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ME5_AudioFunctions.lua
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1241 lines (1082 loc) · 43.6 KB
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-----------------------------------------------------------------
-----------------------------------------------------------------
-- MASS EFFECT: UNIFICATION Audio Functions Script by Aaron Gilbert
-- Build 40318/06
-- Screen Names: Marth8880, GT-Marth8880, [GT] Marth8880, [GT] Bran
-- E-Mail: Marth8880@gmail.com
-- Mar 18, 2017
-- Copyright (c) 2017, Aaron Gilbert All rights reserved.
--
-- About:
-- The purpose of this script is to simplify the process of loading music and setting global sound parameters.
--
--
-- Legal:
-- This script is licensed under the BSD 3-Clause License. A copy of this license (as LICENSE.md) should have been included
-- with this script. If it wasn't, it can also be found here: https://www.w3.org/Consortium/Legal/2008/03-bsd-license.html
--
-- THIS SCRIPT IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
-----------------------------------------------------------------
-----------------------------------------------------------------
local __SCRIPT_NAME = "ME5_AudioFunctions";
local debug = true
local function PrintLog(...)
if debug == true then
print("["..__SCRIPT_NAME.."]", unpack(arg));
end
end
PrintLog("Entered")
---
-- Opens music streams based on `variation`.
-- @param #int variation The numeric ID of the music variation we're loading.
--
function OpenMusicStreams(variation)
local streamName
if variation == 1 then
PrintLog("OpenMusicStreams(): Loading Music Variation 01")
streamName = "ME5n_music_01"
elseif variation == 2 then
PrintLog("OpenMusicStreams(): Loading Music Variation 02")
streamName = "ME5n_music_02"
elseif variation == 3 then
PrintLog("OpenMusicStreams(): Loading Music Variation 03")
streamName = "ME5n_music_03"
elseif variation == 4 then
PrintLog("OpenMusicStreams(): Loading Music Variation 04")
streamName = "ME5n_music_04"
elseif variation == 5 then
PrintLog("OpenMusicStreams(): Loading Music Variation 05")
streamName = "ME5n_music_05"
elseif variation == 6 then
PrintLog("OpenMusicStreams(): Loading Music Variation 06")
streamName = "ME5n_music_06"
elseif variation == 7 then
PrintLog("OpenMusicStreams(): Loading Music Variation 07")
streamName = "ME5n_music_07"
elseif variation == 8 then
PrintLog("OpenMusicStreams(): Loading Music Variation 08")
streamName = "ME5n_music_08"
elseif variation == 9 then
PrintLog("OpenMusicStreams(): Loading Music Variation 09")
streamName = "ME5n_music_09"
else
PrintLog("OpenMusicStreams(): Error! No Music Variation is decided!")
end
assert(streamName, "ME5_AudioFunctions.OpenMusicStreams(): Error! streamName was not specified!")
if streamName ~= nil then
gMusicStream = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_Streaming.lvl", streamName)
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_Streaming.lvl", "ME5n_music_h", gMusicStream)
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_Streaming.lvl", "ME5n_music_winlose", gMusicStream)
end
end
---
-- Various music from ME1 - notably Eden Prime and Therum.
--
function Music01()
OpenMusicStreams(1)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_01_start", 0,1)
SetAmbientMusic(REP, 0.9, "ssv_amb_01_mid", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_01_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_01_start", 0,1)
SetAmbientMusic(CIS, 0.9, "ssv_amb_01_mid", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_01_end", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_01_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_01_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_01_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_01_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_01_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_01_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Collector attack music from ME2.
