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Text File | 1999-04-27 | 92.0 KB | 4,125 lines |
- * FX NUMBER 8xx AMBIANCE*** pulled from BDF and don't
- * count as spot FX or memory resident
- *
- * FX NUMBER XX FX BELONGS IN BDF and count as memory in game
- *
- * FX NUMBER 5XX 3D LOOPS ARE 1 CHANNEL SoundS, part of the BDF. from spot FX Memory
- *
- ***************************************************************************************************
- * NEW SoundS
- *
- *
- *
- *
- *
- *
- *
- *
- *
- * *************************************************
- * Ambiences
- *
- *
- *
- * CACHED SOUNDS
- ***************
- * Cached sounds must be no larger than 100000 bytes
- * There are 8 cache buffers set up
- *The samples can be 11025 or 22050 KHZ
- *Three cached loops are allowed
-
- *******************************************************************
- * THIS IS FOR USE WITH SBKMAKER.EXE *
- * Sound Bank List *
- *******************************************************************
- * SYNTAX Sound_x_3Dtype [0 or 1] *
- * This switch IS NO LONGER USED *
- * *
- * Sound__3Dtype [0] *
- * *
- * *
- *******************************************************************
- * SYNTAX Sound_x_Time [n=60ths of a second] *
- * Time down *
- * time at priority in 60ths of a second. *
- * when timedown is reached priority becomes 0. *
- * 30 = HALF A SECOND. *
- *******************************************************************
- * SYNTAX Sound_x_priority [20] *
- * No Tabs allowed spaces only. *
- * Priority Sceme *
- * Highest Number = Highest Priority *
- * Players weapon channel is reserved and fixed at 1 note per *
- *******************************************************************
-
- *Sound_0_IN_Bank [0] sound loaded all of the time
- *Sound_0_IN_Bank [1] sound loaded on demand (from hard drive)
- *the engine caches the last 8 sounds loaded this way
-
- * ****************GROUP COUNTDOWN**********************************
- * SYNTAX Sound_x_Gategroup [20] n [group number] *
- * SYNTAX Sound_X_Gatetime [ ] nn [nn = 60ths of a second count down] *
- * The gatetime defines a countdown time, if a second sound of the
- * same group is triggered within that time it doesnt attempt to make a sound
- *
- *******************************************************************
- * YOU MUST HAVE ONE OF THESE *
- Output [sbk.bdf] *
- *******************************************************************
- Sound_effect_0 [pulsfire.wav]
- Sound_0 _priority [40]
- Sound_0_3Dtype [1]
- Sound_0_IN_Bank [0]
- Sound_0_time [2]
- Sound_0_Gategroup [1]
- Sound_0_Gatetime [5]
- *old weapon don't Know
-
- Sound_effect_1 [alienf1.wav]
- Sound_1 _priority [30]
- Sound_1_3Dtype [1]
- Sound_1_IN_Bank [0]
- Sound_1_time [9]
- Sound_1_Gategroup [1]
- Sound_1_Gatetime [2]
- *Main weapon
-
- Sound_effect_2 [minelay.wav]
- Sound_2 _priority [20]
- Sound_2_3Dtype [0]
- Sound_2_in_bank [0]
- Sound_2_time [20]
- Sound_2_Gategroup [12]
- Sound_2_Gatetime [20]
- *clunk as player mine is dropped
-
- Sound_effect_3 [grenade.wav]
- Sound_3_priority [40]
- Sound_3_3Dtype [1]
- Sound_3_IN_Bank [0]
- Sound_3_time [20]
- Sound_3_Gategroup [3]
- Sound_3_Gatetime [20]
- * pipe bomb
-
- Sound_effect_4 [grenplop.wav]
- Sound_4_priority [45]
- Sound_4_3Dtype [0]
- Sound_4_IN_Bank [0]
- Sound_4_time [20]
- Sound_4_Gategroup [1]
- Sound_4_Gatetime [30]
- *grenade lands in water
-
- Sound_effect_5 [explode1.wav]
- Sound_5 _priority [45]
- Sound_5_3Dtype [0]
- Sound_5_in_bank [0]
- Sound_5_time [25]
- Sound_5_Gategroup [2]
- Sound_5_Gatetime [25]
- * Generic explosions RANGING IN SIZE FROM SMALL TO LARGE
-
- Sound_effect_6 [explode2.wav]
- Sound_6_priority [45]
- Sound_6_3Dtype [0]
- Sound_6_in_bank [0]
- Sound_6_Gategroup [2]
- Sound_6_Gatetime [80]
- Sound_6_time [80]
-
- Sound_effect_7 [explode3.wav]
- Sound_7 _priority [45]
- Sound_7_3Dtype [0]
- Sound_7_in_bank [0]
- Sound_7_time [70]
- Sound_7_Gategroup [3]
- Sound_7_Gatetime [70]
-
- Sound_effect_8 [explode4.wav]
- Sound_8_priority [45]
- Sound_8_3Dtype [0]
- Sound_8_in_bank [0]
- Sound_8_time [70]
- Sound_8_Gategroup [3]
- Sound_8_Gatetime [70]
-
- Sound_effect_9 [energize.wav]
- Sound_9_priority [60]
- Sound_9_3Dtype [0]
- Sound_9_in_bank [0]
- Sound_9_time [77]
- Sound_9_Gategroup [1]
- Sound_9_Gatetime [77]
- * Drop player into world
-
- Sound_effect_10 [spang1.wav]
- Sound_10_priority [10]
- Sound_10_3Dtype [1]
- Sound_10_in_bank [0]
- Sound_10_time [18]
- Sound_10_Gategroup [4]
- Sound_10_Gatetime [18]
- * Bullet Ricochets
-
- Sound_effect_11 [spang2.wav]
- Sound_11_priority [11]
- Sound_11_3Dtype [1]
- Sound_11_in_bank [0]
- Sound_11_time [17]
- Sound_11_Gategroup [4]
- Sound_11_Gatetime [17]
-
- Sound_effect_12 [spang3.wav]
- Sound_12_priority [12]
- Sound_12_3Dtype [1]
- Sound_12_in_bank [0]
- Sound_12_time [18]
- Sound_12_Gategroup [5]
- Sound_12_Gatetime [18]
-
- Sound_effect_13 [spang4.wav]
- Sound_13_priority [13]
- Sound_13_3Dtype [1]
- Sound_13_in_bank [0]
- Sound_13_time [15]
- Sound_13_Gategroup [5]
- Sound_13_Gatetime [15]
-
- Sound_effect_14 [spang5.wav]
- Sound_14_priority [14]
- Sound_14_3Dtype [1]
- Sound_14_in_bank [0]
- Sound_14_time [30]
- Sound_14_Gategroup [5]
- Sound_14_Gatetime [30]
-
- Sound_effect_15 [alien1.wav]
- Sound_15_priority [35]
- Sound_15_3Dtype [0]
- Sound_15_in_bank [0]
- Sound_15_time [12]
- Sound_15_Gategroup [6]
- Sound_15_Gatetime [12]
- *Bullet Ricochets
-
- Sound_effect_16 [alien2.wav]
- Sound_16_priority [35]
- Sound_16_3Dtype [0]
- Sound_16_in_bank [0]
- Sound_16_time [13]
- Sound_16_Gategroup [13]
