RpgAudio.xap 63 KB

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  1. Signature = XACT3;
  2. Version = 18;
  3. Content Version = 46;
  4. Release = February 2010;
  5. Options
  6. {
  7. Verbose Report = 0;
  8. Generate C/C++ Headers = 1;
  9. }
  10. Global Settings
  11. {
  12. Xbox File = Xbox\RPGAudio.xgs;
  13. Windows File = Win\RPGAudio.xgs;
  14. Header File = RPGAudio.h;
  15. Exclude Category Names = 0;
  16. Exclude Variable Names = 0;
  17. Last Modified Low = 0;
  18. Last Modified High = 0;
  19. Category
  20. {
  21. Name = Global;
  22. Public = 1;
  23. Background Music = 0;
  24. Volume = 0;
  25. Category Entry
  26. {
  27. }
  28. Instance Limit
  29. {
  30. Max Instances = 255;
  31. Behavior = 0;
  32. Crossfade
  33. {
  34. Fade In = 0;
  35. Fade Out = 0;
  36. Crossfade Type = 0;
  37. }
  38. }
  39. }
  40. Category
  41. {
  42. Name = Default;
  43. Public = 1;
  44. Background Music = 0;
  45. Volume = 0;
  46. Category Entry
  47. {
  48. Name = Global;
  49. }
  50. Instance Limit
  51. {
  52. Max Instances = 255;
  53. Behavior = 0;
  54. Crossfade
  55. {
  56. Fade In = 0;
  57. Fade Out = 0;
  58. Crossfade Type = 0;
  59. }
  60. }
  61. }
  62. Category
  63. {
  64. Name = Music;
  65. Public = 1;
  66. Background Music = 1;
  67. Volume = -500;
  68. Category Entry
  69. {
  70. Name = Global;
  71. }
  72. Instance Limit
  73. {
  74. Max Instances = 255;
  75. Behavior = 0;
  76. Crossfade
  77. {
  78. Fade In = 0;
  79. Fade Out = 0;
  80. Crossfade Type = 0;
  81. }
  82. }
  83. }
  84. Variable
  85. {
  86. Name = OrientationAngle;
  87. Public = 1;
  88. Global = 0;
  89. Internal = 0;
  90. External = 0;
  91. Monitored = 1;
  92. Reserved = 1;
  93. Read Only = 0;
  94. Time = 0;
  95. Value = 0.000000;
  96. Initial Value = 0.000000;
  97. Min = -180.000000;
  98. Max = 180.000000;
  99. }
  100. Variable
  101. {
  102. Name = DopplerPitchScalar;
  103. Public = 1;
  104. Global = 0;
  105. Internal = 0;
  106. External = 0;
  107. Monitored = 1;
  108. Reserved = 1;
  109. Read Only = 0;
  110. Time = 0;
  111. Value = 1.000000;
  112. Initial Value = 1.000000;
  113. Min = 0.000000;
  114. Max = 4.000000;
  115. }
  116. Variable
  117. {
  118. Name = SpeedOfSound;
  119. Public = 1;
  120. Global = 1;
  121. Internal = 0;
  122. External = 0;
  123. Monitored = 1;
  124. Reserved = 1;
  125. Read Only = 0;
  126. Time = 0;
  127. Value = 343.500000;
  128. Initial Value = 343.500000;
  129. Min = 0.000000;
  130. Max = 1000000.000000;
  131. }
  132. Variable
  133. {
  134. Name = ReleaseTime;
  135. Public = 1;
  136. Global = 0;
  137. Internal = 1;
  138. External = 1;
  139. Monitored = 1;
  140. Reserved = 1;
  141. Read Only = 1;
  142. Time = 1;
  143. Value = 0.000000;
  144. Initial Value = 0.000000;
  145. Min = 0.000000;
  146. Max = 15000.000000;
  147. }
  148. Variable
  149. {
  150. Name = AttackTime;
  151. Public = 1;
  152. Global = 0;
  153. Internal = 1;
  154. External = 1;
  155. Monitored = 1;
  156. Reserved = 1;
  157. Read Only = 1;
  158. Time = 1;
  159. Value = 0.000000;
  160. Initial Value = 0.000000;
  161. Min = 0.000000;
  162. Max = 15000.000000;
  163. }
  164. Variable
  165. {
  166. Name = NumCueInstances;
  167. Public = 1;
  168. Global = 0;
  169. Internal = 1;
  170. External = 1;
  171. Monitored = 1;
  172. Reserved = 1;
  173. Read Only = 1;
  174. Time = 0;
  175. Value = 0.000000;
