Voltaire
rem ** Balance between 2d and 3d samples. sound.setProperty "balance2d3d-default" 1.0 sound.setProperty "balance2d3d-eax" 1.0
rem ** Reverb and obstruction vars.set sound-maxreverb 3 vars.set sound-reverb-steepness 1 vars.set sound-raylength 17
rem ** Obstruction when angle between listener, source and obstructing object rem ** is 0 degrees vars.set sound-obstruction-max 1.0 rem ** Size of listener's obstruction sphere vars.set sound-listener-radius 5 rem ** Size of obstructing object (inserted at obstruction point) vars.set sound-obstruction-radius 10
rem ** Ambient sound properties sound.setProperty ambient-fade-time 1.3 sound.setProperty ambient-forced-fade-time 0.7 sound.setProperty ambient-indoor-obstruction 0 sound.setProperty ambient-indoor-obstruction-speed 0.08
rem ** Air absorption. sound.setProperty airabsorption-eax-mindistance 20 sound.setProperty airabsorption-eax-maxdistance 450
rem ** Setup tinnitus. First file is the "tinnitus" sample, the second rem ** file is the man down sample. sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 4 0.0
rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
sound.windSetup S_Wind 0.0
rem ** Factor of explosion radius that triggers the tinnitus effect vars.set sound-tinnitus-range 0.0
rem ** Early sample prioritization sound.setProperty prio-k-frontback 0 sound.setProperty prio-k-rightleft 0 sound.setProperty prio-k-age 0.5 sound.setProperty prio-age-only-distance 5 sound.setProperty prio-k-distance 1.0
rem ** Distance delay rem ** Shortest distance from listener where distance