--
function Music02()
OpenMusicStreams(2)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideStart = math.random(1,3)
local decideMid = math.random(1,3)
local decideEnd = math.random(1,2)
local musicStart, musicMid, musicEnd
if decideStart == 1 then
PrintLog("Deciding Music02Start variation... Choosing THE ATTACK")
musicStart = "ssv_amb_02a_start"
elseif decideStart == 2 then
PrintLog("Deciding Music02Start variation... Choosing THE NORMANDY ATTACKED")
musicStart = "ssv_amb_02b_start"
elseif decideStart == 3 then
PrintLog("Deciding Music02Start variation... Choosing CRASH LANDING")
musicStart = "ssv_amb_02c_start"
else
PrintLog("Uh oh! Incorrect Music02Start variation is loaded! D: :runaway:")
musicStart = "ssv_amb_02_start"
end
if decideMid == 1 then
PrintLog("Deciding Music02Mid variation... Choosing THE ATTACK")
musicMid = "ssv_amb_02a_mid"
elseif decideMid == 2 then
PrintLog("Deciding Music02Mid variation... Choosing THE NORMANDY ATTACKED")
musicMid = "ssv_amb_02b_mid"
elseif decideMid == 3 then
PrintLog("Deciding Music02Mid variation... Choosing CRASH LANDING")
musicMid = "ssv_amb_02c_mid"
else
PrintLog("Uh oh! Incorrect Music02Mid variation is loaded! D: :runaway:")
musicMid = "ssv_amb_02_mid"
end
if decideEnd == 1 then
PrintLog("Deciding Music02End variation... Choosing THE ATTACK")
musicEnd = "ssv_amb_02a_end"
elseif decideEnd == 2 then
PrintLog("Deciding Music02End variation... Choosing JUMP DRIVE")
musicEnd = "ssv_amb_02b_end"
else
PrintLog("Uh oh! Incorrect Music02End variation is loaded! D: :runaway:")
musicEnd = "ssv_amb_02_end"
end
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, musicStart, 0,1)
SetAmbientMusic(REP, 0.9, musicMid, 1,1)
SetAmbientMusic(REP, 0.3, musicEnd, 2,1)
SetAmbientMusic(CIS, 1.0, musicStart, 0,1)
SetAmbientMusic(CIS, 0.9, musicMid, 1,1)
SetAmbientMusic(CIS, 0.3, musicEnd, 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_02_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_02_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_02_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_02_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_02_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_02_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Various music from ME1 - notably Noveria and Virmire.
-- @param #string variation Determines music variation to use, or random if unspecified. Possible values:
-- `"nov"` : Noveria
-- `"vrm"` : Virmire
function Music03(variation)
OpenMusicStreams(3)
local musicStart = "ssv_amb_03_start"
local musicMid = "ssv_amb_03_mid"
local musicEnd = "ssv_amb_03_end"
local musicCTF = "ssv_amb_03_ctf"
-- Append the specific variation to use if specified
if variation then
PrintLog("Deciding Music03 variation... Choosing "..string.upper(variation))
variation = string.lower(variation)
musicStart = (musicStart.."_"..variation)
musicMid = (musicMid.."_"..variation)
--musicEnd = (musicEnd.."_"..variation)
musicCTF = (musicCTF.."_"..variation)
end
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, musicStart, 0,1)
SetAmbientMusic(REP, 0.9, musicMid, 1,1)
SetAmbientMusic(REP, 0.3, musicEnd, 2,1)
SetAmbientMusic(CIS, 1.0, musicStart, 0,1)
SetAmbientMusic(CIS, 0.9, musicMid, 1,1)
SetAmbientMusic(CIS, 0.3, musicEnd, 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, musicCTF, 0,1)
SetAmbientMusic(REP, 0.6, musicCTF, 1,1)
SetAmbientMusic(REP, 0.3, musicCTF, 2,1)
SetAmbientMusic(CIS, 1.0, musicCTF, 0,1)
SetAmbientMusic(CIS, 0.6, musicCTF, 1,1)
SetAmbientMusic(CIS, 0.3, musicCTF, 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Squadmate music from ME2.
