| Author: | Iskander & Jugalator |
| Author Website: | n/a |
| Script Name: | Ambient Sounds |
| Description: | An include to give you a variable for each ambient soundtrack in ambientsounds.2da |
| Instructions on Use: | Add #include "ambient_sounds" to the top of your script. NOTE: That assumes you name your include file "ambient_sounds." If you chose to name it "sound" (for example) then add #include "sound" to the top of your script. |
Script 1 (Include file):
| //:://///////////////////////////////////////////// //:: FileName: ambient_sounds //::////////////////////////////////////////////// /* Adds 'constant' variables for ambient sounds, for use in the AmbientSound* functions. These constants were copied from a forum post by Jugalator. Expect that BW will incorporate similar constants into nwscript.nss at some point in the future... with any luck, they might copy and paste this :) */ //::////////////////////////////////////////////// //:: Created By: Iskander //:: Created On: 13 July 2002 //::////////////////////////////////////////////// int SFX_AMB_RURALDAY1 = 1; //mus_ruralday1 int SFX_AMB_RURALDAY2 = 2; //mus_ruralday2 int SFX_AMB_RURALNITE = 3; //mus_ruralnite int SFX_AMB_FORESTDAY1 = 4; //mus_forestday1 int SFX_AMB_FORESTDAY2 = 5; //mus_forestday2 int SFX_AMB_FORESTNITE = 6; //mus_forestnite int SFX_AMB_GENDUNGEON1 = 7; //mus_gendungeon1 int SFX_AMB_SEWER = 8; //mus_sewer int SFX_AMB_MINES1 = 9; //mus_mines1 int SFX_AMB_MINES2 = 10; //mus_mines2 int SFX_AMB_CRYPT1 = 11; //mus_crypt1 int SFX_AMB_CRYPT2 = 12; //mus_crypt2 int SFX_AMB_EVILDUNGEON1 = 13; //mus_evildungeon1 int SFX_AMB_EVILDUNGEON2 = 14; //mus_evildungeon2 int SFX_AMB_CITYSLUMDAY = 15; //mus_cityslumday int SFX_AMB_CITYSLUMNITE = 16; //mus_cityslumnite int SFX_AMB_CITYDOCKDAY = 17; //mus_citydockday int SFX_AMB_CITYDOCKNITE = 18; //mus_citydocknite int SFX_AMB_CITYWEALTHY = 19; //mus_citywealthy int SFX_AMB_CITYMARKET = 20; //mus_citymarket int SFX_AMB_CITYNITE = 21; //mus_citynite int SFX_AMB_TAVERN1 = 22; //mus_tavern1 int SFX_AMB_TAVERN2 = 23; //mus_tavern2 int SFX_AMB_TAVERN3 = 24; //mus_tavern3 int SFX_AMB_RICHHOUSE = 25; //mus_richhouse int SFX_AMB_STORE = 26; //mus_store int SFX_AMB_TEMPLEGOOD = 27; //mus_templegood int SFX_AMB_TEMPLEEVIL = 28; //mus_templeevil int SFX_AMB_THEME_NWN = 29; //mus_theme_nwn int SFX_AMB_THEME_CHAP1 = 30; //mus_theme_chap1 int SFX_AMB_THEME_CHAP2 = 31; //mus_theme_chap2 int SFX_AMB_THEME_CHAP3 = 32; //mus_theme_chap3 int SFX_AMB_THEME_CHAP4 = 33; //mus_theme_chap4 int SFX_AMB_BAT_RURAL1 = 34; //mus_bat_rural1 int SFX_AMB_BAT_FOREST1 = 35; //mus_bat_forest1 int SFX_AMB_BAT_FOREST2 = 36; //mus_bat_forest2 int SFX_AMB_BAT_DUNG1 = 37; //mus_bat_dung1 int SFX_AMB_BAT_DUNG2 = 38; //mus_bat_dung2 int SFX_AMB_BAT_DUNG3 = 39; //mus_bat_dung3 int SFX_AMB_BAT_CITY1 = 40; //mus_bat_city1 int SFX_AMB_BAT_CITY2 = 41; //mus_bat_city2 int SFX_AMB_BAT_CITY3 = 42; //mus_bat_city3 int SFX_AMB_BAT_CITBOSS = 43; //mus_bat_citboss int SFX_AMB_BAT_FORBOSS = 44; //mus_bat_forboss int SFX_AMB_BAT_LIZBOSS = 45; //mus_bat_lizboss int SFX_AMB_BAT_DRAGON = 46; //mus_bat_dragon int SFX_AMB_BAT_ARIBETH = 47; //mus_bat_aribeth int SFX_AMB_BAT_ENDBOSS = 48; //mus_bat_endboss int SFX_AMB_TEMPLEGOOD2 = 49; //mus_templegood2 int SFX_AMB_CASTLE = 50; //mus_castle int SFX_AMB_THEME_ARIBGD = 51; //mus_theme_aribgd int SFX_AMB_THEME_ARIBEV = 52; //mus_theme_aribev int SFX_AMB_THEME_ARGEND = 53; //mus_theme_argend int SFX_AMB_THEME_MAUGRM = 54; //mus_theme_maugrm int SFX_AMB_THEME_MORAG = 55; //mus_theme_morag |