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