-- @param #string variation Determines music variation to use, or random if unspecified. Possible values:
-- `"1"` or `"samara"` : Samara
-- `"2"` or `"grunt"` : Grunt
-- `"3"` or `"tali"` : Tali
-- `"4"` or `"infiltration"` : Infiltration
-- `"5"` or `"thane"` : Thane
-- `"6"` or `"jack"` : Jack
function Music04(variation)
OpenMusicStreams(4)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideVar
if not variation then
decideVar = math.random(1,6)
else
PrintLog(string.upper(variation).." was specified")
variation = string.lower(variation)
if variation == "1" or variation == "samara" then
decideVar = 1
elseif variation == "2" or variation == "grunt" then
decideVar = 2
elseif variation == "3" or variation == "tali" then
decideVar = 3
elseif variation == "4" or variation == "infiltration" then
decideVar = 4
elseif variation == "5" or variation == "thane" then
decideVar = 5
elseif variation == "6" or variation == "jack" then
decideVar = 6
end
end
if decideVar == 1 then
PrintLog("Deciding Music04 variation... Choosing SAMARA")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04a_start", 0,1)
SetAmbientMusic(REP, 0.8, "ssv_amb_04a_mid", 1,1)
SetAmbientMusic(REP, 0.35, "ssv_amb_04a_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04a_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04a_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04a_end", 2,1)
end
elseif decideVar == 2 then
PrintLog("Deciding Music04 variation... Choosing GRUNT")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04b_start", 0,1)
SetAmbientMusic(REP, 0.8, "ssv_amb_04b_mid", 1,1)
SetAmbientMusic(REP, 0.35, "ssv_amb_04b_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04b_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04b_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04b_end", 2,1)
end
elseif decideVar == 3 then
PrintLog("Deciding Music04 variation... Choosing TALI")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04c_start", 0,1)
SetAmbientMusic(REP, 0.8, "ssv_amb_04c_mid", 1,1)
SetAmbientMusic(REP, 0.35, "ssv_amb_04c_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04c_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04c_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04c_end", 2,1)
end
elseif decideVar == 4 then
PrintLog("Deciding Music04 variation... Choosing INFILTRATION")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04d_start", 0,1)
SetAmbientMusic(REP, 0.8, "ssv_amb_04d_mid", 1,1)
SetAmbientMusic(REP, 0.35, "ssv_amb_04d_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04d_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04d_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04d_end", 2,1)
end
elseif decideVar == 5 then
PrintLog("Deciding Music04 variation... Choosing THANE")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04e_start", 0,1)
SetAmbientMusic(REP, 0.85, "ssv_amb_04e_mid", 1,1)
SetAmbientMusic(REP, 0.4, "ssv_amb_04e_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04e_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04e_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04e_end", 2,1)
end
elseif decideVar == 6 then
PrintLog("Deciding Music04 variation... Choosing JACK")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04f_start", 0,1)
SetAmbientMusic(REP, 0.85, "ssv_amb_04f_mid", 1,1)
SetAmbientMusic(REP, 0.4, "ssv_amb_04f_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04f_start", 0,1)
SetAmbientMusic(CIS, 0.85, "ssv_amb_04f_mid", 1,1)
SetAmbientMusic(CIS, 0.4, "ssv_amb_04f_end", 2,1)
end
else
PrintLog("Uh oh! Incorrect Music04 variation is loaded! D: :runaway:")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04_start", 0,1)
SetAmbientMusic(REP, 0.8, "ssv_amb_04_mid", 1,1)
SetAmbientMusic(REP, 0.35, "ssv_amb_04_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04_start", 0,1)
SetAmbientMusic(CIS, 0.8, "ssv_amb_04_mid", 1,1)
SetAmbientMusic(CIS, 0.35, "ssv_amb_04_end", 2,1)
end
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_04_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_04_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_04_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_04_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_04_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_04_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Collector music from ME2 - notably the Horizon, Long Walk, Paragon Lost, and Mahavid Mines suites.
