Sound operator stacks.txt: Difference between revisions
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(Created this page as a base for other pages to be able to link operator stacks.) |
(Added csgo. Added expandable per-game lists containing only the operator stack names.) |
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The file and thus the operator stacks that one can import in their [[soundscripts]] varies depending on the game that the soundscript is for. | The file and thus the operator stacks that one can import in their [[soundscripts]] varies depending on the game that the soundscript is for. | ||
== Games == | |||
{{expand|title={{p2}} [[sound_operator_stacks.txt/Portal 2]]| | |||
;start_stacks | |||
<pre> | |||
start_default | |||
start_test_random | |||
start_test | |||
start_global_bpm_quantize | |||
start_sync_to_entry | |||
start_delay_sync_to_entry | |||
P2_coop_robot_start | |||
P2_portalgun_start | |||
P2_poly_limiting_start | |||
P2_exclusion_time_blocker_start | |||
P2_exclusion_time_and_poly_limiting_start | |||
P2_null_start | |||
P2_null_player_start | |||
P2_glados_start | |||
P2_glados_start_mute | |||
P2_wheatley_start | |||
P2_announcer_start | |||
</pre> | |||
;update_stacks | |||
<pre> | |||
update_test1 | |||
update_test2 | |||
update_test3 | |||
update_test4 | |||
update_remap_tests | |||
update_remap_test | |||
update_stop_at_time | |||
update_trigger_layer_til_time | |||
update_stop_at_distance | |||
update_music_div_trigger | |||
update_looping_triggers | |||
update_music_stereo | |||
update_music_spatial | |||
update_music_spatial_stop_dist | |||
update_music_spatial_looping_triggers | |||
update_music_stereo_trigger | |||
p2_update_music_play_tbeam | |||
p2_update_music_play_gel | |||
p2_update_music_play_speed_gel | |||
p2_update_music_stereo_bounce | |||
p2_update_music_spatial_portals | |||
update_simple_quad | |||
update_default | |||
p2_update_default | |||
p2_offset_start_update | |||
p2_offset_start_update_random | |||
p2_offset_start_level_based | |||
p2_update_start_at_elapsed | |||
p2_update_stop_at_elapsed | |||
p2_update_default_pitch_ramp | |||
p2_update_envelope_radius | |||
update_dialog | |||
update_dialog_spatial | |||
p2_update_dialog_spatial_cave | |||
p2_update_dialog_spatial_cores | |||
p2_update_dialog_spatial_wheatley | |||
update_facing | |||
</pre> | |||
;stop_stacks | |||
<pre> | |||
stop_test | |||
stop_default | |||
stop_and_play | |||
P2_stop_child_and_parent | |||
P2_glados_stop | |||
P2_glados_stop_mute | |||
P2_wheatley_stop | |||
P2_announcer_stop | |||
</pre> | |||
}} | |||
{{expand|title={{csgo}} [[sound_operator_stacks.txt/Counter-Strike: Global Offensive|sound_operator_stacks.txt/CS:GO]]| | |||
;start_stacks | |||
<pre> | |||
start_sync_to_entry | |||
CS_start_sync_to_spectate | |||
CS_distance_weapon_start | |||
CS_limit_start | |||
CS_limit_foley_start | |||
CS_limit_physics_start | |||
CS_limit_bullet_impact | |||
CS_limit_footsteps_start | |||
CS_limit_suit_start | |||
CS_random_music_entry_start_2 | |||
CS_timed_random_music_entry_start | |||
CS_random_music_entry_start_action | |||
CS_test_music_volume_deathcam_switch | |||
start_delay_to_track_sync_point | |||
</pre> | |||
;update_stacks | |||
<pre> | |||
update_play_at_velocity | |||
update_stop_at_time | |||
halftime_update_start_at_time | |||
CS_update_music_stereo | |||
CS_update_music_gungame_startround | |||
update_simple_quad | |||
update_default | |||
CS_update_weapon | |||
CS_update_physics | |||
CS_update_rics | |||
CS_update_footsteps | |||
CS_update_suit | |||
CS_update_foley | |||
CS_update_linear_falloff | |||
update_stop_at_track_syncpoint | |||
</pre> | |||
}} |
Latest revision as of 17:11, 29 December 2024
// <game>\scripts\sound_operator_stacks.txt
start_stacks
{
"<stack_name>"
{
// sound operators...
}
"<stack_name>"
{
// sound operators...
}
// ...
}
update_stacks
{
"<stack_name>"
{
// sound operators...
}
// ...
}
stop_stacks
{
"<stack_name>"
{
// sound operators...
}
// ...
}
The text file <game>\scripts\sound_operator_stacks.txt
contains predefined operator stacks that one can use in their soundscripts using import_stack <stack_name>
. The syntax of the file can be seen on the right.
The file and thus the operator stacks that one can import in their soundscripts varies depending on the game that the soundscript is for.
Games
start_default start_test_random start_test start_global_bpm_quantize start_sync_to_entry start_delay_sync_to_entry P2_coop_robot_start P2_portalgun_start P2_poly_limiting_start P2_exclusion_time_blocker_start P2_exclusion_time_and_poly_limiting_start P2_null_start P2_null_player_start P2_glados_start P2_glados_start_mute P2_wheatley_start P2_announcer_start
update_test1 update_test2 update_test3 update_test4 update_remap_tests update_remap_test update_stop_at_time update_trigger_layer_til_time update_stop_at_distance update_music_div_trigger update_looping_triggers update_music_stereo update_music_spatial update_music_spatial_stop_dist update_music_spatial_looping_triggers update_music_stereo_trigger p2_update_music_play_tbeam p2_update_music_play_gel p2_update_music_play_speed_gel p2_update_music_stereo_bounce p2_update_music_spatial_portals update_simple_quad update_default p2_update_default p2_offset_start_update p2_offset_start_update_random p2_offset_start_level_based p2_update_start_at_elapsed p2_update_stop_at_elapsed p2_update_default_pitch_ramp p2_update_envelope_radius update_dialog update_dialog_spatial p2_update_dialog_spatial_cave p2_update_dialog_spatial_cores p2_update_dialog_spatial_wheatley update_facing
stop_test stop_default stop_and_play P2_stop_child_and_parent P2_glados_stop P2_glados_stop_mute P2_wheatley_stop P2_announcer_stop |
start_sync_to_entry CS_start_sync_to_spectate CS_distance_weapon_start CS_limit_start CS_limit_foley_start CS_limit_physics_start CS_limit_bullet_impact CS_limit_footsteps_start CS_limit_suit_start CS_random_music_entry_start_2 CS_timed_random_music_entry_start CS_random_music_entry_start_action CS_test_music_volume_deathcam_switch start_delay_to_track_sync_point
update_play_at_velocity update_stop_at_time halftime_update_start_at_time CS_update_music_stereo CS_update_music_gungame_startround update_simple_quad update_default CS_update_weapon CS_update_physics CS_update_rics CS_update_footsteps CS_update_suit CS_update_foley CS_update_linear_falloff update_stop_at_track_syncpoint |