The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/audio/bgm.txt

209 lines
4.2 KiB

BGM
{
Default Fade Time = 1.0
#Song title followed by filenames for individual parts
foresty1_1
{
Track Name = Foresty
channel[0]=commercial_assets/foresty_full1.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
overworld
{
Track Name = Overworld
channel[0]=commercial_assets/overworld_v2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
foresty_boss
{
Track Name = Foresty Boss
channel[0]=commercial_assets/foresty_boss.ogg
channel[1]=commercial_assets/AiL_forest_postBoss.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%, 0%
BossFanfare = 0%, 0%
BossDefeated = 0%, 70%
}
}
#Song title followed by filenames for individual parts
title_screen
{
Track Name = Foresty Loop 2
channel[0]=commercial_assets/loop2/foresty1_1_loop2_bass.ogg
channel[1]=commercial_assets/loop2/foresty1_1_loop2_staccato.ogg
channel[2]=commercial_assets/loop2/foresty1_1_loop2_strings.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 0%,50%,0%
TitleScreenLoaded = 30%,50%,30%
}
}
#Song title followed by filenames for individual parts
base_camp
{
Track Name = Base Camp
channel[0]=commercial_assets/AIL_baseCamp_bass.ogg
channel[1]=commercial_assets/AIL_baseCamp_flute.ogg
channel[2]=commercial_assets/AIL_baseCamp_kick.ogg
channel[3]=commercial_assets/AIL_baseCamp_piano1.ogg
channel[4]=commercial_assets/AIL_baseCamp_piano2.ogg
channel[5]=commercial_assets/AIL_baseCamp_pizzicato.ogg
channel[6]=commercial_assets/AIL_baseCamp_ride.ogg
channel[7]=commercial_assets/AIL_baseCamp_snare.ogg
channel[8]=commercial_assets/AIL_baseCamp_strings.ogg
channel[9]=commercial_assets/AIL_baseCamp_xtra perc.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 0%,60%,0%,0%,0%,0%,0%,0%,60%,60%
BlacksmithUnlock = 0%,60%,60%,0%,0%,0%,0%,60%,60%,60%
Chapter2Unlock = 0%,80%,60%,0%,100%,70%,0%,60%,80%,60%
Chapter3Unlock = 80%,100%,100%,0%,100%,100%,60%,80%,100%,80%
}
}
story
{
Track Name = Foresty Story
channel[0]=commercial_assets/foresty1_1_drums.ogg
channel[1]=commercial_assets/foresty1_1_flute.ogg
channel[2]=commercial_assets/foresty1_1_strings.ogg
channel[3]=commercial_assets/foresty1_1_xtra perc.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 20%,50%,20%,70%
}
}
#Song title followed by filenames for individual parts
mountain
{
Track Name = Foresty
channel[0]=commercial_assets/AiL_mountain2_2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
mountain_boss
{
Track Name = Mountain Boss
channel[0]=commercial_assets/AiL_mountain_boss.ogg
channel[1]=commercial_assets/AiL_mountain_postBoss.ogg
channel[2]=commercial_assets/AiL_mountain_boss_halfTrack.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%, 0%, 0%
BossFanfare = 0%, 0%, 0%
BossDefeated = 0%, 70%, 0%
PreBossPhase = 0%, 0%, 70%
}
}
#Song title followed by filenames for individual parts
beach
{
Track Name = Beach
channel[0]=commercial_assets/AiL_beach3.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
beach_boss
{
Track Name = Beach
channel[0]=commercial_assets/AiL_beach_boss_2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
}