fade_in_time (ms: time for whole soundscape to fade in when started)
fade_out_time (ms: time for whole soundscape to fade out when stopped/changed)
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type (bool: 0=random sounds, 1=single looping sound)
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_sound (filename without path or ext, or "null")
channel_0_min_volume (%: minimum random volume)
channel_0_max_volume (%: maximum random volume)
channel_0_min_delay (ms: minimum length of the random time between sounds)
channel_0_max_delay (ms: maximum length of the random time between sounds)
channel_0_random_pan (bool: 0=centred, 1=randomly panned)
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type (bool: 0=random sounds, 1=single looping sound)
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_sound (filename without path or ext, or "null")
channel_1_min_volume (%: minimum random volume)
channel_1_max_volume (%: maximum random volume)
channel_1_min_delay (ms: minimum length of the random time between sounds)
channel_1_max_delay (ms: maximum length of the random time between sounds)
channel_1_random_pan (bool: 0=centred, 1=randomly panned)
////////////////////
type (bool: 0=random sounds, 1=single looping sound)
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_sound (filename without path or ext, or "null")
channel_2_min_volume (%: minimum random volume)
channel_2_max_volume (%: maximum random volume)
channel_2_min_delay (ms: minimum length of the random time between sounds)
channel_2_max_delay (ms: maximum length of the random time between sounds)
channel_2_random_pan (bool: 0=centred, 1=randomly panned)
2000
2000
////////////////////
0
drip1
drip2
drip3
null
null
10
100
3000
6000
1
////////////////////
0
rockfall1
rockfall2
null
null
null
50
100
5000
15000
1
////////////////////
1
cave_ambience
null
null
null
null
100
100
0
0
0
This soundscape takes 2000ms to fade in or out. In channel 0 there are 3 drip sounds which play at a volume between 10-100% with a random gap of 3000-6000ms between each play. The channel is randomly panned, so each play will be at a different left-right position. Channel 1 is similar. In channel 2 there is a single looped sound that plays continuously at full volume and does not pan.