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Thread: Making Sense of Schemas

  1. #1
    Member
    Registered: Aug 2001
    Location: Virginia, USA

    Making Sense of Schemas

    The $0.05 overview for those not entirely familiar with schemas:
    Thief plays most sounds using schemas. The schema describes which WAV files to play, and various other options like looping.

    The standard set of schemas available in DARK.GAM with Thief 2 includes many that are of limited use to most FMs. These schemas bloat the gamesys and waste precious object IDs. I've always wanted to make a trimmed-down gamesys with a more useful set of schemas in it. (Though still using the standard sound.)

    One of the improvements to be made is the available ambients. The standard schemas are organized by the mission. Not really that convenient for FM authors.

    To figure out the best way to reorganize the ambients, I needed to know which ones were unnecessary. So I broke-down the ambients using their base-name. That is, the schema "m01night" is called "night" for mission 1. The same (almost the same) "night" schema is used in missions 4 and 10. Missions 7 and 11 also have a "night" schema, but they're different.

    This is the resulting list, sorted alphabetically by base name. On the same line as the name I also list similar schemas. Then a line for each mission. Schemas from AMB_MISC.SCH don't have a mission number. The play parameters are listed on each line: ml=mono_loop, pl=poly_loop, d=delay, p=pan_range, v=volume, nr=no_repeat, st=stream, s=samples.

    And at the end, I list a few samples that are in my SND.CRF but aren't used by any schemas. Although some of them are used by songs.

    Code:
    apt: (pianol1, voicel1)
    5 = ml(0,0), v(-1000), s(voicel1)
    
    arc: (zaparc)
    16 = ml(0,0), v(-300), s(zaparc)
    
    balc: (balcobj, hum)
    6 = ml(0,0), v(-2200), s(hum2)
    
    balcobj: (balc, hum)
    6 = ml(0,0), v(-1400), s(hum2)
    
    basement: (brass)
    7 = ml(0,0), v(-1400), s(brassL)
    
    basementh:
    7 = pl(2,2000,15000), d(6000), p(3000), v(-1200), s(L7flut_1,L7flut_2,L7flut_3)
    
    basementl:
    9 = ml(0,0), v(-1700), s(basemen2)
    
    bass:
    7 = ml(0,0), v(-2500), s(L7_baseM)
    
    beacon: (wingedf)
    16 = ml(0,0), v(-1000), s(wingedF)
    
    bell:
    6 = v(-1000), st, s(bellchu2)
    
    bell1: (domecym)
    16 = ml(0,0), v(-600), s(beatcym2)
    
    bellchurch:
    11 = pl(2,5000,5020), c(12), d(5000), v(-1500), s(bellchur)
    
    bellthump: (thump)
    10 = v(-500), s(bellthmp)
    
    bigfridge:
    16 = ml(0,0), v(-1000), s(fridge2)
    
    birdtree:
    7 = ml(0,0), v(-2000), s(L7_treeL)
    
    blade:
    16 = ml(0,0), v(-700), s(blade1,blade2)
    
    boing:
    10 = ml(0,0), c(4), v(-1300), s(m10boing)
    
    brass: (basement)
    6 = ml(0,0), v(-1300), s(brassL)
    
    bsmt: (tunnel)
    4 = ml(0,0), v(-2100), s(mines2)
    
    bst_var:
    4 = pl(2,500,7000), p(3000), d(3000), v(-2200), s(rat1,rat2,squeaks1)
    
    bub1: (bubbles)
    15 = pl(2,3000,6000), p(2000), v(-1000), s(bubble1,bubble2,bubble3,bubble4)
    
    bub2:
    15 = pl(2,500,2000), p(2000), v(-1000), s(burble1,burble2,burble3)
    
    bub3:
    15 = ml(0,0), v(-1000), s(bubblelp)
    
    bubbles: (bub1)
    6 = pl(2,1000,5000), v(-1200), s(bubble1,bubble2,bubble3,bubble4)
    
    bugcloud_lp:
    ml(0,0), v(-1500), s(bugclou1,bugclou2,bugclou3)
    
    bughalo_lp:
    ml(0,0), v(-1550), s(bughalo)
    
    buzz:
    10 = ml(0,0), v(-600), s(m10buzz)
    
    buzzer:
    16 = v(-1), s(buzzer)
    
    cauldron_lp: (lava1)
    ml(0,0), v(-800), s(lavalp1)
    
    cave:
    10 = pl(2,6000,7500), p(3000), nr, v(-850), s(cave8,cave9,cave10)
    14 = ml(0,0), v(-3900), s(nightlp3)
    
    cave1:
    15 = pl(2,5000,7000), p(3000), v(-2000), s(cave1,cave2,cave3,cave4,cave5,cave6,cave7,cave8,cave9,cave10)
    
    cave2:
    15 = pl(2,7500,8000), p(3000), v(-2400), s(cave3)
    
    cavehit:
    14 = ml(1000,2500), v(-2200), s(cave1,cave2,cave3,cave4,cave5,cave6,cave7,cave8,cave9,cave10)
    