  176. Initial Value = 0.000000;
  177. Min = 0.000000;
  178. Max = 1024.000000;
  179. }
  180. Variable
  181. {
  182. Name = Distance;
  183. Public = 1;
  184. Global = 0;
  185. Internal = 0;
  186. External = 0;
  187. Monitored = 1;
  188. Reserved = 1;
  189. Read Only = 0;
  190. Time = 0;
  191. Value = 0.000000;
  192. Initial Value = 0.000000;
  193. Min = 0.000000;
  194. Max = 1000000.000000;
  195. }
  196. Variable
  197. {
  198. Name = RpgCueVolume;
  199. Public = 1;
  200. Global = 0;
  201. Internal = 0;
  202. External = 0;
  203. Monitored = 1;
  204. Reserved = 0;
  205. Read Only = 0;
  206. Time = 0;
  207. Value = 0.000000;
  208. Initial Value = 0.000000;
  209. Min = 0.000000;
  210. Max = 100.000000;
  211. }
  212. Compression Preset
  213. {
  214. Name = NormalCompression;
  215. Xbox Format Tag = 357;
  216. Target Sample Rate = 48000;
  217. XMA Quality = 80;
  218. Find Best Quality = 0;
  219. High Freq Cut = 0;
  220. Loop = 0;
  221. PC Format Tag = 2;
  222. Samples Per Block = 128;
  223. }
  224. }
  225. Wave Bank
  226. {
  227. Name = Wave Bank;
  228. Xbox File = Xbox\Wave Bank.xwb;
  229. Windows File = Win\Wave Bank.xwb;
  230. Xbox Bank Path Edited = 1;
  231. Windows Bank Path Edited = 1;
  232. Seek Tables = 1;
  233. Compression Preset Name = NormalCompression;
  234. Xbox Bank Last Modified Low = 0;
  235. Xbox Bank Last Modified High = 0;
  236. PC Bank Last Modified Low = 0;
  237. PC Bank Last Modified High = 0;
  238. Header Last Modified Low = 0;
  239. Header Last Modified High = 0;
  240. Bank Last Revised Low = 2728908422;
  241. Bank Last Revised High = 29919018;
  242. Wave
  243. {
  244. Name = BattleTheme;
  245. File = Waves\BattleTheme.wav;
  246. Build Settings Last Modified Low = 2705158422;
  247. Build Settings Last Modified High = 29919018;
  248. Cache
  249. {
  250. Format Tag = 0;
  251. Channels = 2;
  252. Sampling Rate = 44100;
  253. Bits Per Sample = 1;
  254. Play Region Offset = 44;
  255. Play Region Length = 3906408;
  256. Loop Region Offset = 0;
  257. Loop Region Length = 0;
  258. File Type = 1;
  259. Last Modified Low = 2511704064;
  260. Last Modified High = 29878966;
  261. }
  262. }
  263. Wave
  264. {
  265. Name = DungeonTheme;
  266. File = Waves\DungeonTheme.wav;
  267. Build Settings Last Modified Low = 2705158422;
  268. Build Settings Last Modified High = 29919018;
  269. Cache
  270. {
  271. Format Tag = 0;
  272. Channels = 2;
  273. Sampling Rate = 44100;
  274. Bits Per Sample = 1;
  275. Play Region Offset = 44;
  276. Play Region Length = 5080268;
  277. Loop Region Offset = 0;
  278. Loop Region Length = 0;
  279. File Type = 1;
  280. Last Modified Low = 298138624;
  281. Last Modified High = 29877481;
  282. }
  283. }
  284. Wave
  285. {
  286. Name = ForestTheme;
  287. File = Waves\ForestTheme.wav;
  288. Build Settings Last Modified Low = 2705158422;
  289. Build Settings Last Modified High = 29919018;
  290. Cache
  291. {
  292. Format Tag = 0;
  293. Channels = 2;
  294. Sampling Rate = 44100;
  295. Bits Per Sample = 1;
  296. Play Region Offset = 44;
  297. Play Region Length = 4515788;
  298. Loop Region Offset = 0;
  299. Loop Region Length = 0;
  300. File Type = 1;
  301. Last Modified Low = 728204032;
  302. Last Modified High = 29877483;
  303. }
  304. }
  305. Wave
  306. {
  307. Name = MainTheme;
  308. File = Waves\MainTheme.wav;
  309. Build Settings Last Modified Low = 2705158422;