- Sound_16_Gatetime [13]
- *alien bullets Ricochet
-
- Sound_effect_17 [debris2.wav]
- Sound_17_priority [30]
- Sound_17_3Dtype [0]
- Sound_17_in_bank [0]
- Sound_17_time [58]
- Sound_17_Gategroup [7]
- Sound_17_Gatetime [58]
- *pieces landing after object explodes
-
- Sound_effect_18 [debris1.wav]
- Sound_18_priority [30]
- Sound_18_3Dtype [0]
- Sound_18_in_bank [0]
- Sound_18_time [30]
- Sound_18_Gategroup [7]
- Sound_18_Gatetime [30]
-
- Sound_effect_19 [debris5.wav]
- Sound_19_priority [30]
- Sound_19_3Dtype [0]
- Sound_19_in_bank [0]
- Sound_19_time [21]
- Sound_19_Gategroup [7]
- Sound_19_Gatetime [21]
-
- Sound_effect_20 [debris4.wav]
- Sound_20_priority [30]
- Sound_20_3Dtype [0]
- Sound_20_in_bank [0]
- Sound_20_time [20]
- Sound_20_Gategroup [8]
- Sound_20_Gatetime [20]
-
- Sound_effect_21 [debris.wav]
- Sound_21_priority [30]
- Sound_21_3Dtype [0]
- Sound_21_in_bank [0]
- Sound_21_time [18]
- Sound_21_Gategroup [8]
- Sound_21_Gatetime [18]
-
- Sound_effect_22 [kill1.wav]
- Sound_22_priority [30]
- Sound_22_3Dtype [0]
- Sound_22_in_bank [0]
- Sound_22_time [22]
- Sound_22_Gategroup [9]
- Sound_22_Gatetime [22]
- * Alien death snarls
-
- Sound_effect_23 [kill2.wav]
- Sound_23 _priority [30]
- Sound_23_3Dtype [0]
- Sound_23_in_bank [0]
- Sound_23_time [38]
- Sound_23_Gategroup [9]
- Sound_23_Gatetime [38]
-
- Sound_effect_24 [kill3.wav]
- Sound_24 _priority [30]
- Sound_24_3Dtype [0]
- Sound_24_in_bank [0]
- Sound_24_time [39]
- Sound_24_Gategroup [10]
- Sound_24_Gatetime [39]
-
- Sound_effect_25 [kill4.wav]
- Sound_25_priority [30]
- Sound_25_3Dtype [0]
- Sound_25_in_bank [0]
- Sound_25_time [30]
- Sound_25_Gategroup [10]
- Sound_25_Gatetime [30]
-
- Sound_effect_26 [hitstone.wav]
- Sound_26_priority [20]
- Sound_26_3Dtype [0]
- Sound_26_in_bank [0]
- Sound_26_time [4]
- Sound_26_Gategroup [14]
- Sound_26_Gatetime [5]
- * Bullets hitting stone
-
- Sound_effect_27 [menuclk.wav]
- Sound_27_priority [60]
- Sound_27_3Dtype [0]
- Sound_27_in_bank [0]
- Sound_27_time [5]
- Sound_27_Gategroup [11]
- Sound_27_Gatetime [5]
- * Menu click
-
- Sound_effect_28 [spread.wav]
- Sound_28_priority [40]
- Sound_28_3Dtype [0]
- Sound_28_in_bank [0]
- Sound_28_time [10]
- Sound_28_Gategroup [1]
- Sound_28_Gatetime [10]
- * spread weapon
-
- Sound_effect_29 [heatseek.wav]
- Sound_29_priority [40]
- Sound_29_3Dtype [0]
- Sound_29_in_bank [0]
- Sound_29_time [30]
- Sound_29_Gategroup [1]
- Sound_29_Gatetime [30]
- * Missile
-
- Sound_effect_30 [laser1.wav]
- Sound_30_priority [40]
- Sound_30_3Dtype [0]
- Sound_30_in_bank [0]
- Sound_30_time [15]
- Sound_30_Gategroup [1]
- Sound_30_Gatetime [15]
- * Alien
-
- Sound_effect_31 [pick.wav]
- Sound_31_priority [45]
- Sound_31_3Dtype [0]
- Sound_31_in_bank [0]
- Sound_31_time [12]
- Sound_31_Gategroup [12]
- Sound_31_Gatetime [5]
- * various pickup noises
-
- Sound_effect_32 [pick2.wav]
- Sound_32_priority [45]
- Sound_32_3Dtype [0]
- Sound_32_in_bank [0]
- Sound_32_time [45]
- Sound_32_Gategroup [12]
- Sound_32_Gatetime [5]
-
- Sound_effect_33 [pick3.wav]
- Sound_33_priority [45]
- Sound_33_3Dtype [0]
- Sound_33_in_bank [0]
- Sound_33_time [44]
- Sound_33_Gategroup [12]
- Sound_33_Gatetime [5]
-
- Sound_effect_34 [pick4.wav]
- Sound_34_priority [50]
- Sound_34_3Dtype [0]
- Sound_34_in_bank [0]
- Sound_34_time [16]
- Sound_34_Gategroup [12]
- Sound_34_Gatetime [5]
- * Pickup lost ...gone..... forever
-
- Sound_effect_35 [railgun.wav]
- Sound_35_priority [40]
- Sound_35_3Dtype [0]
- Sound_35_in_bank [0]
- Sound_35_time [53]
- Sound_35_Gategroup [1]
- Sound_35_Gatetime [53]
- *Huge throbing weapon
-
- Sound_effect_36 [alienf1.wav]
- Sound_36_priority [40]
- Sound_36_3Dtype [0]
- Sound_36_in_bank [0]
- Sound_36_time [10]
- Sound_36_Gategroup [15]
- Sound_36_Gatetime [10]
- * Alien weapon
-
- Sound_effect_37 [rocket.wav]
- Sound_37_priority [40]
- Sound_37_3Dtype [0]
- Sound_37_in_bank [0]
- Sound_37_time [57]
- Sound_37_Gategroup [1]
- Sound_37_Gatetime [57]
- * Rocket that splits into multiple warheads
-
- Sound_effect_38 [spira.wav]
- Sound_38_priority [40]
- Sound_38_3Dtype [0]
- Sound_38_in_bank [0]
- Sound_38_time [44]
- Sound_38_Gategroup [1]
- Sound_38_Gatetime [44]
- * EMP Weapon
-
- Sound_effect_39 [flamebst.wav]
- Sound_39_priority [40]
- Sound_39_3Dtype [0]
- Sound_39_in_bank [0]
- Sound_39_time [68]
- Sound_39_Gategroup [1]
- Sound_39_Gatetime [68]
- * Flamethrower
-
- Sound_effect_40 [dooralt.wav]
- Sound_40_priority [20]
- Sound_40_3Dtype [0]
- Sound_40_in_bank [1]
- Sound_40_time [150]
- Sound_40_Gategroup [20]
- Sound_40_Gatetime [150]
- * Door type long fading winch or sliding door or bridge Sound
-
- Sound_effect_41 [doorstop.wav]
- Sound_41_priority [20]
- Sound_41_3Dtype [0]
- Sound_41_in_bank [1]
- Sound_41_time [90]
- Sound_41_Gategroup [20]
- Sound_41_Gatetime [90]
- * door type electric descending low sliding door or bridge Sound
-
- Sound_effect_42 [doorhing.wav]
- Sound_42_priority [20]
- Sound_42_3Dtype [0]
- Sound_42_in_bank [1]
- Sound_42_time [23]
- Sound_42_Gategroup [20]
- Sound_42_Gatetime [23]
- * Hinged door opening
-
- Sound_effect_43 [doordown.wav]
- Sound_43_priority [20]
- Sound_43_3Dtype [0]
- Sound_43_in_bank [1]
- Sound_43_time [100]
- Sound_43_Gategroup [20]
- Sound_43_Gatetime [100]
- * door slides into floor
-
- Sound_effect_44 [doorslid.wav]
- Sound_44_priority [20]
- Sound_44_3Dtype [0]
- Sound_44_in_bank [1]
- Sound_44_time [80]
- Sound_44_Gategroup [20]
- Sound_44_Gatetime [80]
- * doors slide apart
-
- Sound_effect_45 [GLASS.WAV]
- Sound_45_priority [50]
- Sound_45_3Dtype [0]
