/******************************************************************* * Decompiled By: Bog * Decompiled File: maps\_equalizer.gsc * Game: Call of Duty: Modern Warfare Remastered * Platform: PC * Function Count: 22 * Decompile Time: 380 ms * Timestamp: 10/27/2023 2:45:48 AM *******************************************************************/ //Function Number: 1 loadpresets() { level.eq_defs = []; level.ambient_reverb = []; generic_eq(); old_iw4_eq(); generic_filters(); old_iw4_filters(); } //Function Number: 2 generic_eq() { define_reverb("deathsdoor"); set_reverb_roomtype("deathsdoor","underwater"); set_reverb_drylevel("deathsdoor",0.5); set_reverb_wetlevel("deathsdoor",0.4); set_reverb_fadetime("deathsdoor",2); set_reverb_priority("deathsdoor","snd_enveffectsprio_level"); define_reverb("alley"); set_reverb_roomtype("alley","alley"); set_reverb_drylevel("alley",0.9); set_reverb_wetlevel("alley",0.1); set_reverb_fadetime("alley",2); set_reverb_priority("alley","snd_enveffectsprio_level"); define_reverb("bunker"); set_reverb_roomtype("bunker","stoneroom"); set_reverb_drylevel("bunker",0.8); set_reverb_wetlevel("bunker",0.4); set_reverb_fadetime("bunker",2); set_reverb_priority("bunker","snd_enveffectsprio_level"); define_reverb("city"); set_reverb_roomtype("city","city"); set_reverb_drylevel("city",0.8); set_reverb_wetlevel("city",0.3); set_reverb_fadetime("city",2); set_reverb_priority("city","snd_enveffectsprio_level"); define_reverb("container"); set_reverb_roomtype("container","sewerpipe"); set_reverb_drylevel("container",0.9); set_reverb_wetlevel("container",0.4); set_reverb_fadetime("container",2); set_reverb_priority("container","snd_enveffectsprio_level"); define_reverb("exterior"); set_reverb_roomtype("exterior","city"); set_reverb_drylevel("exterior",0.9); set_reverb_wetlevel("exterior",0.15); set_reverb_fadetime("exterior",6); set_reverb_priority("exterior","snd_enveffectsprio_level"); define_reverb("exterior1"); set_reverb_roomtype("exterior1","alley"); set_reverb_drylevel("exterior1",0.9); set_reverb_wetlevel("exterior1",0.2); set_reverb_fadetime("exterior1",2); set_reverb_priority("exterior1","snd_enveffectsprio_level"); define_reverb("exterior2"); set_reverb_roomtype("exterior2","alley"); set_reverb_drylevel("exterior2",0.9); set_reverb_wetlevel("exterior2",0.2); set_reverb_fadetime("exterior2",2); set_reverb_priority("exterior2","snd_enveffectsprio_level"); define_reverb("exterior3"); set_reverb_roomtype("exterior3","alley"); set_reverb_drylevel("exterior3",0.9); set_reverb_wetlevel("exterior3",0.2); set_reverb_fadetime("exterior3",2); set_reverb_priority("exterior3","snd_enveffectsprio_level"); define_reverb("exterior4"); set_reverb_roomtype("exterior4","alley"); set_reverb_drylevel("exterior4",0.9); set_reverb_wetlevel("exterior4",0.2); set_reverb_fadetime("exterior4",2); set_reverb_priority("exterior4","snd_enveffectsprio_level"); define_reverb("exterior5"); set_reverb_roomtype("exterior5","alley"); set_reverb_drylevel("exterior5",0.9); set_reverb_wetlevel("exterior5",0.2); set_reverb_fadetime("exterior5",2); set_reverb_priority("exterior5","snd_enveffectsprio_level"); define_reverb("forrest"); set_reverb_roomtype("forrest","forest"); set_reverb_drylevel("forrest",0.9); set_reverb_wetlevel("forrest",0.1); set_reverb_fadetime("forrest",2); set_reverb_priority("forrest","snd_enveffectsprio_level"); define_reverb("hangar"); set_reverb_roomtype("hangar","hangar"); set_reverb_drylevel("hangar",0.8); set_reverb_wetlevel("hangar",0.3); set_reverb_fadetime("hangar",4); set_reverb_priority("hangar","snd_enveffectsprio_level"); define_reverb("interior"); set_reverb_roomtype("