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- -- TEMPLATE
- -- DO NOT MODIFY THIS TEMPLATE
- --
- -- This template has all the readability signals currently in use.
- -- Change the <Template> string to the pack name
- --
- -- To switch between alternate sound responses add a new set of
- -- bracketed parameters, making sure there is a comma after the bracket eg,
- -- {
- -- PROBABILITY = 500,
- -- soundFile = "SOUNDS/<full path to wav file>",
- -- Volume = 255,
- -- min = 2,
- -- max = 300,
- -- sound_unscalable = 1,
- -- },
- -- Probability determines how often a wave is played in response to the signal
- -- To allow for possibility of no sound in response to a signal, sounds should sum
- -- to less than 1000. eg. if you dont want sound to be played every single time
- -- player receives an order might have total PROBABILITY for all sounds = 500.
- --------------------------------------------------
- -- Created By: <your_name>
- -- Description: <short_description>
- --------------------------
- SOUNDPACK.mutant_ab1 = {
- -----------------------------------------------------------------------------------
- CHATTERING = {
- -- general background mutants type muttering, creepiness good
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle2.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle3.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle4.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle5.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle6.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle7.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle8.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle9.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle10.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle11.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 50,
- soundFile = "SOUNDS/mutants/Midle12.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- PAIN = {
- --response to being hit by bullets eg. aaghh!, ouch would not be considered sufficiently macho
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain2.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain3.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain4.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain5.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mpain6.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- DEATH = {
- -- sad ballad of death - eg. aaaaaaaaaaggghhhh! oh... Im dieing tell .....
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mdeath1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mdeath2.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mdeath3.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- JUMP = {
- -- sound of mutants leaving ground and flying through the air
- {
- PROBABILITY = 1000,
- soundFile = "SOUNDS/mutants/Mjump1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
-
- -----------------------------------------------------------------------------------
- EAT = {
- -- mutant eating corpses sound
- {
- PROBABILITY = 1000,
- soundFile = "SOUNDS/mutants/Meating.wav ",
- Volume = 125,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
-
- -----------------------------------------------------------------------------------
- MELEE_SWIPE = {
- -- fearsome sound of mutant claw slicing through air
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mswipe1.wav",
- Volume = 55,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mswipe2.wav",
- Volume = 55,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 333,
- soundFile = "SOUNDS/mutants/Mswipe3.wav",
- Volume = 55,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
-
- -----------------------------------------------------------------------------------
- MELEE_BITE = {
- -- chomp
- {
- PROBABILITY = 500,
- soundFile = "SOUNDS/mutants/Mbite1.wav",
- Volume = 55,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 500,
- soundFile = "SOUNDS/mutants/Mbite2.wav",
- Volume = 55,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- MELEE_ATTACK = {
- -- horrible grunting and salivating a terror to behold
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle2.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle3.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle4.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle5.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle6.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle7.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle8.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle9.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle10.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle11.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 83,
- soundFile = "SOUNDS/mutants/Midle12.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- ACT_SURPRISED = {
- --AI reacts to unexpected event such as player seen
- -- eg. what the heck, crikey
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
-
- -----------------------------------------------------------------------------------
- AI_AGGRESSIVE = {
- --aggressive sounds
- {
- PROBABILITY = 20,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- THREATEN = {
- --AI threatens the player while attacking
- --eg. I'm gonna tear you apart!
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten1.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten2.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten3.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten4.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten5.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
-
- {
- PROBABILITY = 166,
- soundFile = "SOUNDS/mutants/Mthreaten6.wav",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- ACT_AFRAID = {
- --AI fear gestures
- --eg. "Aaaargh!" , help
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- POINTING = {
- --AI sights the player and points to where he can be found
- --"There he is!", "There"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- AI_DOWN = {
- --AI calls out that they have been hit
- -- sound of pain
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- -----------------------------------------------------------------------------------
- RESPOND_DOWN = {
- --Team member responds to one of their team members down
- -- eg. "Man hit!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ---------------------------------------------------------------------------------
-
- ORDER_RECEIVED = {
- --This signal is generated when a team member accepts an order from the leader
- --eg. "Right"
- {
- PROBABILITY = 150,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ---------------------------------------------------------------------------------
- GRENADE_SEEN = {
- --This signal is generated when an AI sees a grenade that could threaten him.
