still keep it in science.bnk though) X ghost_door_unlock (Not the lock sound, but when you enter the Lost Hallway through a new door and the unlock animation plays) X eli_case_open (starts when the case shakes. I was thinking some really dramatic choir sound or something as it opens). X place_gem (when you place a gem in a slot)