466 lines
24 KiB
Text
466 lines
24 KiB
Text
local themes = {} --name = "themes"
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-----------------------------------------------------------------------------------------------------------------------------------
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function load_sounds (obj)
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local sounds_base = stalker_ids.sound_script + 8192
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printf ("SOUNDS BASE %d", stalker_ids.sound_script)
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sounds_base = this.load_common (obj, sounds_base)
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function play_sound (obj, delay, theme, sub_theme, phrase_set, sub_phrase)
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--Íåìíîãî ïîìåíÿë Äæîí. Ïðîñüáà íå ðóãàòüñÿ è íå áèòü(îñîáåííî ïî ãîëîâå - åé åùå äóìàòü). Çàêîìåíòèðîâàííîå
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--íàäî áóäåò ñòåðåü. Ó ìåíÿ ðóêà íå ïîäíÿëàñü.
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this.play_sound_rnd(obj, delay, delay + 1, theme, sub_theme, phrase_set, sub_phrase)
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function play_sound_rnd (obj, min_delay, max_delay, theme, sub_theme, phrase_set, sub_phrase)
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if obj == nil or theme == nil then return end
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-- printf ("Theme %s", theme)
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if sub_theme == nil or #themes[theme] < sub_theme then
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sub_theme = this.get_random_subtheme (theme)
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if sub_theme == 0 then return end
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end
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-- printf ("Sub_theme %d", sub_theme)
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if phrase_set == nil or #themes[theme][sub_theme] < (phrase_set - 1) then
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phrase_set = math.random (1, #themes[theme][sub_theme] - 1)
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end
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-- printf ("Phrase_set %d", phrase_set)
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if sub_phrase == nil or this.get_num_subphrases (theme, sub_theme, phrase_set) < sub_phrase then
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local num = get_num_subphrases (theme, sub_theme, phrase_set)
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if num == nil then
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return
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end
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if num == 0 then
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printf ("NO SOUNDS LOADED !!! Theme : %s, sub theme : %d, phrases set : %d", theme, sub_theme, phrase_set)
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return
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end
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if num == 1 then
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sub_phrase = 0
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else
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sub_phrase = math.random (num - 1)
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end
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else
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sub_phrase = sub_phrase - 1
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end
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-- printf ("Sub_phrase %d", sub_phrase)
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stop_play_sound(obj)
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obj:play_sound (themes[theme][sub_theme][1] + phrase_set - 1, max_delay, min_delay, 1, 0, sub_phrase)
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_num_themes ()
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return #themes
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_num_sub_themes (theme)
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if theme == nil then return 0 end
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return #themes[theme]
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_num_phrases (theme, sub_theme)
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if theme == nil or sub_theme == nil then return 0 end
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return #themes[theme][sub_theme] - 1
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_num_subphrases (theme, sub_theme, phrases)
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if theme == nil or sub_theme == nil or phrases == nil then return 0 end
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return themes[theme][sub_theme][phrases + 1]
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_random_subtheme (theme)
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local num = #themes[theme]
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if num == 0 then
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printf ("No subthemes in %s theme", theme)
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return
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end
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if num == 1 then return 1 end
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return math.random (1, num)
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_random_phrases_set (theme, sub_theme)
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local num = #themes[theme][sub_theme]
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if num == 0 then
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printf ("No phrases set in %s theme, %d sub theme", theme, sub_theme)
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return
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end
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if num == 1 then return 1 end
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return math.random (1, num - 1)
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function get_random_phrase (theme, sub_theme, phrase_set)
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local num = this.get_num_subphrases (theme, sub_theme, phrase_set)
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if num == 0 then
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printf ("NO SOUNDS LOADED !!! Theme : %s, sub theme : %d, phrases set : %d", theme, sub_theme, phrase_set)
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return
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end
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if num == 1 then
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sub_phrase = 0
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else
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sub_phrase = math.random (0, num - 1)
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function create_sound_constructor (theme, sub_theme)
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if theme == nil then return nil end
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if sub_theme == nil or #themes[theme] < sub_theme then
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sub_theme = math.random (1, #themes[theme])
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end
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local t = {
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idle = 0,
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begin = nil,
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maxidle = 10,
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sumidle = 10,
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rnd = 100,
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lastsound = nil,
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sounds = {}
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}
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local num = this.get_num_phrases (theme, sub_theme)
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for a = 1, num, 1 do
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local index = themes[theme][sub_theme][a + 1]
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-- printf( "%d", index )
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t.sounds[a] = {pack = themes[theme][sub_theme][1] + a - 1, id = math.random (1, index) - 1}
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-- printf( "ok" )
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end
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return t
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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-- Ïðèìåð êîíñòðóêòîðà, îïèñûâàþùåãî çâóêè
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--
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-- self.sound = {idle = 0, -- ñëóæåáíîå ïîëå
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-- begin = nil, -- ñëóæåáíîå ïîëå
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-- maxidle = 10, -- ìàêñèìàëüíîå âðåìÿ ìåæäó çâóêàìè
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-- sumidle = 10, -- íàäáàâî÷íîå âðåìÿ, äîáàâëÿåòñÿ ê ðàíäîìíî âûáðàííîìó îò 1 äî ìàêñèìàëüíîãî.