interior","stonecorridor"); set_reverb_drylevel("interior",0.9); set_reverb_wetlevel("interior",0.3); set_reverb_fadetime("interior",2); set_reverb_priority("interior","snd_enveffectsprio_level"); define_reverb("interior_metal"); set_reverb_roomtype("interior_metal","sewerpipe"); set_reverb_drylevel("interior_metal",0.8); set_reverb_wetlevel("interior_metal",0.3); set_reverb_fadetime("interior_metal",2); set_reverb_priority("interior_metal","snd_enveffectsprio_level"); define_reverb("interior_stone"); set_reverb_roomtype("interior_stone","stoneroom"); set_reverb_drylevel("interior_stone",0.9); set_reverb_wetlevel("interior_stone",0.2); set_reverb_fadetime("interior_stone",2); set_reverb_priority("interior_stone","snd_enveffectsprio_level"); define_reverb("interior_vehicle"); set_reverb_roomtype("interior_vehicle","carpetedhallway"); set_reverb_drylevel("interior_vehicle",0.9); set_reverb_wetlevel("interior_vehicle",0.1); set_reverb_fadetime("interior_vehicle",2); set_reverb_priority("interior_vehicle","snd_enveffectsprio_level"); define_reverb("interior_wood"); set_reverb_roomtype("interior_wood","livingroom"); set_reverb_drylevel("interior_wood",0.9); set_reverb_wetlevel("interior_wood",0.2); set_reverb_fadetime("interior_wood",2); set_reverb_priority("interior_wood","snd_enveffectsprio_level"); define_reverb("invasion_ext1"); set_reverb_roomtype("invasion_ext1","parkinglot"); set_reverb_drylevel("invasion_ext1",0.9); set_reverb_wetlevel("invasion_ext1",0.2); set_reverb_fadetime("invasion_ext1",3); set_reverb_priority("invasion_ext1","snd_enveffectsprio_level"); define_reverb("invasion_ext3"); set_reverb_roomtype("invasion_ext3","parkinglot"); set_reverb_drylevel("invasion_ext3",0.9); set_reverb_wetlevel("invasion_ext3",0.2); set_reverb_fadetime("invasion_ext3",3); set_reverb_priority("invasion_ext3","snd_enveffectsprio_level"); define_reverb("mountains"); set_reverb_roomtype("mountains","mountains"); set_reverb_drylevel("mountains",0.8); set_reverb_wetlevel("mountains",0.3); set_reverb_fadetime("mountains",2); set_reverb_priority("mountains","snd_enveffectsprio_level"); define_reverb("pipe"); set_reverb_roomtype("pipe","sewerpipe"); set_reverb_drylevel("pipe",0.9); set_reverb_wetlevel("pipe",0.4); set_reverb_fadetime("pipe",2); set_reverb_priority("pipe","snd_enveffectsprio_level"); define_reverb("shanty"); set_reverb_roomtype("shanty","livingroom"); set_reverb_drylevel("shanty",0.9); set_reverb_wetlevel("shanty",0.1); set_reverb_fadetime("shanty",2); set_reverb_priority("shanty","snd_enveffectsprio_level"); define_reverb("snow_base"); set_reverb_roomtype("snow_base","mountains"); set_reverb_drylevel("snow_base",0.8); set_reverb_wetlevel("snow_base",0.3); set_reverb_fadetime("snow_base",5); set_reverb_priority("snow_base","snd_enveffectsprio_level"); define_reverb("snow_cliff"); set_reverb_roomtype("snow_cliff","mountains"); set_reverb_drylevel("snow_cliff",0.8); set_reverb_wetlevel("snow_cliff",0.3); set_reverb_fadetime("snow_cliff",5); set_reverb_priority("snow_cliff","snd_enveffectsprio_level"); define_reverb("underpass"); set_reverb_roomtype("underpass","stonecorridor"); set_reverb_drylevel("underpass",0.9); set_reverb_wetlevel("underpass",0.3); set_reverb_fadetime("underpass",2); set_reverb_priority("underpass","snd_enveffectsprio_level"); define_reverb("tunnel"); set_reverb_roomtype("tunnel","cave"); set_reverb_drylevel("tunnel",0.85); set_reverb_wetlevel("tunnel",0.35); set_reverb_fadetime("tunnel",2); set_reverb_priority("tunnel","snd_enveffectsprio_level"); } //Function Number: 3 