    churchbell:
    15 = ml(0,0), v(-400), s(beatbel1)
    9 = ml(0,0), v(-400), s(beatbel1)
    
    cicadas: (cicads)
    10 = pl(2,2000,2500), p(2500), v(-3000), s(cicad1,cicad2,cicad3,cicad4)
    
    cicads: (cicadas, night, nightl))
    2 = ml(0,0), v(-2700), s(night1,night2,night3,night4,night5)
    5 = pl(2,2500,4000), d(2000), p(3000), v(-3200), s(cicad1,cicad2,cicad3,cicad4)
    8 = pl(2,4000,6000), d(3000), p(3000), v(-3200), s(cicad1,cicad2,cicad3,cicad4)
    16 = pl(2,3000,5000), p(2400), v(-1800), s(cicad1,cicad2,cicad3,cicad4)
    
    clock1: (dial1, dials, printing)
    4 = ml(0,0), v(-2000), s(printing)
    
    clock2: 
    4 = ml(0,0), v(-1500), s(minepik1)
    7 = ml(0,0), v(-1500), s(minepik1)
    
    clock3:
    4 = ml(0,0), v(-2800), s(noluck1)
    7 = ml(0,0), v(-2800), s(noluck1)
    
    coil_lp:
    ml(0,0), v(-900), s(coil1,coil2,coil3)
    
    crackle1:
    15 = ml(0,0), v(-750), s(crackle1)
    16 = ml(0,0), v(-1100), s(crackle1)
    
    crackle2: (lava)
    15 = ml(0,0), v(-750), s(crackle2)
    
    creaks:
    2 = pl(2,7500,15000), v(-1100), s(creak1,creak2,creak3)
    
    cricket:
    7 = ml(0,0), v(-2000), s(cricket3,cricket4,cricket7)
    
    crickets: (night, nightl)
    1 = ml(0,0), v(-2200), s(cricket1,cricket2,cricket3,cricket4,cricket5,cricket6,cricket7)
    10 = ml(0,0), v(-1800), s(cricket1,cricket2,cricket3,cricket4,cricket5,cricket6,cricket7)
    
    den:
    10 = pl(2,4000,12000), p(3000), v(-300), s(den1,den2,den3,den4,den5,den6)
    
    dial1: (clock1, dials, printing)
    16 = ml(0,0), v(-500), s(printing)
    
    dial2:
    16 = ml(0,0), v(-500), s(camstop)
    
    dial3:
    16 = ml(0,0), v(-500), s(wheelstp)
    
    dials: (clock1, dial1, printing)
    4 = ml(0,0), v(-2500), s(printing)
    
    domecym: (bell1)
    7 = ml(0,0), v(-800), s(beatcym2)
    
    drip: (drips)
    5 = pl(2,3500,4500), d(5000), p(2000), v(-2000), s(drip1,drip2,drip3,drip4,drip5,drip6)
    8 = pl(2,3500,4500), p(2000), d(3000), v(-2200), s(drip1,drip2,drip3,drip4,drip5,drip6)
    
    drips: (drip)
    14 = pl(2,3000,5500), v(-3000), s(drip1,drip2,drip3,drip4,drip5,drip6)
    
    drone:
    1 = ml(0,0), v(-1200), s(m01drone)
    
    falls1:
    15 = ml(0,0), v(-400), s(lavapour)
    
    fan:
    16 = ml(0,0), v(-1), s(fan)
    4 = ml(0,0), v(-1500), s(fan)
    
    fire_flame: (torch_flame)
    ml(0,0), v(-1000), s(firelp1,firelp8,firelp9)
    
    firev:
    16 = ml(0,0), v(-150), s(firebst1,firebst2,firebst3)
    
    forest:
    10 = ml(0,0), v(-1500), s(forest1,forest2,forest3,forest4,forest5,forest6)
    
    fridge:
    2 = ml(0,0), v(-1500), s(fridge1)
    14 = ml(0,0), v(-2000), s(fridge1)
    
    gaslight_lp:
    ml(0,0), v(-3000), s(gaslp1,gaslp2,gaslp3)
    
    gear1: (gears)
    16 = ml(0,0), v(-1), s(gears1r)
    
    gear2: (gears)
    16 = ml(0,0), v(-1), s(gears2r)
    
    gear3: (gears, pulley)
    16 = ml(0,0), v(-1), s(gears4)
    
    gearlg:
    2 = ml(0,0), v(-750), s(gear_lg1)
    11 = ml(0,0), v(-750), s(gear_lg1)
    16 = ml(0,0), v(-750), s(gear_lg1)
    
    gearm: (gearm1)
    2 = ml(0,0), v(-1000), s(gear_md1)
    6 = ml(0,0), v(-1900), s(gear_md1)
    15 = ml(0,0), v(-1000), s(gear_md1)
    16 = ml(0,0), v(-1000), s(gear_md1)
    
    gearm1: (gearm)
    11 = ml(0,0), v(-1000), s(gear_md1)
    