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-- rnd = 100, -- âåðîÿòíîñòü, ñ êîòîðîé áóäåò ïðîèãðàí çâóê, åñëè ïðèøëî âðåìÿ
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-- lastsound = nil, -- ñëóæåáíîå ïîëå
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-- sounds = { {pack = sounds["idle"], id = 0}, -- ïà÷êà çâóêîâ, èç êîòîðûõ áóäåò âûáèðàòüñÿ
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-- {pack = sounds["idle"], id = 1},
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-- {pack = sounds["idle"], id = 3},
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-- {pack = sounds["idle"], id = 4},
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-- {pack = sounds["idle"], id = 7},
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-- {pack = sounds["idle"], id = 9},
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-- {pack = sounds["idle"], id = 11},
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-- {pack = sounds["idle"], id = 12},
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-- {pack = sounds["idle"], id = 14} }}
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--
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--
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-- Ïðîèãðûø ñàóíäîâ (By Stohe)
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-- npc - object êîòîðûé áóäåò èãðàòü çâóê
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-- sound - êîíñòðóêòð çâóêîâ, ñì âûøå
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-- now - åñëè çâóê îòûãðàòü íàäî ïðÿìî ñåé÷àñ
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-----------------------------------------------------------------------------------------------------------------------------------
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function set_sound(npc, sound, now)
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local a = now
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if sound.begin == nil or
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(device():time_global()/1000 - sound.begin) > sound.idle then
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sound.begin = device():time_global()/1000
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sound.idle = math.random(sound.maxidle) + sound.sumidle
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a = true
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end
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if a == true then
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if math.random(100) < sound.rnd or now == true then
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local r
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if sound.lastsound == nil then
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r = math.random(#sound.sounds)
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else
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r = math.random(#sound.sounds-1)
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if r >= sound.lastsound then
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r = r + 1
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end
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end
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sound.lastsound = r
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npc:play_sound (sound.sounds[r].pack , 1, 0, 1, 0, sound.sounds[r].id)
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end
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------
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function load_common (obj, sounds_base)
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function id ()
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local t = sounds_base
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sounds_base = sounds_base + 1
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return t
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end
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-- create patrol commander radio speech
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themes["commander_radio"] =
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{
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--speech 1
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{
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sounds_base,
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_on_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_start_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_reply_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_finish_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_off_", 30, snd_type.talk, 2, 1, id ())
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}
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}
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--themes["commander_patrol"] =
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--{
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--{
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--sounds_base,
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--obj:add_sound ("Scripts\\Patrol\\Commander1_", 20, snd_type.talk, 2, 1, id ()),
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--}
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--}
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themes["commander_agroprom"] =
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{
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{
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sounds_base,
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obj:add_sound ("script_replics\\military\\replics\\military_phrase_12", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\military_phrase_13", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\petrovich_mission_1", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\petrovich_mission_2", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\petrovich_mission_3", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\petrovich_mission_4", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\military\\replics\\petrovich_mission_5", 1, snd_type.talk, 2, 1, id ())
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}
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}
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themes["trivial"] =
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--Çâóêè èñïîëüçóåìûå â ïðîñòåíüêèõ ñþæåòíûõ ñêðèïòàõ
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{
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{
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--Çâóêè äëÿ çîìáè ñòàëêåðà
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sounds_base,
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obj:add_sound ("script_replics\\zombie\\stalker_zombie\\zombie_phrase_", 30, snd_type.talk, 2, 1, id ())
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},