generic_filters() { define_filter("deathsdoor"); set_filter_type("deathsdoor",0,"highshelf"); set_filter_freq("deathsdoor",0,2800); set_filter_gain("deathsdoor",0,-12); set_filter_q("deathsdoor",0,1); set_filter_type("deathsdoor",1,"lowshelf"); set_filter_freq("deathsdoor",1,1000); set_filter_gain("deathsdoor",1,-6); set_filter_q("deathsdoor",1,1); add_channel_to_filter("deathsdoor","physics"); add_channel_to_filter("deathsdoor","ambdist1"); add_channel_to_filter("deathsdoor","ambdist2"); add_channel_to_filter("deathsdoor","auto"); add_channel_to_filter("deathsdoor","auto2"); add_channel_to_filter("deathsdoor","autodog"); add_channel_to_filter("deathsdoor","explosiveimpact"); add_channel_to_filter("deathsdoor","element"); add_channel_to_filter("deathsdoor","vehicle"); add_channel_to_filter("deathsdoor","vehiclelimited"); add_channel_to_filter("deathsdoor","body"); add_channel_to_filter("deathsdoor","reload"); add_channel_to_filter("deathsdoor","effects1"); add_channel_to_filter("deathsdoor","effects2"); add_channel_to_filter("deathsdoor","weapon"); add_channel_to_filter("deathsdoor","voice"); define_filter("alley"); set_filter_type("alley",0,"highshelf"); set_filter_freq("alley",0,3500); set_filter_gain("alley",0,-2); set_filter_q("alley",0,1); add_channel_to_filter("alley","ambient"); add_channel_to_filter("alley","element"); add_channel_to_filter("alley","vehicle"); add_channel_to_filter("alley","weapon"); add_channel_to_filter("alley","voice"); define_filter("bunker"); set_filter_type("bunker",0,"highshelf"); set_filter_freq("bunker",0,3500); set_filter_gain("bunker",0,-2); set_filter_q("bunker",0,1); add_channel_to_filter("bunker","ambient"); add_channel_to_filter("bunker","element"); add_channel_to_filter("bunker","vehicle"); add_channel_to_filter("bunker","weapon"); add_channel_to_filter("bunker","voice"); define_filter("container"); set_filter_type("container",0,"highshelf"); set_filter_freq("container",0,3500); set_filter_gain("container",0,-6); set_filter_q("container",0,1); add_channel_to_filter("container","ambient"); add_channel_to_filter("container","element"); add_channel_to_filter("container","vehicle"); add_channel_to_filter("container","weapon"); add_channel_to_filter("container","voice"); define_filter("hangar"); set_filter_type("hangar",0,"highshelf"); set_filter_freq("hangar",0,3500); set_filter_gain("hangar",0,-9); set_filter_q("hangar",0,1); add_channel_to_filter("hangar","ambient"); add_channel_to_filter("hangar","element"); add_channel_to_filter("hangar","vehicle"); add_channel_to_filter("hangar","weapon"); add_channel_to_filter("hangar","voice"); define_filter("interior_metal"); set_filter_type("interior_metal",0,"highshelf"); set_filter_freq("interior_metal",0,3500); set_filter_gain("interior_metal",0,-18); set_filter_q("interior_metal",0,1); add_channel_to_filter("interior_metal","ambient"); add_channel_to_filter("interior_metal","element"); add_channel_to_filter("interior_metal","vehicle"); add_channel_to_filter("interior_metal","weapon"); add_channel_to_filter("interior_metal","voice"); define_filter("interior_stone"); set_filter_type("interior_stone",0,"highshelf"); set_filter_freq("interior_stone",0,3500); set_filter_gain("interior_stone",0,-6); set_filter_q("interior_stone",0,1); add_channel_to_filter("interior_stone","ambient"); add_channel_to_filter("interior_stone","element"); add_channel_to_filter("interior_stone","vehicle"); add_channel_to_filter("interior_stone","weapon"); add_channel_to_filter("interior_stone","voice"); define_filter("interior_vehicle"); set_filter_type("interior_vehicle",0,"highshelf"); set_filter_freq("interior_vehicle",0,2700); set_filter_gain("interior_vehicle",0,-12); set_filter_q("interior_vehicle",0,1); add_channel_to_filter("interior_vehicle","ambient"); add_channel_to_filter("interior_vehicle","auto"); add_channel_to_filter("interior_vehicle","auto2"); add_channel_to_filter("interior_vehicle","autodog"); add_channel_to_filter("interior_vehicle","body"); add_channel_to_filter("interior_vehicle","element"); add_channel_to_filter("interior_vehicle","vehicle"); add_channel_to_filter("interior_vehicle","weapon"); add_channel_to_filter("interior_vehicle","voice"); define_filter("interior_wood"); set_filter_type("interior_wood",0,"highshelf"); set_filter_freq("interior_wood",0,3500); set_filter_gain("interior_wood",0,-6); set_filter_q("interior_wood",0,1); add_channel_to_filter("interior_wood","ambient"); add_channel_to_filter("interior_wood","element"); add_channel_to_filter("interior_wood","vehicle"); add_channel_to_filter("interior_wood","weapon"); add_channel_to_filter("interior_wood","voice"); define_filter("shanty"); set_filter_type("shanty",0,"highshelf"); set_filter_freq("shanty",0,3500); set_filter_gain("shanty",0,-2); set_filter_q("shanty",0,1); add_channel_to_filter("shanty","ambient"); add_channel_to_filter("shanty","element"); add_channel_to_filter("shanty","vehicle"); add_channel_to_filter("shanty","weapon"); add_channel_to_filter("shanty","voice"); define_filter("pipe"); set_filter_type("pipe",0,"highshelf"); set_filter_freq("pipe",0,3500); set_filter_gain("pipe",0,-6); set_filter_q("pipe",0,1); add_channel_to_filter("pipe","ambient"); add_channel_to_filter("pipe","element"); add_channel_to_filter("pipe","vehicle"); add_channel_to_filter("pipe","weapon"); add_channel_to_filter("pipe","voice"); define_filter("tunnel"); set_filter_type("tunnel",0,"highshelf"); set_filter_freq("tunnel",0,3500); set_filter_gain("tunnel",0,-2); set_filter_q("tunnel",0,1); add_channel_to_filter("tunnel","ambient"); add_channel_to_filter("tunnel","element"); add_channel_to_filter("tunnel","vehicle"); add_channel_to_filter("tunnel","weapon"); add_channel_to_filter("tunnel","voice"); define_filter("underpass"); set_filter_type("underpass",0,"highshelf"); set_filter_freq("underpass",0,3500); set_filter_gain("underpass",0,-2); set_filter_q("underpass",0,1); add_channel_to_filter("underpass","ambient"); add_channel_to_filter("underpass","element"); add_channel_to_filter("underpass","vehicle"); add_channel_to_filter("underpass","weapon"); add_channel_to_filter("underpass","voice"); define_filter("sound_fadeout"); set_filter_type("sound_fadeout",0,"lowpass"); set_filter_freq("sound_fadeout",0,0); set_filter_gain("sound_fadeout",0,0); set_filter_q("sound_fadeout",0,1); add_all_channels_to_filter("sound_fadeout"); define_filter("fadeout_noncritical"); set_filter_type("fadeout_noncritical",0,"lowpass"); set_filter_freq("fadeout_noncritical",0,0); set_filter_gain("fadeout_noncritical",0,0); set_filter_q("fadeout_noncritical",0,1); add_all_channels_but_music_and_mission("fadeout_noncritical"); define_filter("fadeall_but_music"); set_filter_type("fadeall_but_music",0,"lowpass"); set_filter_freq("fadeall_but_music",0,0); set_filter_gain("fadeall_but_music",0,0); set_filter_q("fadeall_but_music",0,1); add_all_channels_but_music("fadeall_but_music"); } //Function Number: 4 old_iw4_eq() { switch(level.script) { case "co_hunted": case "estate": break; case "af_caves": break; case "af_chase": break; case "airport": break; case "arcadia": break; case "boneyard": break; case "dcburning": break; case "dc_whitehouse": case "dcemp": break; case "roadkill": case "trainer": break; case "favela": break; case "favela_escape": break; case "so_showers_gulag": case "gulag": break; case "oilrig": break; case "cliffhanger": break; } } //Function