- --eg. "Incoming", "Grenade!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ---------------------------------------------------------------------------------
- GAS_GRENADE_EFFECT = {
- --Suffocation noises / animation in response to a gas grenade.
- --eg. <Suffocating noises> <Wheezing noises>
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- FLASHBANG_GRENADE_EFFECT = {
- --Blinded noises / animation in response to a flashbang grenade.
- --eg. "I cant see" "Im blinded"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- RESPOND_CLEAR = {
- --Team member responds with clear sign after status check from Leader
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- IDLE_TO_INTERESTED = {
- --Enemy was previously careless and happy. There was a sound or another type of target,
- --but he could not decide whether it was an enemy. He should not be overly aggressive.
- -- eg. "Huh?" "Mmmh?"
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- FIRST_HOSTILE_CONTACT = {
- --The enemy has perceived a hostile target for the first time.
- --He would not say ôThere HE isö, because that implies that he already had HIM as a target.
- --eg. "There!", "Intruder"
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- STAY_ALERT = {
- --The enemy had some sort of disturbance or was otherwise threatened, but after some minutes
- --there is no follow up. So now he is just about to relax a little bit, but stay alerted.
- --eg. "Somethings there - I know it!", "Keep alert!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
-
- ENEMY_TARGET_LOST = {
- --The enemy lost the contact with his immediate hostile target.
- --This doesnÆt happen every time the hostile target hides behind a rock
- --this happens after there wasnÆt any contact with it for some minutes.
- --eg. "Dammit - I lost him!", "Where did he go?"
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- ENEMY_TARGET_REGAIN = {
- --The enemy has regained contact with a target that he was engaged with before
- --or was otherwise threatened by. ôThere he isö would do nicely here.
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- IDLE_TO_THREATENED = {
- --Enemy was careless and happy before, and now there is an obviously hostile target
- --which may or may not be an actual enemy (can be an explosion or a gunshot).
- -- eg. "Holy cow!"
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- GETTING_SHOT_AT = {
- --I think this one is fairly self-explanatory, but just in case û this is when
- --the enemy detects that someone is shooting at him (emphasis on someone!!!).
- --He does not know who!
- --eg. "Someones shooting at me !"
- {
- PROBABILITY = 50,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- FRIEND_DEATH = {
- --The enemy detected that one of his friends (people with the same group as him)
- --has just been shoot, or otherwise died. He does not know who shot him!
- --eg. "Man hit!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- DEAD_BODY_FOUND = {
- --The enemy found a dead body. He does not know who killed him.
- --eg. "Man down!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- INTERESTED_TO_IDLE = {
- --There was some kind of target, but it somehow went away, and the
- --enemy has no desire to pursue it any further.
- --eg. "They don't pay me enough for this crap!", "Whatever"
- {
- PROBABILITY = 250,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- GET_REINFORCEMENTS = {
- --Enemy announces that he will go and try to get reinforcements.
- --eg. "I'll get help!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- CALL_REINFORCEMENTS = {
- --Enemy uses radio or similiar to call reinforcements.
- --eg. "We need help here!"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- },
- ------------------------------------------------------------------------------------
- FIRE_IN_THE_HOLE = {
- --The AI is about to throw a grenade (of any kind so far, later we can classify it).
- -- eg. "Fire in the hole!", "Grenade"
- {
- PROBABILITY = 500,
- soundFile = "",
- Volume = 255,
- min = 2,
- max = 300,
- sound_unscalable = 0,
- },
- }
- }