-- @param #string variation Determines music variation to use, or random if unspecified. Possible values:
-- `"1"` or `"longwalk"` : The Long Walk
-- `"2"` or `"horizon"` : Horizon
-- `"3"` or `"paragon"` : Paragon Lost
-- `"4"` or `"mahavid"` : Mahavid Mines
function Music05(variation)
OpenMusicStreams(5)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideVar
if not variation then
decideVar = math.random(1,4)
else
PrintLog(string.upper(variation).." was specified")
variation = string.lower(variation)
if variation == "1" or variation == "longwalk" then
decideVar = 1
elseif variation == "2" or variation == "horizon" then
decideVar = 2
elseif variation == "3" or variation == "paragon" then
decideVar = 3
elseif variation == "4" or variation == "mahavid" then
decideVar = 4
end
end
if decideVar == 1 then
PrintLog("Deciding Music05 variation... Choosing THE LONG WALK")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05a_start", 0,1)
SetAmbientMusic(REP, 0.65, "ssv_amb_05a_mid", 1,1)
SetAmbientMusic(REP, 0.4, "ssv_amb_05a_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05a_start", 0,1)
SetAmbientMusic(CIS, 0.65, "ssv_amb_05a_mid", 1,1)
SetAmbientMusic(CIS, 0.4, "ssv_amb_05a_end", 2,1)
end
elseif decideVar == 2 then
PrintLog("Deciding Music05 variation... Choosing HORIZON")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05b_start", 0,1)
SetAmbientMusic(REP, 0.9, "ssv_amb_05b_mid", 1,1)
SetAmbientMusic(REP, 0.4, "ssv_amb_05b_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05b_start", 0,1)
SetAmbientMusic(CIS, 0.9, "ssv_amb_05b_mid", 1,1)
SetAmbientMusic(CIS, 0.4, "ssv_amb_05b_end", 2,1)
end
elseif decideVar == 3 then
PrintLog("Deciding Music05 variation... Choosing PARAGON LOST")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05c_start", 0,1)
SetAmbientMusic(REP, 0.9, "ssv_amb_05c_mid", 1,1)
SetAmbientMusic(REP, 0.55, "ssv_amb_05c_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05c_start", 0,1)
SetAmbientMusic(CIS, 0.9, "ssv_amb_05c_mid", 1,1)
SetAmbientMusic(CIS, 0.55, "ssv_amb_05c_end", 2,1)
end
elseif decideVar == 4 then
PrintLog("Deciding Music05 variation... Choosing MAHAVID MINES SUITE")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05d_start", 0,1)
SetAmbientMusic(REP, 0.85, "ssv_amb_05d_mid", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_05d_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05d_start", 0,1)
SetAmbientMusic(CIS, 0.85, "ssv_amb_05d_mid", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_05d_end", 2,1)
end
else
PrintLog("Uh oh! Incorrect Music05 variation is loaded! D: :runaway:")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05a_start", 0,1)
SetAmbientMusic(REP, 0.65, "ssv_amb_05a_mid", 1,1)
SetAmbientMusic(REP, 0.4, "ssv_amb_05a_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05a_start", 0,1)
SetAmbientMusic(CIS, 0.65, "ssv_amb_05a_mid", 1,1)
SetAmbientMusic(CIS, 0.4, "ssv_amb_05a_end", 2,1)
end
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_05_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_05_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_05_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_05_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_05_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_05_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Overlord and Shadow Broker suites from ME2.