  310. Build Settings Last Modified High = 29919018;
  311. Cache
  312. {
  313. Format Tag = 0;
  314. Channels = 2;
  315. Sampling Rate = 44100;
  316. Bits Per Sample = 1;
  317. Play Region Offset = 44;
  318. Play Region Length = 7130220;
  319. Loop Region Offset = 0;
  320. Loop Region Length = 0;
  321. File Type = 1;
  322. Last Modified Low = 1071866880;
  323. Last Modified High = 29877595;
  324. }
  325. }
  326. Wave
  327. {
  328. Name = Continue;
  329. File = Waves\Continue.wav;
  330. Build Settings Last Modified Low = 2705158422;
  331. Build Settings Last Modified High = 29919018;
  332. Cache
  333. {
  334. Format Tag = 0;
  335. Channels = 1;
  336. Sampling Rate = 22050;
  337. Bits Per Sample = 1;
  338. Play Region Offset = 44;
  339. Play Region Length = 4608;
  340. Loop Region Offset = 0;
  341. Loop Region Length = 0;
  342. File Type = 1;
  343. Last Modified Low = 2781769472;
  344. Last Modified High = 29878968;
  345. }
  346. }
  347. Wave
  348. {
  349. Name = Death;
  350. File = Waves\Death.wav;
  351. Build Settings Last Modified Low = 2705314672;
  352. Build Settings Last Modified High = 29919018;
  353. Cache
  354. {
  355. Format Tag = 0;
  356. Channels = 1;
  357. Sampling Rate = 44100;
  358. Bits Per Sample = 1;
  359. Play Region Offset = 44;
  360. Play Region Length = 38462;
  361. Loop Region Offset = 0;
  362. Loop Region Length = 0;
  363. File Type = 1;
  364. Last Modified Low = 2521769472;
  365. Last Modified High = 29878968;
  366. }
  367. }
  368. Wave
  369. {
  370. Name = FireballCreate;
  371. File = Waves\FireballCreate.wav;
  372. Build Settings Last Modified Low = 2705314672;
  373. Build Settings Last Modified High = 29919018;
  374. Cache
  375. {
  376. Format Tag = 0;
  377. Channels = 1;
  378. Sampling Rate = 22050;
  379. Bits Per Sample = 1;
  380. Play Region Offset = 44;
  381. Play Region Length = 43824;
  382. Loop Region Offset = 0;
  383. Loop Region Length = 0;
  384. File Type = 1;
  385. Last Modified Low = 2086671360;
  386. Last Modified High = 29878965;
  387. }
  388. }
  389. Wave
  390. {
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  1948. Cue
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  1965. Cue
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  1974. Sound Entry
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  1981. }
  1982. Cue
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  1991. Sound Entry
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  1998. }
  1999. Cue
  2000. {
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  2002. Variation
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  2008. Sound Entry
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  2015. }
  2016. Cue
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  2019. Variation
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  2025. Sound Entry
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  2032. }
  2033. Cue
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  2036. Variation
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  2042. Sound Entry
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  2049. }
  2050. Cue
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  2053. Variation
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  2059. Sound Entry
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  2065. }
  2066. }
  2067. Cue
