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- Sampling Freaks! This is your playground.
-
- The BikeBattle sound files in total
- ===================================
-
- PLAINGF // plain gun firing
- PLAINGH // plain gun hit
-
- VTPASS // bike passing vtunnel
- BKEXPL // bike crashing
-
- BAZOF // bazooka fired
- BAZOH // bazooka hit
-
- MISLF // missile fire
- MISLH // missile hit
-
- KATSHAF1 // katjusha fire
- KATSHAF2 // variation
- KATSHAH // katjusha hit
-
- XWEAPC // collected extra stuff
-
- MATCHEND // end of match
- APPLAUSE // applause at end of set
-
- BKNOSHDS // alarm: bike has no shields
- FLAMEF // FlameThrower's flame firing
-
- ADVTPLR1 // advantage player1
- ADVTPLR2 // advantage player2
- DUCETEXT // duce textual (spoken)
- MATCHPNT // match point announcement
-
- PLAINMGF // plain mgun fire
- PLAINMGE // plain mgun empty
- FATMGF // fat mgun fire
- FATMGE // fat mgun empty
-
- BKHWALL // bike hits wall
- BKHOBST // bike hits obstacle
- BKSTART // bike starts
- BKSTOP // bike stops
- BKTYRES // bike's tyres sound
-
- BKDRIVE1 // first driving sound
- BKDRIVE2 // second driving sound
-
- CANF1 // cannon (MGun+++ or ++++)
- CANF2 // variation | in
- CANF3 // variation | a
- CANF4 // variation / sequence
- CANE // cannon empty
-
- PGUNFR // pump gun fire & reload
- PGUNFE // pump gun fire & empty
-
- OILF // oil 'firing'
-
- LSOPEN // light sword opening
- LSCLOSE // closing
- LSE // empty
- LSH1 // strike hits something
- LSH2 // variation | in a
- LSH3 // variation / sequence
- LSHBK // when lsword hits a bike
- LSMOVE1 // lightsword circular movement
- LSMOVE2 // variation | in a
- LSMOVE3 // variation/ sequence
-
- BKHBORD // bike hits field border
-
- HTPASSL // htunnel pass left channel
- HTPASSR // htunnel pass right channel
-
- PLUS2 // weapon ++
- PLUS3 // weapon +++
- PLUS4 // weapon ++++
- PLUS5 // weapon +++++
-
- PGUNHXS // pump gun hit extra strong
- LSPLUS2 // light sword ++
-
- NITROXPL // nitro glycerine explosion
- / HTOPEN // tunnel opens
- / HTCLOSE // tunnel closes
- BKWCYCLE // bike weapon cycling
- TERMCRT // terminator creation
-
- SETBIKE0 // one player may get the set
- SETBIKE1 // variation |
- SETBIKE2 // variation | in a
- SETBIKE3 // variation | sequence!!!
- SETBIKE4 // variation |
- SETBIKE5 // variation | used sounds must start
- SETBIKE6 // variation | at SETBIKE0 and be
- SETBIKE7 // variation | in one block.
- SETBIKE8 // variation | first unused sound
- SETBIKE9 // variation | ends the block.
- SETBIKE10 // variation |
- ...
- SETBIKE37 // variation |
- SETBIKE38 // variation |
- SETBIKE39 // variation/
- DUCE0 // duce set bike was not won
- DUCE1 // variation |
- DUCE2 // variation |
- DUCE3 // variation |
- DUCE4 // variation |
- DUCE5 // variation |
- DUCE6 // variation |
- DUCE7 // variation |
- DUCE8 // variation |
- DUCE9 // variation/
-
- BKNOSH0 // bike has no shields random sound
- BKNOSH1 // variation |
- BKNOSH2 // variation | in
- BKNOSH3 // variation | a
- BKNOSH4 // variation | sequence!!!
- BKNOSH5 // variation | used sounds must start
- BKNOSH6 // variation | at BKNOSH0 and be
- BKNOSH7 // variation | in one block.
- BKNOSH8 // variation | first unused sound
- BKNOSH9 // variation | ends the block.
- BKNOSH10 // variation |
- ...
- BKNOSH67 // variation |
- BKNOSH68 // variation |
- BKNOSH69 // variation/
-
- REPOW1 // repowered min
- REPOW2 // repowered med
- REPOW3 // repowered max
-
- BKHWOIL // bike hits wall with oil on tyres
- BKHMG // bike hit by mg
- BKHFLAME // bike hit by flame
-
- MGUN4F1 // mgun 4+ firing (extension)
- MGUN4F2 // variation | in a
- MGUN4F3 // variation/ sequence
- MGUN4E // mgun 4+ empty
-
- BAZOC // bazo collect
- AMOC // ammunition collect
- LSWORDC // lsword collect
- MGUNC // mg collect
- PGUNC // pgun collect
- SHIELDC // shield collect
- MLAUNC // mlauncher collect
- KATSHAC // katjusha collect
- OILC // oil collect
- FTHROWC // fthrower collect
-
- MLAUNE // rocket launcher empty
- KATSHAE // katjusha empty
- FTHROWE // flame thrower empty
-
- * Usually, all sounds are 32 kHz 8 bit mono.
- If selected, they're converted to 22 or 11 kHz
- while the game loads them.
-
- * The following sound file qualities are supported:
- 11025 hz, 22050 hz, 32000 hz. In general, we recommend
- you use 32000 hz.
-
- * In the Compact Demo, all sound are 11 kHz 8 bit mono.
- If selected, they're up-sampled to 22 or 32 kHz while the game
- loads them. Due to (simple) interpolation performed during the
- upsampling, this might even sound a bit better than 11 kHz.
-
- * Supported file formats are
-
- - AMIGA IFF (.iff)
- - RAW PCM DATA (.pcm)
-
- * "CoolEdit" is a very good shareware program
- to sample sounds, and "GoldWave" does the
- file format conversion. These tools are found
- on the Pegasus 4.0 Shareware CD.
-
- * When loading sounds, the game will not load
- any of the sounds after BKNOSH0 if BKNOSH0
- is not available.
-
- * Some of the sounds above are considered
- to be "extension sounds", therefore they
- must reside in a directory "ext" inside the
- "snd" directory. These sounds are:
-
- ext/setbk3 to ext/setbk39
- ext/duce0 to ext/duce9
- ext/bknosh10 to ext/bknosh69
- ext/repow2
- ext/repow3
- ext/bkhwoil
- ext/bkhmg
- ext/bkhflame
- ext/mgun4f1
- ext/mgun4f2
- ext/mgun4f3
- ext/mgun4e
- ext/bazoc
- ext/amoc
- ext/lswordc
- ext/mgunc
- ext/pgunc
- ext/shieldc
- ext/mlaunc
- ext/katshac
- ext/oilc
- ext/fthrowc
- ext/mlaune
- ext/katshae
- ext/fthrowe
-
- * add the line "showsounds 1" to bb.ini to see a detailed list of all
- sounds that are (not) loaded. This is supported by the original
- version only, and requires at least 800x600 screen resolution.
-