    gearm2:
    11 = ml(0,0), v(-1000), s(gear_md2)
    
    gearm3:
    11 = ml(0,0), v(-1000), s(gear_md3)
    
    gears: (gear1, gear2, gear3, pulley)
    4 = ml(0,0), v(-1500), s(gears4)
    11 = ml(0,0), v(-2000), s(gears1r,gears2r)
    
    glowball_lp:
    ml(0,0), v(-100), s(glowball,glowbal2)
    
    gregorian:
    9 = ml(5,15), v(-2000), st, s(gregfull)
    11 = ml(15,25), v(-2000), st, s(gregfull)
    13 = ml(5,15), v(-2000), st, s(gregfull)
    
    hisses:
    9 = ml(2000,4500), v(-2600), s(hiss1,hiss2,hiss3)
    
    hissl:
    9 = ml(0,0), v(-2100), s(hiss1L)
    
    hits1: (trem_hits)
    2 = pl(2,6500,20000), p(2500), v(-1700), s(trem___1,trem___2,trem___3)
    
    hitsl:
    8 = ml(2000,4500), p(3000), d(3000), v(-1400), s(btrem1,btrem2,btrem3,btrem4,btrem5)
    14 = ml(4000,7000), p(2000), d(3000), v(-1900), s(btrem1,btrem2,btrem3,btrem4,btrem5,L14wail1)
    16 = ml(6000,10000), p(2000), d(3000), v(-1400), s(btrem1,btrem2,btrem3,btrem4,btrem5,m01tone1,m01tone2,m01tone3,m01tone4,m01tone5,m01tone6,m01tone7,m01tone8)
    
    hollow: (trans, windstil, windtrans)
    5 = ml(0,0), v(-2400), s(caveamb)
    7 = ml(0,0), v(-2200), s(windstil)
    8 = ml(0,0), v(-2200), s(windstil)
    
    holyw:
    13 = ml(0,0), v(-1800), s(wtr_holy)
    16 = ml(0,0), v(-1800), s(wtr_holy)
    
    hum: (balc, balcobj, in, inside)
    4 = ml(0,0), v(-2200), s(hum)
    11 = ml(0,0), v(-1800), s(hum2)
    
    in: (hum, inside)
    5 = ml(0,0), v(-1800), s(hum)
    8 = ml(0,0), v(-1800), s(hum)
    
    in1:
    4 = ml(0,0), v(-1800), s(voxloop2)
    
    inside: (hum, in)
    1 = ml(0,0), v(-1500), s(hum)
    15 = ml(0,0), v(-1800), s(lostcity)
    
    insidehits:
    6 = pl(2,6000,10000), d(10000), p(3000), v(-2400), s(fb1,fb2,fb3,fb4,fb5,fb6,fb7,fb8,fb9,fb10)
    
    insidel:
    8 = pl(2,5000,6000), v(-600), nr, s(amb_low1,amb_low2,amb_low3,amb_low4)
    14 = pl(2,5000,7000), v(-1700), nr, s(L14wail1,L14wail2,L14wail3,L14wail4)
    16 = pl(2,5000,6000), v(-1000), nr, s(amb_low1,amb_low2,amb_low3,amb_low4)
    
    laughs:
    6 = pl(2,4000,10000), v(-1800), s(laugh1,laugh2,laugh3,laugh4)
    
    lava: (crackle2)
    4 = ml(0,0), v(-1), s(crackle2)
    
    lava1: (cauldron_lp)
    15 = ml(0,0), v(-400), s(lavalp1)
    
    lava2:
    15 = ml(0,0), v(-400), s(lavalp2)
    16 = ml(0,0), v(-400), s(lavalp2)
    
    lava3:
    15 = ml(0,0), v(-400), s(lavalp3)
    
    lava4:
    15 = ml(0,0), v(-500), s(lavalp4)
    
    lighthouse:
    14 = ml(0,0), v(-1000), s(Lhouse)
    
    litewind: (wind, windlit, windobj)
    2 = pl(2,5000,6500), v(-1000), s(Windlit5,Windlit6)
    
    mach1: (machl1)
    16 = ml(0,0), v(-1), s(machlg01)
    
    mach2: (machl6)
    16 = ml(0,0), v(-1), s(machlg06)
    
    mach3: (machl7)
    16 = ml(0,0), v(-1), s(machlg07)
    
    mach4: (machl8)
    16 = ml(0,0), v(-1), s(machlg08)
    
    mach5: (machl9)
    16 = ml(0,0), v(-1), s(machlg09)
    
    machine1: (tapping, ticking)
    2 = ml(0,0), v(-2400), s(tapping)
    
    machl1: (mach1)
    2 = ml(0,0), v(-1000), s(machlg01)
    6 = ml(0,0), v(-500), s(machlg01)
    11 = ml(0,0), v(-1000), s(machlg01)
    15 = ml(0,0), v(-1000), s(machlg01)
    16 = ml(0,0), v(-1000), s(machlg01)
    