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{
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--Çâóêè äëÿ ñòàëêåðà íîâè÷êà, êîòîðûé ëàçèò ïî ñâàëêå è èùåò àðòåôàêòû. 1 - çàäîëáàëñÿ õîäèòü, ïîéäó îòäîõíó, 2 - ãäå ýòè ãðåáàííûå àðòåôàêòû
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sounds_base,
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obj:add_sound ("script_replics\\stalker_1\\newbie\\newbie_replic_1_1", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\stalker_1\\newbie\\newbie_replic_2_", 30, snd_type.talk, 2, 1, id ())
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},
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{
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--Çâóêè äëÿ ñòàëêåðà íîâè÷êà, êîòîðûé õîäèò âîêðóã àðòåôàêòà â àíîìàëèè, è ïûòàåòñÿ åãî äîñòàòü
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sounds_base,
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obj:add_sound ("script_replics\\stalker_1\\newbie\\newbie_phrase_artifact_", 30, snd_type.talk, 2, 1, id ())
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},
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{
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--Çâóêè äëÿ ñòàëêåðà íîâè÷êà, êîòîðîãî îãðàáèëè. 1 - Ïî÷åìó òàê âñå ïëîõî, 2 - çîâåò àêòåðà, 3 - ïîéäè è óáüþ ýòèõ êîçëîâ
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sounds_base,
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obj:add_sound ("script_replics\\stalker_1\\newbie\\robbered_replic_1_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\stalker_1\\newbie\\robbered_replic_2_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\stalker_1\\newbie\\robbered_replic_3_", 30, snd_type.talk, 2, 1, id ())
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}
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}
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themes["escape_blockpost_commander"] =
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{
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{
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sounds_base,
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_song_", 13, snd_type.talk, 2, 1, id ()), --snd_singing
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_outside_", 13, snd_type.talk, 2, 1, id ()), --snd_stretch_himself
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obj:add_sound ("script_replics\\comandir_1\\normal\\comandir_to_soldier_", 13, snd_type.talk, 2, 1, id ()), --snd_talk_path
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_see_enemy_", 13, snd_type.talk, 2, 1, id ()), --snd_enemy_stalker
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obj:add_sound ("script_replics\\comandir_1\\normal\\comandir_alarm_", 13, snd_type.talk, 2, 1, id ()), --snd_enemy_monster
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obj:add_sound ("script_replics\\comandir_1\\normal\\comandir_walking_", 13, snd_type.talk, 2, 1, id ()), --snd_walking
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obj:add_sound ("script_replics\\comandir_1\\normal\\comandir_lostbox_", 13, snd_type.talk, 2, 1, id ()), --snd_lost_box
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_lostbox_", 13, snd_type.talk, 2, 1, id ()), --snd_lost_box_drunk
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_dronk_", 13, snd_type.talk, 2, 1, id ()), --snd_drunk
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_sleep_", 13, snd_type.talk, 2, 1, id ()), --snd_sleep
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obj:add_sound ("script_replics\\radio\\commander\\radio_commander_", 30, snd_type.talk, 2, 1, id ()), --radio_noise
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obj:add_sound ("script_replics\\radio\\message\\radio_noise_", 5, snd_type.talk, 2, 1, id ()), --radio_voice
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 5, snd_type.talk, 2, 1, id ()), --radio_on
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_on_", 5, snd_type.talk, 2, 1, id ()), --radio_off
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_off_", 5, snd_type.talk, 2, 1, id ()) --radio_commander
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}
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}
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themes["dolg_leader"] =
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{
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{
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sounds_base,
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obj:add_sound ("script_replics\\comandir_1\\drunk\\comandir_song_", 13, snd_type.talk, 2, 1, id ()), --snd_singing
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0 * id (), --snd_stretch_himself
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0 * id (), --snd_talk_path
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0 * id (), --snd_enemy_stalker
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0 * id (), --snd_enemy_monster
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obj:add_sound ("script_replics\\comandir_1\\normal\\comandir_walking_", 13, snd_type.talk, 2, 1, id ()), --snd_walking
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0 * id (), --snd_lost_box
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0 * id (), --snd_lost_box_drunk
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0 * id (), --snd_drunk
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0 * id (), --snd_sleep
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0 * id (), --radio_noise
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0 * id (), --radio_voice
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0 * id (), --radio_on
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0 * id (), --radio_off
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0 * id () --radio_commander
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}
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}
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themes["agroprom_military_commander"] =
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{
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{
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sounds_base,
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0 * id (), --snd_singing
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0 * id (), --snd_stretch_himself
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0 * id (), --snd_talk_path
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0 * id (), --snd_enemy_stalker
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0 * id (), --snd_enemy_monster
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obj:add_sound ("script_replics\\military\\replics\\petrovich_phrase_", 13, snd_type.talk, 2, 1, id ()), --snd_walking
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0 * id (), --snd_lost_box
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0 * id (), --snd_lost_box_drunk
