home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Mac Magazin/MacEasy 25
/
Mac Magazin and MacEasy Magazine CD - Issue 25.iso
/
Spiele & Edutainment
/
Abuse Demo
/
lisp
/
sfx.lsp
< prev
next >
Wrap
Lisp/Scheme
|
1996-08-01
|
9KB
|
303 lines
;; Copyright 1995 Crack dot Com, All Rights reserved
;; See licensing information for more details on usage rights
;; Bobby, samples should be 8 bit mono playing 11025 Hz
(defun sfxdir (filename) (concatenate 'string "sfx/" filename))
;; steel ball bounce
(def_sound 'SBALL_SND (sfxdir "ball01.wav"))
;; flying sound
(def_sound 'FLY_SND (sfxdir "fly03.wav"))
;; speed sound
(def_sound 'SPEED_SND (sfxdir "speed02.wav"))
(setq LOW_HEALTH_SND SPEED_SND)
;; laser hitting somehting it can't kill
(def_sound 'LPING_SND (sfxdir "lasrmis2.wav"))
;; light saber - should be short
(def_sound 'LSABER_SND (sfxdir "plasma02.wav"))
;; when you save at a console
(def_sound 'SAVE_SND (sfxdir "save05.wav"))
;; end level
(def_sound 'END_LEV_SND (sfxdir "endlvl02.wav"))
;; plasma weapon
(def_sound 'PLASMA_SND (sfxdir "plasma03.wav"))
;; spring
(def_sound 'SPRING_SOUND (sfxdir "spring03.wav"))
;; health up sound
(def_sound 'HEALTH_UP_SND (sfxdir "health01.wav"))
;; door sliding up
(def_sound 'DOOR_UP (sfxdir "doorup01.wav"))
;; door sliding up
(def_sound 'DOOR_DOWN (sfxdir "doorup02.wav"))
;; bomb count-down tick
(def_sound 'TICK_SND (sfxdir "timerfst.wav"))
(setq PLAYER_PAIN (make-array 4 :initial-contents
(list (def_sound (sfxdir "plpain01.wav"))
(def_sound (sfxdir "plpain02.wav"))
(def_sound (sfxdir "plpain04.wav"))
(def_sound (sfxdir "plpain10.wav")))))
(setq PLAYER_DEATH (make-array 4 :initial-contents
(list (def_sound (sfxdir "pldeth02.wav"))
(def_sound (sfxdir "pldeth04.wav"))
(def_sound (sfxdir "pldeth05.wav"))
(def_sound (sfxdir "pldeth07.wav")))))
;; jugger stomp
(def_sound 'JSTOMP_SND (sfxdir "blkfoot4.wav"))
;; hiding wall disappear sound
(def_sound 'HWALL_SND (sfxdir "blkfoot4.wav"))
;; firebomb sound
(def_sound 'FIREBOMB_SND (sfxdir "firebmb1.wav"))
;; force field
(def_sound 'FF_SND (sfxdir "force01.wav"))
;; flying robot sound
(def_sound 'FLYER_SND (sfxdir "robot02.wav"))
;; cleaner sound
(def_sound 'CLEANER_SND (sfxdir "cleaner.wav"))
;; shotgun/laser taking from the lava sample
(def_sound 'ZAP_SND (sfxdir "zap2.wav"))
;; rocket launch sound
(def_sound 'ROCKET_LAUNCH_SND (sfxdir "rocket02.wav"))
;; platform de-acel
(def_sound 'PLAT_D_SND (sfxdir "eledec01.wav"))
;; platform acel
(def_sound 'PLAT_A_SND (sfxdir "eleacc01.wav"))
;; machine gun hitting the floor, sounds 1 & 2, played randomly
(def_sound 'MG_HIT_SND1 (sfxdir "mghit01.wav"))
(def_sound 'MG_HIT_SND2 (sfxdir "mghit02.wav"))
;; enemy mounted gun firing