    machl2:
    2 = ml(0,0), v(-1000), s(machlg02)
    6 = ml(0,0), v(-1500), s(machlg02)
    11 = ml(0,0), v(-1000), s(machlg02)
    15 = ml(0,0), v(-1000), s(machlg02)
    16 = ml(0,0), v(-1000), s(machlg02)
    
    machl3:
    2 = ml(0,0), v(-1000), s(machlg03)
    11 = ml(0,0), v(-1000), s(machlg03)
    15 = ml(0,0), v(-1300), s(machlg03)
    16 = ml(0,0), v(-1000), s(machlg03)
    
    machl4:
    2 = ml(0,0), v(-1000), s(machlg04)
    6 = ml(0,0), v(-1000), s(machlg04)
    11 = ml(0,0), v(-1000), s(machlg04)
    15 = ml(0,0), v(-1000), s(machlg04)
    16 = ml(0,0), v(-1000), s(machlg04)
    
    machl5:
    2 = ml(0,0), v(-1000), s(machlg05)
    6 = ml(0,0), v(-1000), s(machlg05)
    11 = ml(0,0), v(-1000), s(machlg05)
    15 = ml(0,0), v(-850), s(machlg05)
    16 = ml(0,0), v(-1000), s(machlg05)
    
    machl6: (mach2)
    2 = ml(0,0), v(-1000), s(machlg06)
    6 = ml(0,0), v(-1000), s(machlg06)
    11 = ml(0,0), v(-1000), s(machlg06)
    15 = ml(0,0), v(-1000), s(machlg06)
    16 = ml(0,0), v(-1000), s(machlg06)
    
    machl7: (mach3)
    2 = ml(0,0), v(-1000), s(machlg07)
    6 = ml(0,0), v(-1000), s(machlg07)
    11 = ml(0,0), v(-1000), s(machlg07)
    15 = ml(0,0), v(-1000), s(machlg07)
    16 = ml(0,0), v(-1000), s(machlg07)
    
    machl8: (mach4)
    2 = ml(0,0), v(-1000), s(machlg08)
    6 = ml(0,0), v(-1000), s(machlg08)
    11 = ml(0,0), v(-1000), s(machlg08)
    15 = ml(0,0), v(-1000), s(machlg08)
    16 = ml(0,0), v(-1000), s(machlg08)
    
    machl9: (mach5)
    2 = ml(0,0), v(-1000), s(machlg09)
    15 = ml(0,0), v(-1000), s(machlg09)
    16 = ml(0,0), v(-1000), s(machlg09)
    
    machs1:
    2 = ml(0,0), v(-1000), s(machsm01)
    11 = ml(0,0), v(-1000), s(machsm01)
    15 = ml(0,0), v(-1000), s(machsm01)
    16 = ml(0,0), v(-1000), s(machsm01)
    
    machs2:
    2 = ml(0,0), v(-1000), s(machsm02)
    11 = ml(0,0), v(-1000), s(machsm02)
    15 = ml(0,0), v(-1000), s(machsm02)
    16 = ml(0,0), v(-1000), s(machsm02)
    
    machs3:
    2 = ml(0,0), v(-1000), s(machsm03)
    6 = ml(0,0), v(-1800), s(machsm03)
    11 = ml(0,0), v(-1000), s(machsm03)
    15 = ml(0,0), v(-1000), s(machsm03)
    16 = ml(0,0), v(-1000), s(machsm03)
    
    machs4:
    2 = ml(0,0), v(-1000), s(machsm04)
    11 = ml(0,0), v(-1000), s(machsm04)
    15 = ml(0,0), v(-1200), s(machsm04,machsm07,machsm08,machsm09)
    16 = ml(0,0), v(-1000), s(machsm04)
    
    machs5:
    2 = ml(0,0), v(-1000), s(machsm05)
    11 = ml(0,0), v(-1000), s(machsm05)
    15 = ml(0,0), v(-1000), s(machsm05)
    16 = ml(0,0), v(-1000), s(machsm05)
    
    machs6:
    2 = ml(0,0), v(-1000), s(machsm06)
    11 = ml(0,0), v(-1000), s(machsm06)
    15 = ml(0,0), v(-1000), s(machsm06)
    16 = ml(0,0), v(-1000), s(machsm06)
    
    mainhits: (tones)
    5 = pl(2,6500,8500), p(3000), v(-1400), s(m01tone1,m01tone2,m01tone3,m01tone4,m01tone5,m01tone6,m01tone7,m01tone8)
    
    mainl:
    2 = ml(0,0), v(-3000), s(L2_base1)
    6 = ml(0,0), v(-1300), s(basement)
    7 = ml(15000,35000), d(15000), st, v(-1600), s(L7_base1)
    
    maintrem:
    5 = ml(0,0), v(-900), s(lowtrem)
    