-- @param #string variation Determines music variation to use, or random if unspecified. Possible values:
-- `"1"` or `"overlord"` : Overlord
-- `"2"` or `"shadowbroker"` : Shadow Broker
function Music06(variation)
OpenMusicStreams(6)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideVar
if not variation then
decideVar = math.random(1,2)
else
PrintLog(string.upper(variation).." was specified")
variation = string.lower(variation)
if variation == "1" or variation == "overlord" then
decideVar = 1
elseif variation == "2" or variation == "shadowbroker" then
decideVar = 2
end
end
if decideVar == 1 then
PrintLog("Deciding Music06 variation... Choosing OVERLORD")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_06a_start", 0,1)
SetAmbientMusic(REP, 0.75, "ssv_amb_06a_mid", 1,1)
SetAmbientMusic(REP, 0.5, "ssv_amb_06a_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_06a_start", 0,1)
SetAmbientMusic(CIS, 0.75, "ssv_amb_06a_mid", 1,1)
SetAmbientMusic(CIS, 0.5, "ssv_amb_06a_end", 2,1)
end
elseif decideVar == 2 then
PrintLog("Deciding Music06 variation... Choosing SHADOW BROKER")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_06b_start", 0,1)
SetAmbientMusic(REP, 0.9, "ssv_amb_06b_mid", 1,1)
SetAmbientMusic(REP, 0.5, "ssv_amb_06b_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_06b_start", 0,1)
SetAmbientMusic(CIS, 0.9, "ssv_amb_06b_mid", 1,1)
SetAmbientMusic(CIS, 0.5, "ssv_amb_06b_end", 2,1)
end
else
PrintLog("Uh oh! Incorrect Music06 variation is loaded! D: :runaway:")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_06_start", 0,1)
SetAmbientMusic(REP, 0.7, "ssv_amb_06_mid", 1,1)
SetAmbientMusic(REP, 0.5, "ssv_amb_06_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_06_start", 0,1)
SetAmbientMusic(CIS, 0.7, "ssv_amb_06_mid", 1,1)
SetAmbientMusic(CIS, 0.5, "ssv_amb_06_end", 2,1)
end
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_06_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_06_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_06_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_06_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_06_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_06_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Cerberus music from ME3.
--
function Music07(variation)
OpenMusicStreams(7)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideVar = 0
if not variation then
decideVar = math.random(1,3)
else
PrintLog(string.upper(variation).." was specified")
variation = string.lower(variation)
if variation == "1" or variation == "mars" then
decideVar = 1
elseif variation == "2" or variation == "surkesh" then
decideVar = 2
elseif variation == "3" or variation == "grissom" then
decideVar = 3
end
end
if decideVar == 0 then
PrintLog("Deciding Music07 variation... Choosing RANDOM")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_07_start", 0,1)
SetAmbientMusic(REP, 0.75, "ssv_amb_07_mid", 1,1)
SetAmbientMusic(REP, 0.25, "ssv_amb_07_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_07_start", 0,1)
SetAmbientMusic(CIS, 0.75, "ssv_amb_07_mid", 1,1)
SetAmbientMusic(CIS, 0.25, "ssv_amb_07_end", 2,1)
end
elseif decideVar == 1 then
PrintLog("Deciding Music07 variation... Choosing MARS")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_07a_start", 0,1)
SetAmbientMusic(REP, 0.75, "ssv_amb_07a_mid", 1,1)
SetAmbientMusic(REP, 0.15, "ssv_amb_07a_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_07a_start", 0,1)
SetAmbientMusic(CIS, 0.75, "ssv_amb_07a_mid", 1,1)
SetAmbientMusic(CIS, 0.15, "ssv_amb_07a_end", 2,1)
end
elseif decideVar == 2 then
PrintLog("Deciding Music07 variation... Choosing SUR'KESH")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_07b_start", 0,1)
SetAmbientMusic(REP, 0.85, "ssv_amb_07b_mid", 1,1)
SetAmbientMusic(REP, 0.15, "ssv_amb_07b_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_07b_start", 0,1)
SetAmbientMusic(CIS, 0.85, "ssv_amb_07b_mid", 1,1)
SetAmbientMusic(CIS, 0.15, "ssv_amb_07b_end", 2,1)
end
elseif decideVar == 3 then
PrintLog("Deciding Music07 variation... Choosing GRISSOM ACADEMY")
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_07c_start", 0,1)
SetAmbientMusic(REP, 0.85, "ssv_amb_07c_mid", 1,1)
SetAmbientMusic(REP, 0.1, "ssv_amb_07c_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_07c_start", 0,1)
SetAmbientMusic(CIS, 0.85, "ssv_amb_07c_mid", 1,1)
SetAmbientMusic(CIS, 0.1, "ssv_amb_07c_end", 2,1)
end
end
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_07_start", 0,1)
SetAmbientMusic(REP, 0.75, "ssv_amb_07_mid", 1,1)
SetAmbientMusic(REP, 0.25, "ssv_amb_07_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_07_start", 0,1)
SetAmbientMusic(CIS, 0.75, "ssv_amb_07_mid", 1,1)
SetAmbientMusic(CIS, 0.25, "ssv_amb_07_end", 2,1)
end
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
---
-- Reaper music from ME3.