  2068. {
  2069. Name = FireballHit;
  2070. Variation
  2071. {
  2072. Variation Type = 3;
  2073. Variation Table Type = 1;
  2074. New Variation on Loop = 0;
  2075. }
  2076. Sound Entry
  2077. {
  2078. Name = FireballHit;
  2079. Index = 7;
  2080. Weight Min = 0;
  2081. Weight Max = 255;
  2082. }
  2083. }
  2084. Cue
  2085. {
  2086. Name = HealCreate;
  2087. Variation
  2088. {
  2089. Variation Type = 3;
  2090. Variation Table Type = 1;
  2091. New Variation on Loop = 0;
  2092. }
  2093. Sound Entry
  2094. {
  2095. Name = HealCreate;
  2096. Index = 8;
  2097. Weight Min = 0;
  2098. Weight Max = 255;
  2099. }
  2100. }
  2101. Cue
  2102. {
  2103. Name = HealImpact;
  2104. Variation
  2105. {
  2106. Variation Type = 3;
  2107. Variation Table Type = 1;
  2108. New Variation on Loop = 0;
  2109. }
  2110. Sound Entry
  2111. {
  2112. Name = HealImpact;
  2113. Index = 9;
  2114. Weight Min = 0;
  2115. Weight Max = 255;
  2116. }
  2117. }
  2118. Cue
  2119. {
  2120. Name = HealPotion;
  2121. Variation
  2122. {
  2123. Variation Type = 3;
  2124. Variation Table Type = 1;
  2125. New Variation on Loop = 0;
  2126. }
  2127. Sound Entry
  2128. {
  2129. Name = HealPotion;
  2130. Index = 10;
  2131. Weight Min = 0;
  2132. Weight Max = 255;
  2133. }
  2134. }
  2135. Cue
  2136. {
  2137. Name = LevelUp;
  2138. Variation
  2139. {
  2140. Variation Type = 3;
  2141. Variation Table Type = 1;
  2142. New Variation on Loop = 0;
  2143. }
  2144. Sound Entry
  2145. {
  2146. Name = LevelUp;
  2147. Index = 11;
  2148. Weight Min = 0;
  2149. Weight Max = 255;
  2150. }
  2151. }
  2152. Cue
  2153. {
  2154. Name = LoseTheme;
  2155. Variation
  2156. {
  2157. Variation Type = 3;
  2158. Variation Table Type = 1;
  2159. New Variation on Loop = 0;
  2160. }
  2161. Sound Entry
  2162. {
  2163. Name = LoseTheme;
  2164. Index = 12;
  2165. Weight Min = 0;
  2166. Weight Max = 255;
  2167. }
  2168. }
  2169. Cue
  2170. {
  2171. Name = MenuMove;
  2172. Variation
  2173. {
  2174. Variation Type = 3;
  2175. Variation Table Type = 1;
  2176. New Variation on Loop = 0;
  2177. }
  2178. Sound Entry
  2179. {
  2180. Name = MenuMove;
  2181. Index = 13;
  2182. Weight Min = 0;
  2183. Weight Max = 255;
  2184. }
  2185. }
  2186. Cue
  2187. {
  2188. Name = Money;
  2189. Variation
  2190. {
  2191. Variation Type = 3;
  2192. Variation Table Type = 1;
  2193. New Variation on Loop = 0;
  2194. }
  2195. Sound Entry
  2196. {
  2197. Name = Money;
  2198. Index = 14;
  2199. Weight Min = 0;
  2200. Weight Max = 255;
  2201. }
  2202. }
  2203. Cue
  2204. {
  2205. Name = QuestComplete;
  2206. Variation
  2207. {
  2208. Variation Type = 3;
  2209. Variation Table Type = 1;
  2210. New Variation on Loop = 0;
  2211. }
  2212. Sound Entry
  2213. {
  2214. Name = QuestComplete;
  2215. Index = 15;
  2216. Weight Min = 0;
  2217. Weight Max = 255;
  2218. }
  2219. }
  2220. Cue
  2221. {
  2222. Name = SpellBlock;
  2223. Variation
  2224. {
  2225. Variation Type = 3;
  2226. Variation Table Type = 1;
  2227. New Variation on Loop = 0;
  2228. }
  2229. Sound Entry
  2230. {
  2231. Name = SpellBlock;
  2232. Index = 16;
  2233. Weight Min = 0;
  2234. Weight Max = 255;
  2235. }
  2236. }
  2237. Cue
  2238. {
  2239. Name = SpellCreate;
  2240. Variation
  2241. {
  2242. Variation Type = 3;
  2243. Variation Table Type = 1;
  2244. New Variation on Loop = 0;
  2245. }