    night: (cicads, cricket, crickets, nightl)
    1 = ml(0,0), v(-2200), s(night1,night2,night3,night4,night5)
    4 = ml(0,0), v(-3000), s(night1,night2,night3,night4,night5)
    7 = ml(0,0), nr, v(-2500), s(nightlp,nightlp2,nightlp3,cricket2,cricket5,cricket6)
    10 = ml(0,0), v(-1800), s(night1,night2,night3,night4,night5)
    11 = ml(0,0), v(-2800), s(night1,night2,night3,night4,night5,cricket1,cricket2,cricket3,cricket4,cricket5,cricket6,cricket7)
    
    nightl: (cicads, cricket, crickets, night)
    5 = ml(0,0), v(-3000), s(night1,night2,night3,night4,night5,cricket1,cricket2,cricket3,cricket4,cricket5,cricket6,cricket7)
    8 = ml(0,0), v(-2700), s(night1,night2,night3,night4,night5,cricket1,cricket2,cricket3,cricket4,cricket5,cricket6,cricket7)
    
    orchestra:
    2 = ml(60000,90000), d(90000), st, nr, v(-1300), s(swells1,swells2)
    16 = ml(60000,90000), d(90000), st, nr, v(-1300), s(s01mel1)
    
    paglight_lp: (vikglow_lp)
    ml(0,0), nr, v(-1000), s(paglit1,paglit2,paglit3)
    
    pbridge_lp:
    ml(0,0), v(-500), s(pbridge)
    
    pianol1: (apt, voicel1)
    9 = ml(0,0), v(-2000), s(voiceL1)
    
    pipes:
    1 = ml(0,0), v(-1000), s(pipelp2)
    11 = ml(0,0), v(-1700), s(pipelp1,pipelp2,pipelp3)
    
    plantbr:
    10 = ml(0,0), v(-1000), s(plantbr1,plantbr2)
    
    portal_lp:
    ml(0,0), v(-1100), s(portal)
    
    printing: (clock1, dial1, dials)
    11 = ml(0,0), v(-2000), s(printing)
    
    prison: (sub)
    4 = ml(0,0), v(-800), s(subson4)
    
    prison_var:
    4 = pl(2,4000,10000), p(3000), d(3000), v(-1200), s(rat1,rat2,chain1,moan1,moan2,moan3,moan4,plead1,plead2,plead3)
    
    pulley: (gear3, gears)
    4 = ml(0,0), v(-2000), s(gears4)
    
    pump:
    11 = ml(0,0), v(-1200), s(metalhrt)
    
    purple_lp:
    ml(0,0), nr, v(-1600), s(vikglow1,vikglow2,vikglow3,vikglow4,vikglow5)
    
    quake1: (quake3)
    15 = ml(10000,30000), v(-1), s(rumble1)
    
    quake2: (quake3)
    15 = ml(10000,30000), v(-300), s(rumble2,rumble3)
    
    quake3: (quake1,quake2)
    15 = pl(1,10000,30000), p(2000), v(-1700), s(rumble2,rumble3,rumble1)
    
    rain: (rainl)
    13 = pl(2,3000,5000), v(-1400), s(rain_lt1,rain_lt2,rain_lt3,rain_lt4,rain_lt5)
    14 = pl(2,3000,5000), v(-1200), s(rain_lt1,rain_lt2,rain_lt3,rain_lt4,rain_lt5)
    
    rainl: (rain)
    14 = pl(2,3000,5000), v(-600), s(rain_lt1,rain_lt2,rain_lt3,rain_lt4,rain_lt5)
    
    sad:
    10 = ml(10000,30000), st, v(-1300), s(m10sadQS)
    
    screams: [samples missing]
    6 = pl(2,4000,9000), v(-1800), s(scream1,scream2,scream3,scream4,scream5)
    
    seawind: (wind_roof)
    2 = pl(2,3000,4000), v(-2000), s(Wind6,Wind7,Wind8)
    
    sewerlite_lp:
    ml(0,0), v(-2000), s(litelp1,litelp2,litelp3)
    
    singing:
    11 = pl(2,4000,7000), v(-2000), s(singing1,singing2,singing3,singing4,singing5)
    
    smith:
    4 = ml(100,500), nr, v(-100), s(smilaug1,smilaug2,smilaug3,smilaug4,smilaug5,smilaug6,smilaug7,smilaug8,smi0401A,smi0401B,smi0401C,smi0401D,smi0401E)
    
    squeakm: (squeaks)
    16 = pl(2,3000,5000), v(-1000), s(squeakM1,squeakM2,squeakM3,squeakM4,squeakM5)
    
    squeaks: (squakm)
    6 = pl(2,1000,2500), v(-2000), s(squeakM1,squeakM2,squeakM3,squeakM4)
    
    start:
    0 = v(-800), s(ambstart)
    11 = v(-500), s(ambstart)
    
    steam:
    6 = ml(0,0), v(-2000), s(steamlp4,steamlp2,steamlp3)
    11 = ml(0,0), v(-1800), s(steamlp4,steamlp2,steamlp3)
    14 = ml(0,0), v(-1800), s(steamlp4,steamlp2,steamlp3)
    16 = ml(0,0), v(-300), s(steamlp2,steamlp3,steamlp4)
    