- Sound_45_in_bank [0]
- Sound_45_time [41]
- Sound_45_Gategroup [31]
- Sound_45_Gatetime [41]
- *GLASS BREAKING
-
- *Sound_effect_46 [wrong.wav]
- Sound_effect_46 [hangslid.wav]**************
- Sound_46_priority [40]
- Sound_46_3Dtype [0]
- Sound_46_in_bank [1]
- Sound_46_time [158]
- Sound_46_Gategroup [20]
- Sound_46_Gatetime [158]
- * Structure rises from the ground sliding noise slow stone moving half length version ref hangsli2.wav Sound No 91
-
- Sound_effect_47 [blip.wav]
- Sound_47_priority [30]
- Sound_47_3Dtype [0]
- Sound_47_in_bank [1]
- Sound_47_time [5]
- Sound_47_Gategroup [20]
- Sound_47_Gatetime [5]
- * floor mine proximity warning
-
- Sound_effect_48 [gunsup.wav]
- Sound_48_priority [40]
- Sound_48_3Dtype [0]
- Sound_48_in_bank [1]
- Sound_48_time [45]
- Sound_48_Gategroup [20]
- Sound_48_Gatetime [45]
- * gun turret rises
-
- Sound_effect_49 [pillup.wav]
- Sound_49_priority [40]
- Sound_49_3Dtype [0]
- Sound_49_in_bank [1]
- Sound_49_time [30]
- Sound_49_Gategroup [20]
- Sound_49_Gatetime [30]
- * servo type Pillarbox gun turret rises
-
- Sound_effect_50 [Vehicle.wav]
- Sound_50_priority [40]
- Sound_50_3Dtype [0]
- Sound_50_in_bank [1]
- Sound_50_time [35]
- Sound_50_Gategroup [20]
- Sound_50_Gatetime [35]
- * Big truck in ravine in sulph level starts
-
- Sound_effect_51 [laserfen.wav]
- Sound_51_priority [46]
- Sound_51_3Dtype [0]
- Sound_51_in_bank [1]
- Sound_51_Gategroup [20]
- Sound_51_Gatetime [36]
- Sound_51_time [36]
- * laser fence powers down
-
- Sound_effect_52 [laserdor.wav]
- Sound_52_priority [55]
- Sound_52_3Dtype [0]
- Sound_52_in_bank [1]
- Sound_52_time [65]
- Sound_52_Gategroup [20]
- Sound_52_Gatetime [65]
- * laser door powers down
-
- Sound_effect_53 [ARC1.wav]
- Sound_53_priority [30]
- Sound_53_3Dtype [0]
- Sound_53_in_bank [1]
- Sound_53_time [8]
- Sound_53_Gategroup [20]
- Sound_53_Gatetime [8]
- * LIGHT FLICKER 1 RANDOM TYPE ELECTRIC ARC NOISE
-
- Sound_effect_54 [ARC2.wav]
- Sound_54_priority [30]
- Sound_54_3Dtype [0]
- Sound_54_in_bank [1]
- Sound_54_time [6]
- Sound_54_Gategroup [20]
- Sound_54_Gatetime [6]
- * LIGHT FLICKER 2 SHORT ELECTRIC ARC NOISE ALSO USED FOR SWITCH TYPE Sound
-
- Sound_effect_55 [MUDBUB2.wav]
- Sound_55_priority [10]
- Sound_55_3Dtype [0]
- Sound_55_in_bank [1]
- Sound_55_time [18]
- Sound_55_Gategroup [20]
- Sound_55_Gatetime [18]
- * BUBBLING MUD Sound FOR POOLS IN INDUSTRIAL OR CHEMICAL LEVEL
-
- Sound_effect_56 [MUDBUB4.wav]
- Sound_56_priority [10]
- Sound_56_3Dtype [0]
- Sound_56_in_bank [1]
- Sound_56_time [21]
- Sound_56_Gategroup [20]
- Sound_56_Gatetime [21]
- * VARIATION OF Sound 55
-
- Sound_effect_57 [CREAK.wav]
- Sound_57_priority [40]
- Sound_57_3Dtype [0]
- Sound_57_in_bank [1]
- Sound_57_time [18]
- Sound_57_Gategroup [20]
- Sound_57_Gatetime [18]
- * creak Log Trap creak as move starts then swish and 2 variations on contact (slight bounce)
-
- Sound_effect_58 [CREAK2.wav]
- Sound_58_priority [40]
- Sound_58_3Dtype [0]
- Sound_58_in_bank [1]
- Sound_58_time [35]
- Sound_58_Gategroup [20]
- Sound_58_Gatetime [35]
- * creak Log Trap OR WOODEN DOOR creak as move starts then swish and 2 variations on contact (slight bounce)
-
- Sound_effect_59 [THUNDR03.wav]
- Sound_59_priority [50]
- Sound_59_3Dtype [0]
- Sound_59_in_bank [1]
- Sound_59_time [320]
- Sound_59_Gategroup [20]
- Sound_59_Gatetime [320]
- * BIG THUNDER NOISE FOR RAIN LEVEL REPLACED WITH A CACHE SAMPLE FOR UES ON THE RANDOM WEATHR ENGINE
-
- Sound_effect_60 [grenadpu.wav]
- Sound_60_priority [40]
- Sound_60_3Dtype [0]
- Sound_60_in_bank [0]
- Sound_60_time [20]
- Sound_60_Gategroup [12]
- Sound_60_Gatetime [5]
- * GRENADE PICKUP NOISE
-
- Sound_effect_61 [dishexp1.wav]
- Sound_61_priority [45]
- Sound_61_3Dtype [0]
- Sound_61_in_bank [1]
- Sound_61_time [20]
- Sound_61_Gategroup [20]
- Sound_61_Gatetime [20]
- * RADAR DISH CRASH WITH DEBRIS
-
- Sound_effect_62 [dishexp2.wav] This Sound is redundant
- Sound_62_priority [45]
- Sound_62_3Dtype [0]
- Sound_62_in_bank [1]
- Sound_62_time [68]
- Sound_62_Gategroup [20]
- Sound_62_Gatetime [68]
- * RADAR DISH CRASH NO DEBRIS
-
- Sound_effect_63 [apoca.wav]
- Sound_63_priority [50]
- Sound_63_3Dtype [0]
- Sound_63_in_bank [1]
- Sound_63_time [105]
- Sound_63_Gategroup [21]
- Sound_63_Gatetime [105]
- * Player death regen Sound
-
- Sound_effect_64 [portl.wav]
- Sound_64_priority [50]
- Sound_64_3Dtype [0]
- Sound_64_in_bank [0]
- Sound_64_time [90]
- Sound_64_Gategroup [16]
- Sound_64_Gatetime [90]
- * teleport for alien invaders this Sound was clunk as doorstop.wav
-
- Sound_effect_65 [doorhing.wav]
- Sound_65_priority [40]
- Sound_65_3Dtype [0]
- Sound_65_in_bank [1]
- Sound_65_time [20]
- Sound_65_Gategroup [20]
- Sound_65_Gatetime [5]
- * door type electric hinge or fast sliding door Sound Peter don't use this Sound Duplicate
-
- Sound_effect_66 [doorslid.wav]
- Sound_66_priority [40]
- Sound_66_3Dtype [0]
- Sound_66_in_bank [1]
- Sound_66_time [20]
- Sound_66_Gategroup [20]
- Sound_66_Gatetime [5]
- * door type pneumatic sliding or raise lower Sound Peter don't use this Sound Duplicate
-
- Sound_effect_67 [doorstop.wav]
- Sound_67_priority [40]
- Sound_67_3Dtype [0]
- Sound_67_in_bank [1]
- Sound_67_time [20]
- Sound_67_Gategroup [20]
- Sound_67_Gatetime [5]
- * door type metal clunk as door or gate or bridge stops Peter don't use this Sound Duplicate
-
- Sound_effect_68 [shieldht.wav]
- Sound_68_priority [30]
- Sound_68_3Dtype [0]
- Sound_68_in_bank [0]
- Sound_68_time [18]
- Sound_68_Gategroup [20]
- Sound_68_Gatetime [18]
- * generic physical hit Sound.