Number: 5 old_iw4_filters() { switch(level.script) { case "ac130": break; case "af_caves": break; case "airport": break; case "dc_whitehouse": case "dcemp": break; case "favela": break; case "so_showers_gulag": case "gulag": break; case "oilrig": break; } } //Function Number: 6 define_filter(param_00) { level.eq_defs[param_00] = []; } //Function Number: 7 set_filter_type(param_00,param_01,param_02) { level.eq_defs[param_00]["type"][param_01] = param_02; } //Function Number: 8 set_filter_freq(param_00,param_01,param_02) { level.eq_defs[param_00]["freq"][param_01] = param_02; } //Function Number: 9 set_filter_gain(param_00,param_01,param_02) { level.eq_defs[param_00]["gain"][param_01] = param_02; } //Function Number: 10 set_filter_q(param_00,param_01,param_02) { level.eq_defs[param_00]["q"][param_01] = param_02; } //Function Number: 11 define_reverb(param_00) { level.ambient_reverb[param_00] = []; } //Function Number: 12 set_reverb_roomtype(param_00,param_01) { level.ambient_reverb[param_00]["roomtype"] = param_01; } //Function Number: 13 set_reverb_drylevel(param_00,param_01) { level.ambient_reverb[param_00]["drylevel"] = param_01; } //Function Number: 14 set_reverb_wetlevel(param_00,param_01) { level.ambient_reverb[param_00]["wetlevel"] = param_01; } //Function Number: 15 set_reverb_fadetime(param_00,param_01) { level.ambient_reverb[param_00]["fadetime"] = param_01; } //Function Number: 16 set_reverb_priority(param_00,param_01) { level.ambient_reverb[param_00]["priority"] = param_01; } //Function Number: 17 getfilter(param_00) { if(!isdefined(level.eq_defs)) { return undefined; } if(!isdefined(level.eq_defs[param_00])) { return undefined; } return level.eq_defs[param_00]; } //Function Number: 18 add_channel_to_filter(param_00,param_01) { if(!isdefined(level.ambient_eq[param_00])) { level.ambient_eq[param_00] = []; } level.ambient_eq[param_00][param_01] = 1; } //Function Number: 19 add_all_channels_to_filter(param_00) { if(!isdefined(level.ambient_eq[param_00])) { level.ambient_eq[param_00] = []; } var_01 = get_all_channels(); foreach(var_04, var_03 in var_01) { level.ambient_eq[param_00][var_04] = 1; } } //Function Number: 20 add_all_channels_but_music_and_mission(param_00) { if(!isdefined(level.ambient_eq[param_00])) { level.ambient_eq[param_00] = []; } var_01 = get_all_channels(); var_01["music"] = undefined; var_01["mission"] = undefined; foreach(var_04, var_03 in var_01) { level.ambient_eq[param_00][var_04] = 1; } } //Function Number: 21 add_all_channels_but_music(param_00) { if(!isdefined(level.ambient_eq[param_00])) { level.ambient_eq[param_00] = []; } var_01 = get_all_channels(); var_01["music"] = undefined; foreach(var_04, var_03 in var_01) { level.ambient_eq[param_00][var_04] = 1; } } //Function Number: 22 get_all_channels() { var_00 = []; var_00["announcer"] = 1; var_00["ambient"] = 1; var_00["ambdist1"] = 1; var_00["ambdist2"] = 1; var_00["auto"] = 1; var_00["auto2"] = 1; var_00["auto2d"] = 1; var_00["autodog"] = 1; var_00["body"] = 1; var_00["body2d"] = 1; var_00["bulletimpact"] = 1; var_00["bulletwhizbyin"] = 1; var_00["bulletwhizbyout"] = 1; var_00["effects1"] = 1; var_00["effects2"] = 1; var_00["element"] = 1; var_00["explosiveimpact"] = 1; var_00["hurt"] = 1; var_00["item"] = 1; var_00["local"] = 1; var_00["local2"] = 1; var_00["local3"] = 1; var_00["menu"] = 1; var_00["mission"] = 1; var_00["music"] = 1; var_00["nonshock"] = 1; var_00["player1"] = 1; var_00["player2"] = 1; var_00["physics"] = 1; var_00["reload"] = 1; var_00["reload2d"] = 1; var_00["vehicle"] = 1; var_00["vehiclelimited"] = 1; var_00["voice"] = 1; var_00["weapon"] = 1; return var_00; }