(def_sound 'MGUN_SND (sfxdir "ammo02.wav"))
;; planet explode sound
(def_sound 'P_EXPLODE_SND (sfxdir "poof06.wav"))
;; space ship zipping by
(def_sound 'SHIP_ZIP_SND (sfxdir "zap3.wav"))
;; grenade explosion
(def_sound 'GRENADE_SND (sfxdir "grenad01.wav"))
;; opening door
(def_sound 'SWISH (sfxdir "swish01.wav"))
;; sound of player going through a teleporter, not grinding
(def_sound 'TELEPORTER_SND (sfxdir "telept01.wav"))
;; blowing something up
(def_sound 'BLOWN_UP (sfxdir "grenad01.wav"))
;; get a "treasure"/ammo noise
(def_sound 'AMMO_SND (sfxdir "ammo01.wav"))
;; lava shooting up sound
(def_sound 'LAVA_SND (sfxdir "lava01.wav"))
;; sound of a switch being flipped
(def_sound 'SWITCH_SND (sfxdir "switch01.wav"))
;; sound of grenade being thrown
(def_sound 'GRENADE_THROW (sfxdir "throw01.wav"))
;; electricity shooting up from the ground
(def_sound 'ELECTRIC_SND (sfxdir "elect02.wav"))
;; rocket being fired
(def_sound 'ROCKET_SND (sfxdir "rocket02.wav"))
;; alien landing on the ground
(def_sound 'ALAND_SND (sfxdir "aland01.wav"))
;; alien slash/bite noise
(def_sound 'ASLASH_SND (sfxdir "aslash01.wav"))
;; light fading on
(def_sound 'FADEON_SND (sfxdir "fadeon01.wav"))
;; block crumbling
(def_sound 'CRUMBLE_SND (sfxdir "crmble01.wav"))
;; aliean screaming
(def_sound 'ASCREAM_SND (sfxdir "alien01.wav"))
;; alien pain sound
(def_sound 'APAIN_SND (sfxdir "ahit01.wav"))
;; small alien death
(setq ASML_DEATH (make-array 2 :initial-contents
(list (def_sound (sfxdir "adie05.wav"))
(def_sound (sfxdir "poof05.wav")))))
;; large alien death
(setq ALRG_DEATH (make-array 3 :initial-contents
(list (def_sound (sfxdir "adie02.wav"))
(def_sound (sfxdir "adie03.wav"))
(def_sound (sfxdir "poof05.wav")))))
(setq APPEAR_SND (def_sound (sfxdir "amb16.wav"))) ;; 14
(setq TAUNT_SND (def_sound (sfxdir "amb07.wav"))) ;; 15
(setq SPACE_SND (def_sound (sfxdir "ambcave1.wav"))) ;; 3
(setq SCARE_SND (def_sound (sfxdir "amb10.wav"))) ;; 16
(setq A_SCREAMS (make-array 3 :initial-contents (list
(def_sound (sfxdir "scream02.wav")) ;; 8
(def_sound (sfxdir "scream03.wav")) ;; 9
(def_sound (sfxdir "scream08.wav"))))) ;; 10
;; out side of game sounds
(setq BUTTON_PRESS_SND (def_sound (sfxdir "button02.wav")))
(setq LOGO_SND (def_sound (sfxdir "logo09.wav")))
(setq DEL_OBJECT_SND (def_sound (sfxdir "delobj01.wav")))
(setq LINK_OBJECT_SND (def_sound (sfxdir "link01.wav")))
(setq AMB_SOUNDS (make-array 17 :initial-contents (list
(def_sound (sfxdir "ambtech1.wav")) ;; 0
(def_sound (sfxdir "ambtech2.wav")) ;; 1
(def_sound (sfxdir "ambtech3.wav")) ;; 2
SPACE_SND ;; 3
(def_sound (sfxdir "ambcave2.wav")) ;; 4
(def_sound (sfxdir "ambcave3.wav")) ;; 5
(def_sound (sfxdir "ambcave4.wav")) ;; 6
(def_sound (sfxdir "ambfrst2.wav")) ;; 7