-
- Sound_effect_69 [wepload.wav]
- **** Sound_effect_69 [wepchange.wav] Phils version
- Sound_68_priority [30]
- Sound_69_3Dtype [0]
- Sound_69_in_bank [0]
- Sound_69_time [20]
- Sound_69_Gategroup [17]
- Sound_69_Gatetime [20]
- * generic weapon change select Sound
-
- Sound_effect_70 [scrape.wav]
- Sound_70_priority [45]
- Sound_70_3Dtype [0]
- Sound_70_in_bank [1]
- Sound_70_time [24]
- Sound_70_Gategroup [20]
- Sound_70_Gatetime [24]
- * hi pitched sc
- *rape screech Sound
-
- Sound_effect_71 [scrape2.wav]
- Sound_71_priority [45]
- Sound_71_3Dtype [0]
- Sound_71_in_bank [1]
- Sound_71_time [64]
- Sound_71_Gategroup [20]
- Sound_71_Gatetime [64]
- * low pitched scraping screech Sound
-
- Sound_effect_72 [sqkbig.wav]
- Sound_72_priority [30]
- Sound_72_3Dtype [0]
- Sound_72_in_bank [1]
- Sound_72_time [43]
- Sound_72_Gategroup [20]
- Sound_72_Gatetime [43]
- * high pitched squeak of metal Sound
-
- Sound_effect_73 [hit2.wav]
- Sound_73_priority [45]
- Sound_73_3Dtype [0]
- Sound_73_in_bank [0]
- Sound_73_time [10]
- Sound_73_Gategroup [18]
- Sound_73_Gatetime [10]
- * Kung Fu film punch
-
- Sound_effect_74 [hit3.wav]
- Sound_74_priority [45]
- Sound_74_3Dtype [0]
- Sound_74_in_bank [0]
- Sound_74_time [10]
- Sound_74_Gategroup [18]
- Sound_74_Gatetime [10]
- * Kung Fu film punch more bass
-
- Sound_effect_75 [hit6.wav]
- Sound_75_priority [45]
- Sound_75_3Dtype [0]
- Sound_75_in_bank [0]
- Sound_75_time [12]
- Sound_75_Gategroup [18]
- Sound_75_Gatetime [12]
- * punch gun hitting body armour or body part
-
- Sound_effect_76 [hit7.wav]
- Sound_76_priority [45]
- Sound_76_3Dtype [0]
- Sound_76_in_bank [0]
- Sound_76_time [15]
- Sound_76_Gategroup [18]
- Sound_76_Gatetime [15]
- * punch Jab with slight synthy swish
-
- Sound_effect_77 [apecall1.wav]
- Sound_77_priority [40]
- Sound_77_3Dtype [0]
- Sound_77_in_bank [0]
- Sound_77_time [36]
- Sound_77_Gategroup [18]
- Sound_77_Gatetime [36]
- * Alien comunicates Sound
-
- Sound_effect_78 [apehit1.wav]
- Sound_78_priority [40]
- Sound_78_3Dtype [0]
- Sound_78_in_bank [0]
- Sound_78_time [38]
- Sound_78_Gategroup [18]
- Sound_78_Gatetime [38]
- * Alien takes damage
-
- Sound_effect_79 [apehit.wav]
- Sound_79_priority [40]
- Sound_79_3Dtype [0]
- Sound_79_in_bank [0]
- Sound_79_time [43]
- Sound_79_Gategroup [18]
- Sound_79_Gatetime [43]
- * Alien takes damage again
-
- Sound_effect_80 [apeanoy1.wav]
- Sound_80_priority [40]
- Sound_80_3Dtype [0]
- Sound_80_in_bank [0]
- Sound_80_time [43]
- Sound_80_Gategroup [18]
- Sound_80_Gatetime [43]
- * Alien gets pissed off
-
- Sound_effect_81 [apescree.wav]
- Sound_81_priority [40]
- Sound_81_3Dtype [0]
- Sound_81_in_bank [0]
- Sound_81_time [42]
- Sound_81_Gategroup [18]
- Sound_81_Gatetime [42]
- * alien screem as it falls from the tree's
-
- Sound_effect_82 [exp4gren.wav]
- Sound_82_priority [40]
- Sound_82_3Dtype [0]
- Sound_82_in_bank [1]
- Sound_82_time [20]
- Sound_82_Gategroup [3]
- Sound_82_Gatetime [20]
- * grenade and player mine hits and explodes *******************
-
- Sound_effect_83 [bodyfall.wav]
- Sound_83_priority [30]
- Sound_83_3Dtype [0]
- Sound_83_in_bank [0]
- Sound_83_time [20]
- Sound_83_Gategroup [18]
- Sound_83_Gatetime [20 ]
- * Aliens land into world.
-
-
- Sound_effect_84 [teleport2.wav]
- Sound_84_priority [40]
- Sound_84_3Dtype [0]
- Sound_84_in_bank [1]
- Sound_84_time [100]
- Sound_84_Gategroup [12]
- Sound_84_Gatetime [100]
- * Hostages Transported out of world
-
- Sound_effect_85 [die21.wav]
- Sound_85_priority [45]
- Sound_85_3Dtype [0]
- Sound_85_in_bank [0]
- Sound_85_time [31]
- Sound_85_Gategroup [21]
- Sound_85_Gatetime [31]
- * player Kicks The Bucket .....dies..... mort ...snuffed .....
-
- Sound_effect_86 [die22.wav]
- Sound_86_priority [45]
- Sound_86_3Dtype [0]
- Sound_86_in_bank [0]
- Sound_86_time [26]
- Sound_86_Gategroup [21]
- Sound_86_Gatetime [26]
- * player hit by alien weapons fire.
-
-
- Sound_effect_87 [die23.wav]
- Sound_87_priority [45]
- Sound_87_3Dtype [0]
- Sound_87_in_bank [0]
- Sound_87_time [7]
- Sound_87_Gategroup [21]
- Sound_87_Gatetime [7]
- * player hit by alien weapons fire.
-
- Sound_effect_88 [die24.wav]
- Sound_88_priority [45]
- Sound_88_3Dtype [0]
- Sound_88_in_bank [0]
- Sound_88_time [12]
- Sound_88_Gategroup [21]
- Sound_88_Gatetime [12]
- * player hit by alien weapons fire.
-
- Sound_effect_89 [die25.wav]
- Sound_89_priority [45]
- Sound_89_3Dtype [0]
- Sound_89_in_bank [0]
- Sound_89_time [30]
- Sound_89_Gategroup [21]
- Sound_89_Gatetime [30]
- * player hit by alien weapons fire.
-
- Sound_effect_90 [pickgon.wav]
- Sound_90_priority [45]
- Sound_90_3Dtype [0]
- Sound_90_in_bank [0]
- Sound_90_time [20]
- Sound_90_Gategroup [12]
- Sound_90_Gatetime [20]
- * Pickup tiimeout ref pickup4 Sound No 34
-
- Sound_effect_91 [dynafire.wav]
- Sound_91_priority [45]
- Sound_91_3Dtype [0]
- Sound_91_in_bank [0]
- Sound_91_time [110]
- Sound_91_Gategroup [100]
- Sound_91_Gatetime [80]
- * pipe bomb with fuse
-
- Sound_effect_92 [splat1.wav]
- Sound_92_priority [45]
- Sound_92_3Dtype [0]
- Sound_92_in_bank [0]
- Sound_92_time [20]
- Sound_92_Gategroup [21]
- Sound_92_Gatetime [20]
- * your Dead when you hear this
-
- Sound_effect_93 [splat2.wav]
- Sound_93_priority [45]
- Sound_93_3Dtype [0]
- Sound_93_in_bank [0]
- Sound_93_time [20]
- Sound_93_Gategroup [21]
- Sound_93_Gatetime [20]
- * Variation on dead when you hear this
-
- Sound_effect_94 [doorhyd.wav]
- Sound_94_priority [45]
- Sound_94_3Dtype [0]
- Sound_94_in_bank [1]
- Sound_94_time [40]
- Sound_94_Gategroup [11]
- Sound_94_Gatetime [40]
- * Big Hydraulic door latch opening
-
- Sound_effect_95 [photo.wav]
- *Sound_effect_95 [access2.wav]
- Sound_95_priority [45]
- Sound_95_3Dtype [0]
- Sound_95_in_bank [0]
- Sound_95_time [72]
- Sound_95_Gategroup [11]
- Sound_95_Gatetime [72]
- * photocopier noise for passcard accepted
-
- Sound_effect_96 [wrong.wav]
- *Sound_effect_96 [hangslid.wav]
- Sound_96_priority [45]
- Sound_96_3Dtype [0]
- Sound_96_in_bank [3]
- Sound_96_time [158]