--
function Music08(variation)
OpenMusicStreams(8)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_08_start", 0,1)
SetAmbientMusic(REP, 0.7, "ssv_amb_08_mid", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_08_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_08_start", 0,1)
SetAmbientMusic(CIS, 0.7, "ssv_amb_08_mid", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_08_end", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_08_start", 0,1)
SetAmbientMusic(REP, 0.7, "ssv_amb_08_mid", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_08_end", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_08_start", 0,1)
SetAmbientMusic(CIS, 0.7, "ssv_amb_08_mid", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_08_end", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Evolved Geth music, taken from Far Cry 3's OST.
--
function Music09(variation)
OpenMusicStreams(9)
if gCurrentMapManager.gameMode ~= "1flag" and gCurrentMapManager.gameMode ~= "ctf" then
local decideStart = math.random(1,4)
local decideMid = math.random(1,3)
local decideEnd = math.random(1,2)
local musicStart, musicMid, musicEnd
if decideStart == 1 then
PrintLog("Deciding Music09Start variation... Choosing FAR CRY 3 VARIATION A")
musicStart = "ssv_amb_09_start_a"
elseif decideStart == 2 then
PrintLog("Deciding Music09Start variation... Choosing FAR CRY 3 VARIATION B")
musicStart = "ssv_amb_09_start_b"
elseif decideStart == 3 then
PrintLog("Deciding Music09Start variation... Choosing FAR CRY 3 VARIATION C")
musicStart = "ssv_amb_09_start_c"
elseif decideStart == 4 then
PrintLog("Deciding Music09Start variation... Choosing FAR CRY 3 VARIATION D")
musicStart = "ssv_amb_09_start_d"
else
PrintLog("Uh oh! Incorrect Music09Start variation is loaded! D: :runaway:")
musicStart = "ssv_amb_09_start"
end
if decideMid == 1 then
PrintLog("Deciding Music09Mid variation... Choosing FAR CRY 3 VARIATION A")
musicMid = "ssv_amb_09_mid_a"
elseif decideMid == 2 then
PrintLog("Deciding Music09Mid variation... Choosing FAR CRY 3 VARIATION B")
musicMid = "ssv_amb_09_mid_b"
elseif decideMid == 3 then
PrintLog("Deciding Music09Mid variation... Choosing FAR CRY 3 VARIATION C")
musicMid = "ssv_amb_09_mid_c"
else
PrintLog("Uh oh! Incorrect Music09Mid variation is loaded! D: :runaway:")
musicMid = "ssv_amb_09_mid"
end
if decideEnd == 1 then
PrintLog("Deciding Music09End variation... Choosing FAR CRY 3 VARIATION A")
musicEnd = "ssv_amb_09_end_a"
elseif decideEnd == 2 then
PrintLog("Deciding Music09End variation... Choosing FAR CRY 3 VARIATION B")
musicEnd = "ssv_amb_09_end_b"
else
PrintLog("Uh oh! Incorrect Music09End variation is loaded! D: :runaway:")
musicEnd = "ssv_amb_09_end"
end
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.00, musicStart, 0,1)
SetAmbientMusic(REP, 0.70, musicMid, 1,1)
SetAmbientMusic(REP, 0.35, musicEnd, 2,1)