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0 * id (), --snd_drunk
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0 * id (), --snd_sleep
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obj:add_sound ("script_replics\\radio\\commander\\radio_commander_", 30, snd_type.talk, 2, 1, id ()), --radio_noise
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obj:add_sound ("script_replics\\radio\\message\\radio_noise_", 5, snd_type.talk, 2, 1, id ()), --radio_voice
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 5, snd_type.talk, 2, 1, id ()), --radio_on
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_on_", 5, snd_type.talk, 2, 1, id ()), --radio_off
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_off_", 5, snd_type.talk, 2, 1, id ()) --radio_commander
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}
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}
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themes["bar_talk_single"] =
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{
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--speech 1
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{
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sounds_base,
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_on_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_start_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_reply_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\commander\\radio_finish_", 30, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\radio\\message\\radio_turn_off_", 30, snd_type.talk, 2, 1, id ())
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}
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}
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themes["bar_talk_double"] =
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{
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--speech 1
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{
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sounds_base,
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_novice_1", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_novice_2", 1, snd_type.talk, 2, 1, id ())
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},
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--speech 2
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{
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sounds_base,
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_1", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_2", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_3", 1, snd_type.talk, 2, 1, id ()),
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_4", 1, snd_type.talk, 2, 1, id ())
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},
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--speech 3
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{
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sounds_base,
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obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_hiding_place_1", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_hiding_place_2", 1, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
themes["laboratory_scientist"] =
|
|
{
|
|
{
|
|
sounds_base,
|
|
--1 - óáåðè îðóæèå è çàõîäè
|
|
--2 - ïðèâåòñòâèå
|
|
--3,... - ðàçëè÷íûå çàäàíèÿ
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_ambush_3", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\trader\\trader_script1a_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\trader\\trader_monolog", 30, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
themes["barman"] =
|
|
{
|
|
-- misc
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\stalker_1\\talk\\stalker_talk_", 30, snd_type.talk, 2, 1, id ()), -- lets go
|
|
obj:add_sound ("script_replics\\trader\\trader_script1a_1", 1, snd_type.talk, 2, 1, id ())
|
|
},
|
|
-- idle_bar
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_2", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_3", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_4", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_9", 1, snd_type.talk, 2, 1, id ())
|
|
},
|
|
-- idle_room
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\stalker_1\\trade\\stalker_trade_2", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\stalker_1\\trade\\stalker_trade_3", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\stalker_1\\trade\\stalker_trade_4", 1, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
themes["ambush"] =
|
|
{
|
|
-- idle
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_2", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_3", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_4", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\idle\\bandit_idle_8", 1, snd_type.talk, 2, 1, id ()),
|
|
}
|
|
}
|
|
|
|
themes["sos"] =
|
|
{
|
|
-- ïðèøåë
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_1", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_2", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_3", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\bandit_1\\replics\\bandit_about_zone_4", 1, snd_type.talk, 2, 1, id ())
|
|
},
|
|
-- îæèäàíèå
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\radio\\message\\radio_turn_on_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\radio\\commander\\radio_start_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
|
|
},
|
|
--óøåë
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\radio\\commander\\radio_reply_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\radio\\message\\radio_voice_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\radio\\commander\\radio_finish_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\radio\\message\\radio_turn_off_", 30, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
themes["wounded"] =
|
|
{
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_sound\\help\\soldier\\soldier_help_1", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_sound\\help\\soldier\\soldier_help_2", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_sound\\help\\soldier\\soldier_help_3", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_sound\\help\\soldier\\soldier_help_4", 1, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_sound\\help\\soldier\\soldier_help_5", 1, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
themes["bar"] =
|
|
{
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\stalker_1\\talk\\stalker_talk_2", 5, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("monsters\\stalker\\hiccup\\hic", 5, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
themes["outcast"] =
|
|
{
|
|
{
|
|
sounds_base,
|
|
obj:add_sound ("script_replics\\trader\\trader_script1a_", 30, snd_type.talk, 2, 1, id ()),
|
|
obj:add_sound ("script_replics\\trader\\trader_monolog", 30, snd_type.talk, 2, 1, id ())
|
|
}
|
|
}
|
|
|
|
|
|
return sounds_base
|
|
end
|