- Sound_96_Gategroup [11]
- Sound_96_Gatetime [158]
- * copy of 46 defunkt
-
- Sound_effect_97 [quack.wav]
- Sound_97_priority [60]
- Sound_97_3Dtype [0]
- Sound_97_in_bank [1]
- Sound_97_time [60]
- Sound_97_Gategroup [12]
- Sound_97_Gatetime [60]
- * wakka wakka
-
- Sound_effect_98 [AVLANCH2.wav]
- Sound_98_priority [45]
- Sound_98_3Dtype [0]
- Sound_98_in_bank [1]
- Sound_98_time [60]
- Sound_98_Gategroup [20]
- Sound_98_Gatetime [60]
- * Little tremors
-
- Sound_effect_99 [AVLANCH.wav]
- Sound_99_priority [45]
- Sound_99_3Dtype [0]
- Sound_99_in_bank [1]
- Sound_99_time [60]
- Sound_99_Gategroup [20]
- Sound_99_Gatetime [60]
- * avalanche
-
-
- Sound_effect_100 [wrong.wav]
- *Sound_effect_100 [SILENCE.wav]
- Sound_100_priority [45]
- Sound_100_3Dtype [0]
- Sound_100_in_bank [1]
- Sound_100_time [60]
- Sound_100_Gategroup [20]
- Sound_100_Gatetime [60]
- * bouncing wheels
-
- Sound_effect_101 [Heart.wav]
- Sound_101_priority [45]
- Sound_101_3Dtype [0]
- Sound_101_in_bank [0]
- Sound_101_time [40]
- Sound_101_Gategroup [12]
- Sound_101_Gatetime [40]
- * heart pickup
-
- Sound_effect_102 [Doorshut.wav]
- Sound_102_priority [45]
- Sound_102_3Dtype [0]
- Sound_102_in_bank [1]
- Sound_102_time [48]
- Sound_102_Gategroup [20]
- Sound_102_Gatetime [48]
- * door shuts on ice level
-
- Sound_effect_103 [Access1.wav]
- Sound_103_priority [45]
- Sound_103_3Dtype [0]
- Sound_103_in_bank [1]
- Sound_103_time [50]
- Sound_103_Gategroup [12]
- Sound_103_Gatetime [50]
- * access denied without pass
-
- Sound_effect_104 [sheildup.wav]
- Sound_104_priority [45]
- Sound_104_3Dtype [0]
- Sound_104_in_bank [1]
- Sound_104_time [110]
- Sound_104_Gategroup [20]
- Sound_104_Gatetime [110]
- * raise shields
-
- Sound_effect_105 [sheilddn.wav]
- Sound_105_priority [45]
- Sound_105_3Dtype [0]
- Sound_105_in_bank [1]
- Sound_105_time [50]
- Sound_105_Gategroup [20]
- Sound_105_Gatetime [50]
- * shields time out
-
- Sound_effect_106 [Xtraman.wav]
- Sound_106_priority [45]
- Sound_106_3Dtype [0]
- Sound_106_in_bank [0]
- Sound_106_time [100]
- Sound_106_Gategroup [12]
- Sound_106_Gatetime [100]
- * end of level- or extra life
-
- Sound_effect_107 [timer.wav]
- Sound_107_priority [45]
- Sound_107_3Dtype [0]
- Sound_107_in_bank [0]
- Sound_107_time [56]
- Sound_107_Gategroup [12]
- Sound_107_Gatetime [6]
- * timer bonus
-
- Sound_effect_108 [sonic1.wav]
- Sound_108_priority [40]
- Sound_108_3Dtype [0]
- Sound_108_in_bank [0]
- Sound_108_time [90]
- Sound_108_Gategroup [1]
- Sound_108_Gatetime [90]
- * charge sonic weapon alien
-
- Sound_effect_109 [sonic2.wav]
- Sound_109_priority [40]
- Sound_109_3Dtype [0]
- Sound_109_in_bank [0]
- Sound_109_time [50]
- Sound_109_Gategroup [1]
- Sound_109_Gatetime [50]
- * release sonic weapon alien
-
- Sound_effect_110 [menusel.wav]
- Sound_110_priority [45]
- Sound_110_3Dtype [0]
- Sound_110_in_bank [0]
- Sound_110_time [60]
- Sound_110_Gategroup [11]
- Sound_110_Gatetime [6]
- * Menu Bleep
-
- Sound_effect_111 [chain1.wav]
- Sound_111_priority [35]
- Sound_111_3Dtype [0]
- Sound_111_in_bank [0]
- Sound_111_time [30]
- Sound_111_Gategroup [19]
- Sound_111_Gatetime [30]
- * enemy weapon
-
- Sound_effect_112 [shot1.wav]
- Sound_112_priority [35]
- Sound_112_3Dtype [0]
- Sound_112_in_bank [0]
- Sound_112_time [27]
- Sound_112_Gategroup [20]
- Sound_112_Gatetime [27]
- * enemy weapon
-
- Sound_effect_113 [shot2.wav]
- Sound_113_priority [35]
- Sound_113_3Dtype [0]
- Sound_113_in_bank [0]
- Sound_113_time [20]
- Sound_113_Gategroup [22]
- Sound_113_Gatetime [20]
- *enemy weapon
-
- Sound_effect_114 [shot3.wav]
- Sound_114_priority [35]
- Sound_114_3Dtype [0]
- Sound_114_in_bank [0]
- Sound_114_time [12]
- Sound_114_Gategroup [23]
- Sound_114_Gatetime [12]
- * enemy weapon
-
- Sound_effect_115 [shot5.wav]
- Sound_115_priority [35]
- Sound_115_3Dtype [0]
- Sound_115_in_bank [0]
- Sound_115_time [30]
- Sound_115_Gategroup [24]
- Sound_115_Gatetime [30]
- * enemy weapon
-
- Sound_effect_116 [shot6.wav]
- Sound_116_priority [35]
- Sound_116_3Dtype [0]
- Sound_116_in_bank [0]
- Sound_116_time [20]
- Sound_116_Gategroup [25]
- Sound_116_Gatetime [20]
- * enemy weapon
-
- Sound_effect_117 [shot9.wav]
- Sound_117_priority [35]
- Sound_117_3Dtype [0]
- Sound_117_in_bank [0]
- Sound_117_time [40]
- Sound_117_Gategroup [26]
- Sound_117_Gatetime [40]
- * enemy weapon
-
- Sound_effect_118 [shot11.wav]
- Sound_118_priority [35]
- Sound_118_3Dtype [0]
- Sound_118_in_bank [0]
- Sound_118_time [30]
- Sound_118_Gategroup [27]
- Sound_118_Gatetime [30]
- * enemy weapon
-
- Sound_effect_119 [alien6.wav]
- Sound_119_priority [35]
- Sound_119_3Dtype [0]
- Sound_119_in_bank [0]
- Sound_119_time [40]
- Sound_119_Gategroup [28]
- Sound_119_Gatetime [40]
- * alien speech/taunt
-
- Sound_effect_120 [alien7.wav]
- Sound_120_priority [35]
- Sound_120_3Dtype [0]
- Sound_120_in_bank [0]
- Sound_120_time [40]
- Sound_120_Gategroup [28]
- Sound_120_Gatetime [40]
- * alien speech/taunt
-
- Sound_effect_121 [alien3.wav]
- Sound_121_priority [35]
- Sound_121_3Dtype [0]
- Sound_121_in_bank [0]
- Sound_121_time [40]
- Sound_121_Gategroup [28]
- Sound_121_Gatetime [40]
- * alien speech/taunt
-
- Sound_effect_122 [shot7.wav]
- Sound_122_priority [35]
- Sound_122_3Dtype [0]
- Sound_122_in_bank [0]
- Sound_122_time [26]
- Sound_122_Gategroup [29]
- Sound_122_Gatetime [26]
- * alien shot
-
- Sound_effect_123 [timeout.wav]
- Sound_123_priority [60]
- Sound_123_3Dtype [0]
- Sound_123_in_bank [1]
- Sound_123_time [60]
- Sound_123_Gategroup [11]
- Sound_123_Gatetime [60]
- * as time goes 60 to 10 timer
-
- Sound_effect_124 [wrong.wav]
- *Sound_effect_124 [silence.wav]
- Sound_124_priority [60]
- Sound_124_3Dtype [0]
- Sound_124_in_bank [4]
- Sound_124_time [90]
- Sound_124_Gategroup [30]
- Sound_124_Gatetime [90]
- * lights go out
-
- Sound_effect_125 [foot1.wav]
- Sound_125_priority [30]
- Sound_125_3Dtype [0]
- Sound_125_in_bank [0]
- Sound_125_time [50]
- Sound_125_Gategroup [32]
- Sound_125_Gatetime [30]
- * footsteps Metal
-