SetAmbientMusic(CIS, 1.00, musicStart, 0,1)
SetAmbientMusic(CIS, 0.70, musicMid, 1,1)
SetAmbientMusic(CIS, 0.35, musicEnd, 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
else
function Init_AmbientMusic()
SetAmbientMusic(REP, 1.0, "ssv_amb_09_ctf", 0,1)
SetAmbientMusic(REP, 0.6, "ssv_amb_09_ctf", 1,1)
SetAmbientMusic(REP, 0.3, "ssv_amb_09_ctf", 2,1)
SetAmbientMusic(CIS, 1.0, "ssv_amb_09_ctf", 0,1)
SetAmbientMusic(CIS, 0.6, "ssv_amb_09_ctf", 1,1)
SetAmbientMusic(CIS, 0.3, "ssv_amb_09_ctf", 2,1)
end
SetVictoryMusic(REP, "ssv_amb_01_victory")
SetDefeatMusic (REP, "ssv_amb_01_defeat")
SetVictoryMusic(CIS, "ssv_amb_01_victory")
SetDefeatMusic (CIS, "ssv_amb_01_defeat")
end
if Init_AmbientMusic then
Init_AmbientMusic()
end
end
---
-- Sets up common world VO for the Systems Alliance.
--
function SSVWorldVO()
if not IsCampaign() then
SetBleedingVoiceOver(REP, REP, "ssv_adm_com_report_us_bleeding", 1)
SetBleedingVoiceOver(REP, CIS, "ssv_adm_com_report_enemy_bleeding", 1)
SetLowReinforcementsVoiceOver(REP, REP, "ssv_adm_com_report_defeat_imm", 0.1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "ssv_adm_com_report_victory_imm", 0.1, 1)
end
SetOutOfBoundsVoiceOver(REP, "ssv_adm_com_report_hiatus")
end
---
-- Sets up common world VO for the Heretic Geth.
--
function GTHWorldVO()
if not IsCampaign() then
SetBleedingVoiceOver(CIS, REP, "gth_ann_com_report_enemy_bleeding", 1)
SetBleedingVoiceOver(CIS, CIS, "gth_ann_com_report_us_bleeding", 1)
end
SetOutOfBoundsVoiceOver(CIS, "gth_ann_com_report_hiatus")
end
---
-- Sets up common world VO for the Collectors.
--
function COLWorldVO()
if not IsCampaign() then
SetBleedingVoiceOver(CIS, REP, "col_gen_com_report_enemy_bleeding", 1)
SetBleedingVoiceOver(CIS, CIS, "col_gen_com_report_us_bleeding", 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "col_gen_com_report_defeat_imm", 0.1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "col_gen_com_report_victory_imm", 0.1, 1)
end
SetOutOfBoundsVoiceOver(CIS, "col_gen_com_report_hiatus")
end
---
-- Sets up common world VO for the Evolved Geth.
--
function EVGWorldVO()
if not IsCampaign() then
SetBleedingVoiceOver(REP, REP, "evg_prm_com_report_us_bleeding", 1)
SetBleedingVoiceOver(REP, CIS, "evg_prm_com_report_enemy_bleeding", 1)
end
SetOutOfBoundsVoiceOver(REP, "evg_prm_com_report_hiatus")
end
---
-- Sets up common world VO for the Reapers.
--
function RPRWorldVO()
if not IsCampaign() then
SetBleedingVoiceOver(REP, REP, "rpr_adm_com_report_us_bleeding", 1)
SetBleedingVoiceOver(REP, CIS, "rpr_adm_com_report_enemy_bleeding", 1)
SetLowReinforcementsVoiceOver(REP, REP, "rpr_adm_com_report_defeat_imm", 0.1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rpr_adm_com_report_victory_imm", 0.1, 1)
end
SetOutOfBoundsVoiceOver(REP, "rpr_adm_com_report_hiatus")
end
---
-- Sets up common world VO for the Cerberus.
