#include maps\_ambient; #include maps\_utility; main() { // Set the underlying ambient track level.ambient_track [ "airport_terminal0" ] = "ambient_airport_terminal0"; level.ambient_track [ "airport_ext0" ] = "ambient_airport_ext0"; level.ambient_track [ "airport_int0" ] = "ambient_airport_int0"; level.ambient_track [ "airport_basement0" ] = "ambient_airport_int0"; ambientDelay( "airport_terminal0", 5.0, 10.0 );// Trackname, min and max delay between ambient events ambientEvent( "airport_terminal0", "null", 0.1 ); ambientEvent( "airport_terminal0", "elm_airport_jet_interior", 1.0 ); ambientEvent( "airport_terminal0", "elm_airport_jet_rumble", 1.0 ); // ambientEvent( "airport_terminal0", "airport_anc_random", 1.0 ); ambientDelay( "airport_ext0", 7.0, 15.0 );// Trackname, min and max delay between ambient events ambientEvent( "airport_ext0", "null", 1.0 ); ambientDelay( "airport_int0", 7.0, 15.0 );// Trackname, min and max delay between ambient events ambientEvent( "airport_int0", "null", 1.0 ); ambientDelay( "airport_basement0", 7.0, 15.0 );// Trackname, min and max delay between ambient events ambientEvent( "airport_basement0", "null", 1.0 ); //to match up with elevator intro scene. delaythread( 16, maps\_utility::set_ambient, "airport_terminal0" ); }