  2246. Sound Entry
  2247. {
  2248. Name = SpellCreate;
  2249. Index = 17;
  2250. Weight Min = 0;
  2251. Weight Max = 255;
  2252. }
  2253. }
  2254. Cue
  2255. {
  2256. Name = StaffBlock;
  2257. Variation
  2258. {
  2259. Variation Type = 3;
  2260. Variation Table Type = 1;
  2261. New Variation on Loop = 0;
  2262. }
  2263. Sound Entry
  2264. {
  2265. Name = StaffBlock;
  2266. Index = 18;
  2267. Weight Min = 0;
  2268. Weight Max = 255;
  2269. }
  2270. }
  2271. Cue
  2272. {
  2273. Name = StaffHit;
  2274. Variation
  2275. {
  2276. Variation Type = 3;
  2277. Variation Table Type = 1;
  2278. New Variation on Loop = 0;
  2279. }
  2280. Sound Entry
  2281. {
  2282. Name = StaffHit;
  2283. Index = 19;
  2284. Weight Min = 0;
  2285. Weight Max = 255;
  2286. }
  2287. }
  2288. Cue
  2289. {
  2290. Name = StaffSwing;
  2291. Variation
  2292. {
  2293. Variation Type = 3;
  2294. Variation Table Type = 1;
  2295. New Variation on Loop = 0;
  2296. }
  2297. Sound Entry
  2298. {
  2299. Name = StaffSwing;
  2300. Index = 20;
  2301. Weight Min = 0;
  2302. Weight Max = 255;
  2303. }
  2304. }
  2305. Cue
  2306. {
  2307. Name = SwordSwing;
  2308. Variation
  2309. {
  2310. Variation Type = 3;
  2311. Variation Table Type = 1;
  2312. New Variation on Loop = 0;
  2313. }
  2314. Sound Entry
  2315. {
  2316. Name = SwordSwing;
  2317. Index = 21;
  2318. Weight Min = 0;
  2319. Weight Max = 255;
  2320. }
  2321. }
  2322. Cue
  2323. {
  2324. Name = WinTheme;
  2325. Variation
  2326. {
  2327. Variation Type = 3;
  2328. Variation Table Type = 1;
  2329. New Variation on Loop = 0;
  2330. }
  2331. Sound Entry
  2332. {
  2333. Name = WinTheme;
  2334. Index = 22;
  2335. Weight Min = 0;
  2336. Weight Max = 255;
  2337. }
  2338. }
  2339. Cue
  2340. {
  2341. Name = VillageTheme;
  2342. Variation
  2343. {
  2344. Variation Type = 3;
  2345. Variation Table Type = 1;
  2346. New Variation on Loop = 0;
  2347. }
  2348. Sound Entry
  2349. {
  2350. Name = VillageTheme;
  2351. Index = 23;
  2352. Weight Min = 0;
  2353. Weight Max = 255;
  2354. }
  2355. }
  2356. Cue
  2357. {
  2358. Name = BeachTheme;
  2359. Variation
  2360. {
  2361. Variation Type = 3;
  2362. Variation Table Type = 1;
  2363. New Variation on Loop = 0;
  2364. }
  2365. Sound Entry
  2366. {
  2367. Name = BeachTheme;
  2368. Index = 24;
  2369. Weight Min = 0;
  2370. Weight Max = 255;
  2371. }
  2372. }
  2373. Cue
  2374. {
  2375. Name = SwordHit;
  2376. Variation
  2377. {
  2378. Variation Type = 3;
  2379. Variation Table Type = 1;
  2380. New Variation on Loop = 0;
  2381. }
  2382. Sound Entry
  2383. {
  2384. Name = SwordHit;
  2385. Index = 25;
  2386. Weight Min = 0;
  2387. Weight Max = 255;
  2388. }
  2389. }
  2390. Cue
  2391. {
  2392. Name = SwordBlock;
  2393. Variation
  2394. {
  2395. Variation Type = 3;
  2396. Variation Table Type = 1;
  2397. New Variation on Loop = 0;
  2398. }
  2399. Sound Entry
  2400. {
  2401. Name = SwordBlock;
  2402. Index = 26;
  2403. Weight Min = 0;
  2404. Weight Max = 255;
  2405. }
  2406. }
  2407. Cue
  2408. {
  2409. Name = FireballTravel;
  2410. Variation
  2411. {
  2412. Variation Type = 3;
  2413. Variation Table Type = 1;
  2414. New Variation on Loop = 0;
  2415. }
  2416. Sound Entry
  2417. {
  2418. Name = FireballTravel;
  2419. Index = 27;
  2420. Weight Min = 0;
  2421. Weight Max = 255;
  2422. }
  2423. }
  2424. }