--
function CERWorldVO()
-- if not IsCampaign() then
-- SetBleedingVoiceOver(REP, REP, "rpr_adm_com_report_us_bleeding", 1)
-- SetBleedingVoiceOver(REP, CIS, "rpr_adm_com_report_enemy_bleeding", 1)
-- SetLowReinforcementsVoiceOver(REP, REP, "rpr_adm_com_report_defeat_imm", 0.1, 1)
-- SetLowReinforcementsVoiceOver(REP, CIS, "rpr_adm_com_report_victory_imm", 0.1, 1)
-- end
-- SetOutOfBoundsVoiceOver(REP, "rpr_adm_com_report_hiatus")
end
---
-- Call this to open the voice audio streams.
--
function OpenVoiceStreams(bCalledFromLowHealth)
PrintLog("OpenVoiceStreams(): Entered")
if hasOpenedVoiceStreams == true then return end
hasOpenedVoiceStreams = true
if bVoiceStreamKeepClosed == true then
PrintLog("OpenVoiceStreams(): ERROR! Can't open voice streams while bVoiceStreamKeepClosed is true!")
return false
end
bCalledFromLowHealth = bCalledFromLowHealth or false
-- Only open streams if low health sound isn't playing
if LH_bIsLowHealthSoundPlaying == true then
PrintLog("OpenVoiceStreams(): ERROR! Can't open voice streams while low health sound is playing!")
return false
end
-- Get the world ID in case we're a campaign map
local world = string.lower(GetWorldFilename())
local shepStreamName = "vo_quick_broshep_streaming"
if femShepEnabled == true then
shepStreamName = "vo_quick_femshep_streaming"
end
gVoiceStream = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "vo_quick_streaming")
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", shepStreamName, gVoiceStream)
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "vo_slow_streaming", gVoiceStream)
lowHealthStream = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_LowHealth_Streaming.lvl", "lowhealth_streaming")
-- Append campaign VOs
if world == "eur" then
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "eur_objective_vo_slow", gVoiceStream)
elseif world == "tan1" then
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "tan_objective_vo_slow", gVoiceStream)
end
AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "global_objective_vo_quick", gVoiceStream)
--AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_vo_Streaming.lvl", "lowhealth_streaming", gVoiceStream)
PrintLog("OpenVoiceStreams(): gVoiceStream index:", gVoiceStream)
return true
end
---
-- Call this to close the voice audio streams.
--
function CloseVoiceStreams()
PrintLog("CloseVoiceStreams(): Entered")
-- if gVoiceStream ~= nil then
-- PrintLog("CloseVoiceStreams(): gVoiceStream index:", gVoiceStream)
-- StopAudioStream(gVoiceStream, 1)
-- gVoiceStream = nil
-- else
-- PrintLog("CloseVoiceStreams(): gVoiceStream is nil! Value:", gVoiceStream)
-- end
end
---
-- Perform various sound-related operations, such as loading common VO streams, setting common sound parameters, etc.
--
function SoundFX()
OpenVoiceStreams()
if not ScriptCB_InMultiplayer() then
if ME5_SideVar == 1 then
SSVWorldVO()
GTHWorldVO()
elseif ME5_SideVar == 2 then
SSVWorldVO()
COLWorldVO()
elseif ME5_SideVar == 3 then
EVGWorldVO()
GTHWorldVO()
elseif ME5_SideVar == 4 then
EVGWorldVO()
COLWorldVO()
elseif ME5_SideVar == 5 then
SSVWorldVO()
RPRWorldVO()
elseif ME5_SideVar == 6 then
SSVWorldVO()
-- GTHWorldVO()
else
PrintLog("SoundFX(): Error! ME5_SideVar setting is invalid! Not loading any...")
--SSVWorldVO()
--GTHWorldVO()
--COLWorldVO()
end
else
if gCurrentMapManager.onlineSideVar == "SSVxGTH" then
SSVWorldVO()