(aref A_SCREAMS 0) ;; 8
(aref A_SCREAMS 1) ;; 9
(aref A_SCREAMS 2) ;; 10
(def_sound (sfxdir "adie03.wav")) ;; 11
(def_sound (sfxdir "amb11.wav")) ;; 12
(def_sound (sfxdir "amb13.wav")) ;; 13
APPEAR_SND ;; 14
TAUNT_SND ;; 15
SCARE_SND ;; 16
)))
(setq voice_hints (make-array 12 :initial-contents (list
(def_sound "sfx/voice/aimsave.wav")
(def_sound "sfx/voice/ammosave.wav")
(def_sound "sfx/voice/switch_1.wav")
(def_sound "sfx/voice/savesave.wav")
(def_sound "sfx/voice/platfo_1.wav")
(def_sound "sfx/voice/poweru_1.wav")
(def_sound "sfx/voice/weapon_1.wav")
(def_sound "sfx/voice/ladder_1.wav")
(def_sound "sfx/voice/starts_1.wav")
(def_sound "sfx/voice/wallss_1.wav")
(def_sound "sfx/voice/switch_2.wav")
(def_sound "sfx/voice/telepo_1.wav"))))
(defun amb_sound_ct ()
(if (> (aitype) 16)
(set_aitype 0)
(play_sound (aref AMB_SOUNDS (aitype)))))
(defun amb_sound_ai ()
(if (activated)
(if (eq (aistate) 0)
(progn
(play_sound (aref AMB_SOUNDS (aitype)) (yvel) (x) (y))
(set_aistate (+ (xvel) (random (+ 1 (xacel)))))
(> (xvel) 0))
(progn
(set_aistate (- (aistate) 1))
T))
(progn
(set_aistate 0)
T)))
(defun ambs_cons ()
(set_xvel 100) ;; delay time to 100
(set_yvel 127)) ;; set volume default to 127
(def_char AMBIENT_SOUND
(funs (ai_fun amb_sound_ai)
(draw_fun dev_draw)
(constructor ambs_cons)
(type_change_fun amb_sound_ct))
(range 500 500)
(fields ("aitype" amb_num)
("yvel" amb_vol)
("xvel" amb_rep)
("xacel" amb_rand))
(states "art/misc.spe"
(stopped "sfx_player")))
(setq song_list '("music/abuse01.hmi" "music/abuse02.hmi"))
(setq current_song song_list)
(defun next_song ()
(if current_song
(progn
(play_song (car current_song))
(break)
(setq current_song (cdr current_song))
(if (not current_song)
(setq current_song song_list))
(break)
)))
(defun level_loaded (name)
(trace)
(if (search "levels/level" name) ; is this one of the regular levels?
(progn
(stop_song) ; stop playing the old song
(select (substr 12 13 name)
("00" (play_song "music/abuse01.hmi"))
("01" (play_song "music/abuse02.hmi"))
("02" (play_song "music/abuse04.hmi"))
("03" (play_song "music/abuse07.hmi"))
("04" (play_song "music/abuse08.hmi"))
("05" (play_song "music/abuse10.hmi"))
("06" (play_song "music/indst1.hmi"))
("07" (play_song "music/indst2.hmi"))
("08" (play_song "music/indst3.hmi"))
("09" (play_song "music/indst4.hmi"))
("10" (play_song "music/indst5.hmi"))
("11" (play_song "music/abuse07.hmi"))
("12" (play_song "music/abuse08.hmi"))
("13" (play_song "music/abuse10.hmi"))
("14" (play_song "music/indst1.hmi"))
("15" (play_song "music/indst2.hmi"))
("16" (play_song "music/indst3.hmi"))
("17" (play_song "music/indst4.hmi"))
("18" (play_song "music/indst5.hmi")))))
(untrace)
(break))