    steam1:
    15 = pl(2,3000,6000), p(1000), v(-500), s(lavabst1,lavabst2,lavabst3)
    
    steam2: (steambub)
    15 = ml(0,0), v(-1000), s(steamlp1)
    16 = ml(0,0), v(-1300), s(steamlp1)
    
    steamblast:
    16 = v(-1), s(steambla)
    
    steambub: (steam2)
    16 = ml(0,0), v(-300), s(steamlp1)
    
    string_hits:
    9 = ml(7000,18000), d(15000), p(2000), v(-1700), s(vln_hit1,vln_hit2,vln_hit3,vln_hit4,vln_hit5)
    
    strlight_lp:
    ml(0,0), nr, v(-1300), s(stlight1,stlight2,stlight3)
    
    sts_amb:
    13 = ml(0,0), v(-1500), s(STS_amb1)
    
    sub: (prison)
    7 = ml(0,0), v(-1000), s(subson4)
    
    subson: (substr, turret)
    6 = ml(0,0), v(-1000), s(substr1)
    10 = ml(0,0), v(-700), s(subson1)
    
    substr: (subson, turret)
    10 = ml(0,0), v(-500), s(substr1)
    
    tank: (turbine)
    4 = ml(0,0), v(-500), s(tempturb)
    
    tapping: (machine1, ticking)
    15 = ml(0,0), v(-2000), s(tapping)
    
    tension: (tension1)
    8 = pl(2,8000,15000), p(3000), v(-1200), s(tension1)
    
    tension1: (tension)
    14 = v(-1200), s(tension1)
    
    throb:
    4 = ml(0,0), v(-1200), s(throblo)
    
    thump: (bellthmp)
    11 = v(-500), s(bellthmp)
    
    ticking: (machine1, tapping)
    11 = ml(0,0), v(-2000), s(tapping)
    
    tonebend: [samples missing]
    9 = ml(0,0), v(-1100), s(tonebend)
    
    tones: (mainhits)
    1 = pl(2,3000,10000), p(3000), nr, v(-1800), s(m01tone1,m01tone2,m01tone3,m01tone4,m01tone5,m01tone6,m01tone7,m01tone8)
    4 = ml(10000,15000), d(5000), nr, st, v(-1000), s(m04lo,m04ring)
    13 = pl(2,10000,17000), d(15000), p(2500), v(-2900), s(airtone1,airtone2,airtone3,airtone4,airtone5,airtone6)
    
    topwind: (wind, windgust)
    16 = pl(2,2500,4000), v(-1300), s(wind1,wind2,wind3)
    
    torch_flame: (fire_flame)
    ml(0,0), v(-1700), s(firelp1,firelp8,firelp9)
    
    trans: (hollow, windstil, windtrans)
    1 = ml(0,0), v(-1200), s(windstil)
    15 = ml(0,0), v(-1800), s(caveamb)
    
    transf_lp:
    ml(0,0), v(-2000), s(transf1,transf2,transf3)
    
    trem_hits: (hits1)
    9 = pl(2,7000,12000), d(10000), p(2000), v(-1400), s(trem___1,trem___2,trem___3,trem___1,trem___4,trem___6)
    
    tunnel: (bsmt)
    11 = ml(0,0), v(-1000), s(mines2)
    
    turbine: (tank)
    1 = ml(0,0), v(-800), s(tempturb)
    4 = ml(0,0), v(-1000), s(turbinlp)
    11 = ml(0,0), v(-1800), s(Turbinlp,Shockhmr)
    
    turret: (subson, substr)
    4 = ml(0,0), v(-500), s(substr1)
    
    underwater:
    ml(0,0), v(-1), s(underwat)
    
    vikglow_lp: (paglight_lp)
    ml(0,0), nr, v(-2400), s(paglit1,paglit2,paglit3)
    
    vlncalm1:
    9 = ml(90000,120000), d(60000), st, v(-3000), s(vlncalm1)
    
    voicel1: (apt, voicel1)
    9 = ml(0,0), v(-2300), s(voiceL1)
    
    wail:
    14 = ml(0,0), v(-2000), s(L14_wail)
    
    waterfall_lg:
    ml(0,0), v(-400), s(wfalllg1,wfalllg2)
    
    waterfall_med:
    ml(0,0), v(-700), s(wfallme1,wfallme2,wfallme3)
    
    waterfall_sm:
    ml(0,0), v(-900), s(wfallsm1,wfallsm2)
    
    waterfast:
    ml(0,0), v(-1100), s(wfast1,wfast2,wfast3)
    
    waterfast_rvb:
    ml(0,0), v(-1100), s(wfastrv1,wfastrv2)
    
    waterfaucet:
    ml(0,0), v(-1800), s(wfaucet1,wfaucet2)
    
    waterfount_lg:
    ml(0,0), v(-1400), s(wfount1,wfount2,wfount3)
    
    waterfount_sm:
    ml(0,0), v(-1800), s(wfounts1,wfounts2)
    