- Sound_effect_126 [timeout2.wav]
- Sound_126_priority [30]
- Sound_126_3Dtype [0]
- Sound_126_in_bank [0]
- Sound_126_time [30]
- Sound_126_Gategroup [11]
- Sound_126_Gatetime [60]
- * timeout2 higher pitch (last ten seconds)
-
- Sound_effect_127 [foot2.wav]
- Sound_127_priority [30]
- Sound_127_3Dtype [0]
- Sound_127_in_bank [0]
- Sound_127_time [30]
- Sound_127_Gategroup [32]
- Sound_127_Gatetime [25]
- *footsteps Concrete
-
- *Sound_effect_128 [.wav]
- *Sound_128_priority [30]
- *Sound_128_3Dtype [0]
- *Sound_128_in_bank [0]
- *Sound_128_time [30]
- *Sound_128_Gategroup [32]
- *Sound_128_Gatetime [25]
- *footsteps
-
- Sound_effect_129 [foot3.wav]
- Sound_129_priority [30]
- Sound_129_3Dtype [0]
- Sound_129_in_bank [0]
- Sound_129_time [30]
- Sound_129_Gategroup [32]
- Sound_129_Gatetime [25]
- *footsteps snow
-
- *Sound_effect_130 [.wav]
- *Sound_130_priority [30]
- *Sound_130_3Dtype [0]
- *Sound_130_in_bank [0]
- *Sound_130_time [30]
- *Sound_130_Gategroup [32]
- *Sound_130_Gatetime [25]
- *footsteps
-
-
- Sound_effect_131 [foot4.wav]
- Sound_131_priority [30]
- Sound_131_3Dtype [0]
- Sound_131_in_bank [0]
- Sound_131_time [30]
- Sound_131_Gategroup [32]
- Sound_131_Gatetime [25]
- *footsteps Sand
-
- *Sound_effect_132 [.wav]
- *Sound_132_priority [30]
- *Sound_132_3Dtype [0]
- *Sound_132_in_bank [0]
- *Sound_132_time [30]
- *Sound_132_Gategroup [32]
- *Sound_132_Gatetime [25]
- *footsteps
-
- Sound_effect_133 [foot5b.wav]
- Sound_133_priority [30]
- Sound_133_3Dtype [0]
- Sound_133_in_bank [0]
- Sound_133_time [30]
- Sound_133_Gategroup [32]
- Sound_133_Gatetime [25]
- *footsteps Mud dry hard
-
-
- *Sound_effect_134 [.wav]
- *Sound_134_priority [30]
- *Sound_134_3Dtype [0]
- *Sound_134_in_bank [0]
- *Sound_134_time [30]
- *Sound_134_Gategroup [32]
- *Sound_134_Gatetime [25]
- *footsteps
-
- Sound_effect_135 [Foot6.wav]
- Sound_135_priority [30]
- Sound_135_3Dtype [0]
- Sound_135_in_bank [0]
- Sound_135_time [30]
- Sound_135_Gategroup [32]
- Sound_135_Gatetime [25]
- *footsteps gravel
-
-
-
- *Sound_effect_136 [.wav]
- *Sound_136_priority [30]
- *Sound_136_3Dtype [0]
- *Sound_136_in_bank [0]
- *Sound_136_time [30]
- *Sound_136_Gategroup [32]
- *Sound_136_Gatetime [25]
- *footsteps
-
-
- Sound_effect_137 [foot5.wav]
- Sound_137_priority [30]
- Sound_137_3Dtype [0]
- Sound_137_in_bank [0]
- Sound_137_time [30]
- Sound_137_Gategroup [32]
- Sound_137_Gatetime [25]
- *footsteps mud sticky
-
-
-
- *Sound_effect_138 [foot7.wav]
- *Sound_138_priority [30]
- *Sound_138_3Dtype [0]
- *Sound_138_in_bank [0]
- *Sound_138_time [30]
- *Sound_138_Gategroup [32]
- *Sound_138_Gatetime [25]
- *footsteps puddle
-
- Sound_effect_139 [Foot8.wav]
- Sound_139_priority [30]
- Sound_139_3Dtype [0]
- Sound_139_in_bank [0]
- Sound_139_time [30]
- Sound_139_Gategroup [32]
- Sound_139_Gatetime [25]
- *footsteps concrete and sand
-
-
-
- *Sound_effect_140 [.wav]
- *Sound_140_priority [30]
- *Sound_140_3Dtype [0]
- *Sound_140_in_bank [0]
- *Sound_140_time [30]
- *Sound_140_Gategroup [32]
- *Sound_140_Gatetime [25]
- *footsteps
-
- Sound_effect_141 [Foot9.wav]
- Sound_141_priority [30]
- Sound_141_3Dtype [0]
- Sound_141_in_bank [0]
- Sound_141_time [30]
- Sound_141_Gategroup [32]
- Sound_141_Gatetime [25]
- *footsteps tiled hard
-
-
-
- *Sound_effect_142 [.wav]
- *Sound_142_priority [30]
- *Sound_142_3Dtype [0]
- *Sound_142_in_bank [0]
- *Sound_142_time [30]
- *Sound_142_Gategroup [32]
- *Sound_142_Gatetime [25]
- *footsteps
-
-
- Sound_effect_143 [Foot10.wav]
- Sound_143_priority [30]
- Sound_143_3Dtype [0]
- Sound_143_in_bank [0]
- Sound_143_time [30]
- Sound_143_Gategroup [32]
- Sound_143_Gatetime [25]
- *footsteps Ice
-
-
-
- *Sound_effect_144 [.wav]
- *Sound_144_priority [30]
- *Sound_144_3Dtype [0]
- *Sound_144_in_bank [0]
- *Sound_144_time [30]
- *Sound_144_Gategroup [32]
- *Sound_144_Gatetime [25]
- *footsteps
-
-
- Sound_effect_145 [Foot11.wav]
- Sound_145_priority [30]
- Sound_145_3Dtype [0]
- Sound_145_in_bank [0]
- Sound_145_time [30]
- Sound_145_Gategroup [32]
- Sound_145_Gatetime [25]
- *footsteps flooring dull semi soft thud
-
-
-
- *Sound_effect_146 [.wav]
- *Sound_146_priority [30]
- *Sound_146_3Dtype [0]
- *Sound_146_in_bank [0]
- *Sound_146_time [30]
- *Sound_146_Gategroup [32]
- *Sound_146_Gatetime [25]
- *footsteps
-
- Sound_effect_147 [Foot12.wav]
- Sound_147_priority [30]
- Sound_147_3Dtype [0]
- Sound_147_in_bank [0]
- Sound_147_time [30]
- Sound_147_Gategroup [32]
- Sound_147_Gatetime [25]
- *footsteps Rock and gritty
-
-
-
- *Sound_effect_148 [.wav]
- *Sound_148_priority [30]
- *Sound_148_3Dtype [0]
- *Sound_148_in_bank [0]
- *Sound_148_time [30]
- *Sound_148_Gategroup [32]
- *Sound_148_Gatetime [25]
- *footsteps
-
-
- Sound_effect_149 [Foot13.wav]
- Sound_149_priority [30]
- Sound_149_3Dtype [0]
- Sound_149_in_bank [0]
- Sound_149_time [30]
- Sound_149_Gategroup [32]
- Sound_149_Gatetime [25]
- *footsteps Snow with twigs snapping
-
-
-
- *Sound_effect_150 [.wav]
- *Sound_150_priority [30]
- *Sound_150_3Dtype [0]
- *Sound_150_in_bank [0]
- *Sound_150_time [30]
- *Sound_150_Gategroup [32]
- *Sound_150_Gatetime [25]
- *footsteps
-
-
- Sound_effect_151 [Foot14.wav]
- Sound_151_priority [30]
- Sound_151_3Dtype [0]
- Sound_151_in_bank [0]
- Sound_151_time [30]
- Sound_151_Gategroup [32]
- Sound_151_Gatetime [25]
- *footsteps Foliage forest under foot
-
-
-
- *Sound_effect_152 [.wav]
- *Sound_152_priority [30]
- *Sound_152_3Dtype [0]
- *Sound_152_in_bank [0]
- *Sound_152_time [30]
- *Sound_152_Gategroup [32]
- *Sound_152_Gatetime [25]
- *footsteps
-
-
- Sound_effect_153 [Foot15.wav]
- Sound_153_priority [30]
- Sound_153_3Dtype [0]
- Sound_153_in_bank [0]
- Sound_153_time [30]
- Sound_153_Gategroup [32]
- Sound_153_Gatetime [25]
- *footsteps on Wood Decking gantry or floorboard
-
-
-
- *Sound_effect_154 [.wav]
- *Sound_154_priority [30]
- *Sound_154_3Dtype [0]
- *Sound_154_in_bank [0]
- *Sound_154_time [30]
- *Sound_154_Gategroup [32]
- *Sound_154_Gatetime [25]
- *footsteps
-
-
- Sound_effect_155 [Foot16.wav]
- Sound_155_priority [30]
