environment.cs 3.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. // ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
  23. // ----------------------------------------------------------------------------
  24. // Rain
  25. // ----------------------------------------------------------------------------
  26. datablock SFXProfile(HeavyRainSound)
  27. {
  28. filename = "art/sound/environment/amb";
  29. description = AudioLoop2d;
  30. };
  31. datablock PrecipitationData(HeavyRain)
  32. {
  33. soundProfile = "HeavyRainSound";
  34. dropTexture = "art/environment/precipitation/rain";
  35. splashTexture = "art/environment/precipitation/water_splash";
  36. dropSize = 0.35;
  37. splashSize = 0.1;
  38. useTrueBillboards = false;
  39. splashMS = 500;
  40. };
  41. // ----------------------------------------------------------------------------
  42. // Lightning
  43. // ----------------------------------------------------------------------------
  44. // When setting up thunder sounds for lightning it should be known that:
  45. // - strikeSound is a 3d sound
  46. // - thunderSounds[n] are 2d sounds
  47. datablock SFXProfile(ThunderCrash1Sound)
  48. {
  49. filename = "art/sound/environment/thunder1";
  50. description = Audio2d;
  51. };
  52. datablock SFXProfile(ThunderCrash2Sound)
  53. {
  54. filename = "art/sound/environment/thunder2";
  55. description = Audio2d;
  56. };
  57. datablock SFXProfile(ThunderCrash3Sound)
  58. {
  59. filename = "art/sound/environment/thunder3";
  60. description = Audio2d;
  61. };
  62. datablock SFXProfile(ThunderCrash4Sound)
  63. {
  64. filename = "art/sound/environment/thunder4";
  65. description = Audio2d;
  66. };
  67. datablock LightningData(DefaultStorm)
  68. {
  69. thunderSounds[0] = ThunderCrash1Sound;
  70. thunderSounds[1] = ThunderCrash2Sound;
  71. thunderSounds[2] = ThunderCrash3Sound;
  72. thunderSounds[3] = ThunderCrash4Sound;
  73. strikeTextures[0] = "art/environment/lightning";
  74. };
  75. datablock ReflectorDesc( DefaultCubeDesc )
  76. {
  77. texSize = 256;
  78. nearDist = 0.1;
  79. farDist = 1000.0;
  80. objectTypeMask = 0xFFFFFFFF;
  81. detailAdjust = 1.0;
  82. priority = 1.0;
  83. maxRateMs = 15;
  84. useOcclusionQuery = true;
  85. };