    waterpool:
    ml(0,0), v(-1600), s(wpool1,wpool2,wpool3)
    
    waterpool_rvb:
    ml(0,0), v(-1400), s(wpoolrv1,wpoolrv2)
    
    waterslow:
    ml(0,0), v(-1100), s(wslow1,wslow2,wslow3)
    
    waterslow_rvb:
    ml(0,0), v(-1100), s(wslowrv1,wslowrv2)
    
    waterwave_lg:
    ml(0,0), v(-1200), s(wwavelg1,wwavelg2,wwavelg3)
    
    waterwave_sm:
    ml(0,0), v(-1700), s(wwavesm1,wwavesm2)
    
    wax:
    7 = v(-500), s(m07wax)
    
    whispers:
    6 = pl(2,7000,8000), v(-2600), s(Hh1a0wh1,Hh1a0wh2,Hh1a0wh3,Hh1a0mo1,Hh1a0mo2,Hh1a0mo3)
    
    wind: (litewind, windgust, windlit, windlo, windobj)
    1 = pl(2,4000,5000), p(2500), v(-3000), s(windlit1,windlit2,windlit3,windlit4)
    4 = pl(2,5000,5000), p(2000), v(-1200), s(windlit5,windlit6,windlit7)
    5 = pl(2,3500,4500), p(2500), v(-2400), s(wind1,wind2,wind3)
    6 = pl(2,4000,5500), p(2500), v(-1700), s(windele1,windele2,windele3,windele4,windele5)
    7 = pl(2,5000,6500), v(-2000), s(Windlit5,Windlit6,Windlit7)
    8 = pl(2,3500,4500), p(2500), v(-2400), s(wind1,wind2,wind3)
    9 = pl(2,3000,4500), v(-2700), s(wind1,wind2,wind3)
    11 = pl(2,5000,6000), v(-1800), s(wind1lo,wind2lo,wind3lo)
    13 = pl(2,3500,5000), v(-1800), s(wind1,wind2,wind3), s(wind1lo,wind2lo,wind3lo)
    15 = pl(2,4000,5000), d(2000), p(2500), v(-1500), s(wind1,wind2,wind3,wind1lo,wind2lo)
    
    wind_roof: (seawind, windhi)
    9 = pl(2,2000,3000), v(-2500), s(wind4,wind5,wind6), s(wind7,wind8)
    
    windgust: (wind, wind_roof, windhi)
    11 = pl(2,4000,5000), v(-1500), s(wind1,wind2,wind3,wind4,wind5)
    
    windhi: (wind_roof)
    14 = pl(2,3000,4000), v(-1600), s(Wind4,Wind5)
    
    windlit: (litewind, wind, windobj)
    10 = pl(2,5000,6000), p(2500), v(-1800), s(windlit5,windlit6,windlit7)
    11 = pl(2,5000,6000), v(-1400), s(windlit5,windlit6,windlit7)
    
    windlo: (wind, windtrans)
    5 = pl(2,5000,6250), p(2500), v(-2400), s(wind1lo,wind2lo,wind3lo)
    14 = pl(2,3000,5500), v(-3000), s(Wind1lo,Wind2lo,Wind3lo)
    16 = pl(2,3000,5000), v(-2200), s(windele1,windele2,windele3,windele4,windele5)
    
    windobj:
    4 = pl(2,5000,5000), v(-1200), s(windlit5,windlit6,windlit7)
    
    windstil: (hollow, trans, windtrans)
    10 = ml(0,0), v(-1800), s(windstil)
    
    windtrans: (hollow, trans, windstil, windlo)
    6 = ml(0,0), v(-2400), s(windstil)
    13 = pl(2,3500,5000), v(-1400), s(wind1lo,wind2lo,wind3lo)
    
    wingedf: (beacon)
    6 = ml(0,0), v(-1700), s(wingedF)
    11 = ml(0,0), v(-1800), s(wingedF)
    16 = ml(0,0), v(-1200), s(wingedF)
    
    wingedm:
    6 = ml(0,0), v(-2000), s(wingedM)
    11 = ml(0,0), v(-2400), s(wingedM)
    16 = ml(0,0), v(-1600), s(wingedM)
    
    zaparc: (arc)
    4 = ml(0,0), v(-1000), s(zaparc)
    11 = ml(0,0), v(-1000), s(zaparc)
    
    unused samples:
    s01mel2 (part of m01song)
    s0400,s0401,s0402,s0403,s0404,s0405,s0406,s0407end (part of m04song)
    cicadalo
    gears2
    gears3
    trem___5
    treml3
    underwa2
    waterfal

  2. #2
    Member
    Registered: Nov 2002
    Location: GOMLAND
    Nice
    Let's see if I remember correctly ...
    There are 3 places you can edit to modify sounds.
    1 : Dromed propertie: schemas overall edit and pointer.
    2 : Schemas : Sample play properties and pointers to filenames.
    3 : Samples : The actuall audio file(s) contained in "snd.crf".

  3. #3
    Member
    Registered: Oct 2004
    Location: UK
    Very useful list. Confused me that the single digit mission have a leading zero (so m05apt).