- Sound_155_3Dtype [0]
- Sound_155_in_bank [0]
- Sound_155_time [30]
- Sound_155_Gategroup [32]
- Sound_155_Gatetime [25]
- *footsteps on Body parts Yicky
-
-
-
- Sound_effect_156 [yetifoot.wav]
- Sound_156_priority [30]
- Sound_156_3Dtype [0]
- Sound_156_in_bank [1]
- Sound_156_time [30]
- Sound_156_Gategroup [92]
- Sound_156_Gatetime [25]
- * Heavy |Yetti footstep
-
- Sound_effect_157 [land.wav]
- Sound_157_priority [30]
- Sound_157_3Dtype [0]
- Sound_157_in_bank [0]
- Sound_157_time [30]
- Sound_157_Gategroup [93]
- Sound_157_Gatetime [25]
- * Enemy Land on the ground
-
- Sound_effect_158 [Yetistmp.wav]
- Sound_158_priority [35]
- Sound_158_3Dtype [0]
- Sound_158_in_bank [1]
- Sound_158_time [30]
- Sound_158_Gategroup [94]
- Sound_158_Gatetime [25]
- * Yeti Stamp on the ground
-
-
- Sound_effect_159 [SHOTGUN.wav]
- Sound_159_priority [45]
- Sound_159_3Dtype [0]
- Sound_159_in_bank [0]
- Sound_159_time [30]
- Sound_159_Gategroup [101]
- Sound_159_Gatetime [115]
- * SHOTGUN WITH RELOAD
-
- Sound_effect_160 [MINIGUN.wav]
- Sound_160_priority [45]
- Sound_160_3Dtype [0]
- Sound_160_in_bank [0]
- Sound_160_time [30]
- Sound_160_Gategroup [102]
- Sound_160_Gatetime [28]
- * Motorised Chain Gun
-
-
- Sound_effect_161 [BOMBFALL.wav]
- Sound_161_priority [50]
- Sound_161_3Dtype [0]
- Sound_161_in_bank [1]
- Sound_161_time [30]
- Sound_161_Gategroup [103]
- Sound_161_Gatetime [80]
- * BOMB FALLING
-
- Sound_effect_162 [badcock.wav]
- Sound_162_priority [25]
- Sound_162_3Dtype [0]
- Sound_162_in_bank [0]
- Sound_162_time [30]
- Sound_162_Gategroup [112]
- Sound_162_Gatetime [40]
- * Machine gun cocking noise
-
- Sound_effect_163 [badclip.wav]
- Sound_163_priority [25]
- Sound_163_3Dtype [0]
- Sound_163_in_bank [0]
- Sound_163_time [30]
- Sound_163_Gategroup [113]
- Sound_163_Gatetime [20]
- * Ammo clip into weapon noise
-
- Sound_effect_164 [ailbrst.wav]
- Sound_164_priority [45]
- Sound_164_3Dtype [0]
- Sound_164_in_bank [0]
- Sound_164_time [20]
- Sound_164_Gategroup [25]
- Sound_164_Gatetime [2]
- * alien energy burst weapon
-
-
-
- Sound_effect_165 [phanta.wav]
- Sound_165_priority [45]
- Sound_165_3Dtype [0]
- Sound_165_in_bank [0]
- Sound_165_time [20]
- Sound_165_Gategroup [162]
- Sound_165_Gatetime [5]
- * Phantasm weapon
-
-
- Sound_effect_166 [pointPU.wav]
- Sound_166_priority [50]
- Sound_166_3Dtype [0]
- Sound_166_in_bank [0]
- Sound_166_time [17]
- Sound_166_Gategroup [163]
- Sound_166_Gatetime [5]
- * points PICK UP
-
-
- Sound_effect_167 [shieldhit.wav]
- Sound_167_priority [45]
- Sound_167_3Dtype [0]
- Sound_167_in_bank [0]
- Sound_167_time [17]
- Sound_167_Gategroup [166]
- Sound_167_Gatetime [5]
- * Alien Shield hit
-
- Sound_effect_168 [RocketLG.wav]
- Sound_168_priority [45]
- Sound_168_3Dtype [0]
- Sound_168_in_bank [0]
- Sound_168_time [30]
- Sound_168_Gategroup [174]
- Sound_168_Gatetime [5]
- * Rocket launch
-
- Sound_effect_169 [hulkgun1.wav]
- Sound_169_priority [45]
- Sound_169_3Dtype [0]
- Sound_169_in_bank [0]
- Sound_169_time [29]
- Sound_169_Gategroup [184]
- Sound_169_Gatetime [5]
- * Single gun fire
-
-
- Sound_effect_170 [hulkgun2.wav]
- Sound_170_priority [45]
- Sound_170_3Dtype [0]
- Sound_170_in_bank [0]
- Sound_170_time [58]
- Sound_170_Gategroup [184]
- Sound_170_Gatetime [5]
- * Multi gun fire
-
-
-
- Sound_effect_171 [grunt1.wav]
- Sound_171_priority [50]
- Sound_171_3Dtype [0]
- Sound_171_in_bank [0]
- Sound_171_time [58]
- Sound_171_Gategroup [202]
- Sound_171_Gatetime [5]
- * Human Damage Grunt 1/4
-
-
- Sound_effect_172 [grunt2.wav]
- Sound_172_priority [50]
- Sound_172_3Dtype [0]
- Sound_172_in_bank [0]
- Sound_172_time [58]
- Sound_172_Gategroup [202]
- Sound_172_Gatetime [5]
- * Human Damage Grunt 2/4
-
- Sound_effect_173 [grunt3.wav]
- Sound_173_priority [50]
- Sound_173_3Dtype [0]
- Sound_173_in_bank [0]
- Sound_173_time [58]
- Sound_173_Gategroup [202]
- Sound_173_Gatetime [5]
- * Human Damage Grunt 3/4
-
- Sound_effect_174 [grunt4.wav]
- Sound_174_priority [50]
- Sound_174_3Dtype [0]
- Sound_174_in_bank [0]
- Sound_174_time [58]
- Sound_174_Gategroup [202]
- Sound_174_Gatetime [5]
- * Human Damage Grunt 4/4
-
-
- Sound_effect_175 [death.wav]
- Sound_175_priority [50]
- Sound_175_3Dtype [0]
- Sound_175_in_bank [0]
- Sound_175_time [58]
- Sound_175_Gategroup [208]
- Sound_175_Gatetime [5]
- * Human death scream
-
-
- Sound_effect_176 [hoscream.wav]
- Sound_176_priority [50]
- Sound_176_3Dtype [0]
- Sound_176_in_bank [0]
- Sound_176_time [58]
- Sound_176_Gategroup [209]
- Sound_176_Gatetime [30]
- * Hostage Human death scream
-
-
-
-
-
-
-
-
-
-
-
-
- **********************************************************************
- * START OF CACHE SOUNDS * 3d type parameter void for cache soundds
- **********************************************************************
-
- *Sound_effect_200 [sirenrv.wav]
- *Sound_200_priority [35]
- *Sound_200_3Dtype [0]
- *Sound_200_in_bank [1]
- *Sound_200_time [30]
- *Sound_200_Gategroup [33]
- *Sound_200_Gatetime [270]
- * Alien air raid siren loop Now as ambiance 860
-
-
- Sound_effect_201 [siren3.wav]
- Sound_201_priority [35]
- Sound_201_3Dtype [0]
- Sound_201_in_bank [1]
- Sound_201_time [30]
- Sound_201_Gategroup [34]
- Sound_201_Gatetime [5]
- * TWOCA Hover car siren loop
-
-
- *Sound_effect_202 [fire12.wav]
- *Sound_202_priority [35]
- *Sound_202_3Dtype [0]
- *Sound_202_in_bank [1]
- *Sound_202_time [30]
- *Sound_202_Gategroup [35]
- *Sound_202_Gatetime [25]
- * second choice fire loop more bass than fire 13 sound no 203
-
- Sound_effect_203 [fire13.wav]
- Sound_203_priority [35]
- Sound_203_3Dtype [0]
- Sound_203_in_bank [1]
- Sound_203_time [30]
- Sound_203_Gategroup [36]
- Sound_203_Gatetime [270]
- Generic fire loop
-
- Sound_effect_204 [Nuke.wav]
- Sound_204_priority [35]
- Sound_204_3Dtype [0]
- Sound_204_in_bank [1]
- Sound_204_time [30]
- Sound_204_Gategroup [37]
- Sound_204_Gatetime [240]
- * Explosion
-
- Sound_effect_205 [gcreak1.wav]
- Sound_205_priority [35]
- Sound_205_3Dtype [0]
- Sound_205_in_bank [1]
