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% } } }