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Text File  |  1999-11-15  |  4KB  |  171 lines

  1. # Jones 3D Cog Script
  2. #
  3. # PRU_watersounds.cog    
  4. #
  5. # [GGJ]
  6. #
  7. # (C) 1999 LucasArts Entertainment Company LLC. All Rights Reserved
  8. #
  9. # ========================================================================================
  10. symbols
  11. message        startup
  12. message        user0                    #0-4 are from PRU_adjoinSettingsOff.cog
  13. #message        user1
  14. #message        user2
  15. #message        user3
  16. #message        user4
  17. message        user5                    #5 is from PRU_arrivalCS.cog
  18. message        user6                    #6 also from PRU_arrivalCS.cog
  19.  
  20. thing        pool0                    #lapping sound - riv_h2o_lap_a.wav @ movie clearing
  21.  
  22. thing        creek0                    #pru_river_flowing_a.wav, water flowing into jungle
  23.  
  24. thing        riverSl0                #stream sounds - olv_stream_a.wav
  25. thing        riverSl1                #also plays at lower volume in stream sectors
  26.  
  27. thing        riverMd0                #waterfall sound plays at fall foams
  28. thing        riverMd1                #also plays inside waterfall sectors
  29. thing        riverMd2                #gen_waterfall_a.wav
  30. thing        riverMd3
  31.  
  32. thing        riverLg0                #rapids sound linked to scary rocks
  33. thing        riverLg1                #also plays at lower volume in river sectors.
  34. thing        riverLg2                #riv_h20_rapid_a.wav
  35. thing        riverLg3
  36. thing        riverLg4
  37. thing        riverLg5
  38. thing        riverLg6                #ghost behind waterfall near river secret
  39.  
  40. thing        rock
  41.  
  42. sound        poolSnd=riv_h2o_lap_a.wav            local
  43. sound        streamSnd=olv_stream_a.wav             local
  44. sound        rapidMdSnd=gen_waterfall_a.wav         local
  45. sound        rapidLgSnd=riv_h20_rapid_a.wav         local    
  46. sound        creeksnd=pru_river_flowing_a.wav    local
  47.  
  48. int            MaxNumThings=7                        local
  49. int            index=0                                local
  50. int            rapidLGTrack0                        local
  51. int            rapidLGTrack1                        local
  52. int            rapidLGTrack2                        local
  53. int            rapidLGTrack3                        local
  54. int            rapidLGTrack4                        local
  55. int            rapidLGTrack5                        local
  56. int            rapidLGTrack6                        local
  57.  
  58. int            rapidMDTrack0                        local
  59. int            rapidMDTrack1                        local
  60. int            rapidMDTrack2                        local
  61. int            rapidMDTrack3                        local
  62.  
  63. int            streamTrack0                        local
  64. int            streamTrack1                        local
  65.  
  66. int            creekTrack0                            local
  67.  
  68. int            poolTrack0                            local
  69.  
  70. end
  71. # ========================================================================================
  72. code
  73.  
  74. startup:
  75. SetCollideType(rock, 0);
  76. return;
  77.  
  78. user5:
  79.  
  80. for (index = 0; index < MaxNumThings; index = index + 1)
  81. {
  82.     Print("sound1");
  83.     PrintInt(index);
  84.     rapidLGTrack0[index] = PlaySoundThing(rapidLgSnd, riverLg0[index], 0.35, 4.5, 30.0, 0x81);
  85.     if (index < 4)
  86.     {
  87.         Print("sound2");
  88.         PrintInt(index);
  89.         rapidMDTrack0[index] = PlaySoundThing(rapidMdSnd, riverMd0[index], 0.35, 4.5, 30.0, 0x81);
  90.     }
  91.     if (index < 2)
  92.     {
  93.         Print("sound3");
  94.         PrintInt(index);
  95.         streamTrack0[index] = PlaySoundThing(streamSnd, riverSl0[index], 0.4, 5.0, 30.0, 0x81);
  96.     }                                                                        
  97.     if (index < 1) 
  98.     {
  99.         Print("sound4");
  100.         PrintInt(index);
  101.         creekTrack0[index] = PlaySoundThing(creeksnd, creek0[index], 0.4, 5.0, 25.0, 0x81);
  102.     }
  103.     if (index < 1) 
  104.     {
  105.         Print("sound5");
  106.         PrintInt(index);
  107.         poolTrack0[index] = PlaySoundThing(poolSnd, pool0[index], 0.4, 5.0, 25.0, 0x81);
  108.     }
  109. }
  110. return;
  111.  
  112.  
  113. user0:
  114. for (index = 0; index < MaxNumThings; index = index + 1)
  115. {
  116.     
  117.     StopSound(rapidLGTrack0[index], 0.1);
  118.     if (index < 4)
  119.     {
  120.         StopSound(rapidMDTrack0[index], 0.1);
  121.     }
  122.     if (index < 2)
  123.     {
  124.         StopSound(streamTrack0[index], 0.1);
  125.     }                                                                        
  126.     if (index < 1) 
  127.     {
  128.         StopSound(creekTrack0[index], 0.1);
  129.     }
  130.     if (index < 1) 
  131.     {
  132.         StopSound(poolTrack0[index], 0.1);
  133.     }
  134. }
  135.  
  136.  
  137.  
  138.  
  139. return;
  140.  
  141.  
  142.  
  143.  
  144.  
  145. user6:
  146. for (index = 0; index < MaxNumThings; index = index + 1)
  147. {
  148.     #Print("sound1");
  149.     #PrintInt(index);
  150.     ChangeSoundVol(rapidLGTrack0[index], 1, 3.0);
  151.     
  152.     if (index < 4)
  153.     {
  154.         ChangeSoundVol(rapidMDTrack0[index], 1, 3.0);
  155.     }
  156.     if (index < 2)
  157.     {
  158.         ChangeSoundVol(streamTrack0[index], 1, 3.0);
  159.     }                                                                        
  160.     if (index < 1) 
  161.     {
  162.         ChangeSoundVol(creekTrack0[index], 1, 3.0);
  163.     }
  164.     if (index < 1) 
  165.     {
  166.         ChangeSoundVol(poolTrack0[index], 1, 3.0);
  167.     }
  168. }
  169. return;
  170.  
  171. end