    When you reload_schemas, does it delete the old ones, and start from scratch, or just go though the change the ones that are different, ad the ones that are new, and keep the ones that are no longer in the files?

  4. #4
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    I'm pretty sure it wipes the slate and rereads everything...

  5. #5
    Member
    Registered: May 2002
    Location: Texas
    I've been planning to go into the schema's and modify them to use unused wav files. I changed two or three already, but it would be nice if the AI had some new lines with the original voices.

    For example, some of the wav files were meant for a specific type of reaction but wasn't implemented in the game, and have wording that can be used in another way that was implemented.

  6. #6
    Member
    Registered: Aug 2001
    Location: Virginia, USA
    Quote Originally Posted by The Pixie
    When you reload_schemas, does it delete the old ones, and start from scratch, or just go though the change the ones that are different, ad the ones that are new, and keep the ones that are no longer in the files?
    No, existing schemas are not destroyed. There's another command, I forget the name but it starts with "X99_" that will completely remove all schema-related archetypes. And it warns you about it, too, because doing so will erase all links and properties. The only links are on the Karras ramblings, but many objects have AI\Utility\SoundValue which will be lost.


    Can you give a specific example, john? I don't recall finding very many voice samples that weren't used in T2. The ones I did find weren't all that great.

  7. #7
    Member
    Registered: May 2002
    Location: Texas
    There are a few that I never heard ingame such as those spoken when there is a security breach.

    On vserv1 there are two lines, "Help, burglars!!" and "Huh ahh, there's been an intruder!!" that are used when there is a security breach. I've never seen the security breach implemented in any of the OM's. There are two SB wavs for the other servants as well, and can be used as a runreact (tag) too.

    There is nothing amazing about the unused wavs, but when added to the runreact (tag) schemas on each voice, it gives a little bit more variety.

    On vguard1 there is a line "Go ahead, run!!" and "Running scared now?" that I added to the reactcharge (tag) schema.

  8. #8
    Member
    Registered: Jan 2006
    Location: Thuringia, Germany
    Or like these:

    Code:
    schema sg4det 			//DETECTED BLOCK +not losing
    archetype AI_MORE_MAJOR
    sg4det_1 sg4det_2 sg4det_3
    schema_voice vguard4 1 comdetblock (ComBal Winning Even)
    schema_voice vcop4 1 comdetblock (ComBal Winning Even)
    
    schema sg4detw 			//DETECTED BLOCK  +not losing +w/co
    archetype AI_MORE_MAJOR
    sg4detw1
    schema_voice vguard4 3 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
    schema_voice vcop4 3 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)

  9. #9
    Member
    Registered: Mar 2001
    Location: Ireland
    Those are used.
    You need to spend more time standing in front of an angry guard trying to block his attacks.

    "Ooh, turning turtle are we?"

  10. #10
    Member
    Registered: Jan 2006
    Location: Thuringia, Germany
    @Nameless_Voice
    I had never try it so long

  11. #11
    Member
    Registered: Aug 2001
    Location: Virginia, USA
    Quote Originally Posted by john9818a
    There are a few that I never heard ingame such as those spoken when there is a security breach.
    Only because so few T2 missions really take advantage of the Suspicious property. T1/G worked a bit better. Like when you stole the vase in Thieves' Guild, there was a schema just for when an AI reacted to the missing object.

    The samples are used by schemas, you just don't hear the schemas very often. Or, because there's so many combinations, you'll by chance hear certain samples more often than others. I'd been playing Thief for a long time before I heard Benny say "Are you alright? Oh, no... Of course you're not alright." Nearly got myself caught I laughed so hard. (It was on the tile hallways of The Sword.)

  12. #12
    Member
    Registered: May 2002
    Location: Texas
    T1/G did work better. In Thief 1 the AI would react to seeing blood on the floor, again another suspicious item, but in some instances the AI would have dozens of AIWatch links to blood spots.

    I borrowed one of sluggs' poo objects and gave it the suspicous property. Later when I wasn't thinking about it, the servant came along and said "Oh, well be in taff if this isn't cleaned up." I was ROFL. It's odd that AI can see suspicious objects and dead/ko AI through doors.

  13. #13
    New Member
    Registered: Jan 2008
    Location: São Paulo
    Anyone there could explain how these parameters works? Pan_Range, stream and samples.

    Thanks!

  14. #14
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    pan_range controls how far the sound can vary from left to right speaker. I don't know about the other two.

  15. #15
    New Member
    Registered: Jan 2008
    Location: São Paulo
    Thanks. I`ve made some tests. The result is much more audible with stereo sounds. Numbers like 3000 or -3000 are suficient to let the sound (randomly) up to 90% left or right. But with mono sounds, it have to be around 9000 or -9000 to do the same efect.

    I do not found any pattern of when it goes left or right. Seems a bit random.
    Last edited by leconbras; 23rd Jan 2018 at 11:13.

  16. #16
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Yes, I think it's random by design.

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