- Sound_205_time [30]
- Sound_205_Gategroup [38]
- Sound_205_Gatetime [66]
- * Girder creak proir / during collapse
-
- Sound_effect_206 [Gcreak2.wav]
- Sound_206_priority [35]
- Sound_206_3Dtype [0]
- Sound_206_in_bank [1]
- Sound_206_time [30]
- Sound_206_Gategroup [39]
- Sound_206_Gatetime [135]
- *
-
- Sound_effect_207 [gcreak3.wav]
- Sound_207_priority [35]
- Sound_207_3Dtype [0]
- Sound_207_in_bank [1]
- Sound_207_time [30]
- Sound_207_Gategroup [40]
- Sound_207_Gatetime [135]
- * Girder creak proir / during collapse
-
- Sound_effect_208 [gcreak4.wav]
- Sound_208_priority [35]
- Sound_208_3Dtype [0]
- Sound_208_in_bank [1]
- Sound_208_time [30]
- Sound_208_Gategroup [41]
- Sound_208_Gatetime [20]
- * Girder creak proir / during collapse
-
-
- Sound_effect_209 [scrape1.wav]
- Sound_209_priority [35]
- Sound_209_3Dtype [0]
- Sound_209_in_bank [1]
- Sound_209_time [30]
- Sound_209_Gategroup [42]
- Sound_209_Gatetime [20]
- * Girder creak proir / during collapse
-
-
- Sound_effect_210 [scrape2.wav]
- Sound_210_priority [35]
- Sound_210_3Dtype [0]
- Sound_210_in_bank [1]
- Sound_210_time [30]
- Sound_210_Gategroup [43]
- Sound_210_Gatetime [20]
- * Girder creak proir / during collapse
-
-
- Sound_effect_211 [arcbeam.wav]
- Sound_211_priority [35]
- Sound_211_3Dtype [0]
- Sound_211_in_bank [1]
- Sound_211_time [30]
- Sound_211_Gategroup [44]
- Sound_211_Gatetime [5]
- * Arc jumps through air 1shot
-
- Sound_effect_212 [arclbeam.wav]
- Sound_212_priority [35]
- Sound_212_3Dtype [0]
- Sound_212_in_bank [1]
- Sound_212_time [30]
- Sound_212_Gategroup [45]
- Sound_212_Gatetime [5]
- * Arc jumps through air loop
-
- Sound_effect_213 [tube_07.wav]
- Sound_213_priority [35]
- Sound_213_3Dtype [0]
- Sound_213_in_bank [1]
- Sound_213_time [30]
- Sound_213_Gategroup [46]
- Sound_213_Gatetime [5]
- * Manhole blows off
-
- Sound_effect_215 [clang1.wav]
- Sound_215_priority [35]
- Sound_215_3Dtype [0]
- Sound_215_in_bank [1]
- Sound_215_time [30]
- Sound_215_Gategroup [47]
- Sound_215_Gatetime [5]
- * alien craft hits roadsign
-
-
- Sound_effect_216 [bigship.wav]
- Sound_216_priority [35]
- Sound_216_3Dtype [0]
- Sound_216_in_bank [1]
- Sound_216_time [30]
- Sound_216_Gategroup [48]
- Sound_216_Gatetime [5]
- * big ship flying loop
-
-
- Sound_effect_217 [hovcar1.wav]
- Sound_217_priority [35]
- Sound_217_3Dtype [0]
- Sound_217_in_bank [1]
- Sound_217_time [30]
- Sound_217_Gategroup [49]
- Sound_217_Gatetime [5]
- * ignition click / whirr
-
-
- Sound_effect_218 [hovcar2.wav]
- Sound_218_priority [35]
- Sound_218_3Dtype [0]
- Sound_218_in_bank [1]
- Sound_218_time [30]
- Sound_218_Gategroup [50]
- Sound_218_Gatetime [5]
- * start and stall
-
- Sound_effect_219 [hovcar3.wav]
- Sound_219_priority [35]
- Sound_219_3Dtype [0]
- Sound_219_in_bank [1]
- Sound_219_time [30]
- Sound_219_Gategroup [51]
- Sound_219_Gatetime [5]
- * stall in flight!
-
- Sound_effect_220 [hovcarlp.wav]
- Sound_220_priority [35]
- Sound_220_3Dtype [0]
- Sound_220_in_bank [1]
- Sound_220_time [30]
- Sound_220_Gategroup [52]
- Sound_220_Gatetime [5]
- * hovering
-
- Sound_effect_221 [beamdeth.wav]
- Sound_221_priority [35]
- Sound_221_3Dtype [0]
- Sound_221_in_bank [1]
- Sound_221_time [30]
- Sound_221_Gategroup [53]
- Sound_221_Gatetime [5]
- * big ship death beam loop
-
- Sound_effect_222 [concrip.wav]
- Sound_222_priority [35]
- Sound_222_3Dtype [0]
- Sound_222_in_bank [1]
- Sound_222_time [30]
- Sound_222_Gategroup [54]
- Sound_222_Gatetime [5]
- * concrete road tearing up
-
- *Sound_effect_223 [bigship2.wav]
- *Sound_223_priority [35]
- *Sound_223_3Dtype [0]
- *Sound_223_in_bank [1]
- *Sound_223_time [30]
- *Sound_223_Gategroup [55]
- *Sound_223_Gatetime [5]
- * bigship not 3d sound
-
- Sound_effect_224 [doordirt.wav]
- Sound_224_priority [35]
- Sound_224_3Dtype [0]
- Sound_224_in_bank [1]
- Sound_224_time [30]
- Sound_224_Gategroup [56]
- Sound_224_Gatetime [5]
- * tree1 concrete door on dirt
-
- Sound_effect_225 [jungroar.wav]
- Sound_225_priority [35]
- Sound_225_3Dtype [0]
- Sound_225_in_bank [1]
- Sound_225_time [30]
- Sound_225_Gategroup [57]
- Sound_225_Gatetime [5]
- * tree1 Jungle monster roars partner to snd 401/402
-
- Sound_effect_226 [jungstam.wav]
- Sound_226_priority [35]
- Sound_226_3Dtype [0]
- Sound_226_in_bank [1]
- Sound_226_time [30]
- Sound_226_Gategroup [58]
- Sound_226_Gatetime [5]
- * Jungle monster stamping
-
-
- Sound_effect_227 [Watrfall.wav]
- Sound_227_priority [35]
- Sound_227_3Dtype [0]
- Sound_227_in_bank [1]
- Sound_227_time [30]
- Sound_227_Gategroup [59]
- Sound_227_Gatetime [5]
- * tree1 waterfall
-
- Sound_effect_228 [concfall.wav]
- Sound_228_priority [35]
- Sound_228_3Dtype [0]
- Sound_228_in_bank [1]
- Sound_228_time [30]
- Sound_228_Gategroup [60]
- Sound_228_Gatetime [5]
- * concrete debris falls
-
- Sound_effect_229 [wood.wav]
- Sound_229_priority [35]
- Sound_229_3Dtype [0]
- Sound_229_in_bank [1]
- Sound_229_time [30]
- Sound_229_Gategroup [61]
- Sound_229_Gatetime [5]
- * wood debris falls
-
-
- Sound_effect_230 [logroll.wav]
- Sound_230_priority [35]
- Sound_230_3Dtype [0]
- Sound_230_in_bank [1]
- Sound_230_time [30]
- Sound_230_Gategroup [62]
- Sound_230_Gatetime [5]
- * wood logs roll
-
-
- Sound_effect_231 [animal1.wav]
- Sound_231_priority [35]
- Sound_231_3Dtype [0]
- Sound_231_in_bank [1]
- Sound_231_time [30]
- Sound_231_Gategroup [63]
- Sound_231_Gatetime [5]
- * 5 off assorted animals for forest.
-
- Sound_effect_232 [animal2.wav]
- Sound_232_priority [35]
- Sound_232_3Dtype [0]
- Sound_232_in_bank [1]
- Sound_232_time [30]
- Sound_232_Gategroup [64]
- Sound_232_Gatetime [5]
- *
-
- Sound_effect_233 [animal3.wav]
- Sound_233_priority [35]
- Sound_233_3Dtype [0]
- Sound_233_in_bank [1]
- Sound_233_time [30]
- Sound_233_Gategroup [65]
- Sound_233_Gatetime [5]
- *
-
- Sound_effect_234 [animal4.wav]
- Sound_234_priority [35]
- Sound_234_3Dtype [0]
- Sound_234_in_bank [1]
- Sound_234_time [30]
- Sound_234_Gategroup [66]
- Sound_234_Gatetime [5]
- *
-
- Sound_effect_235 [animal5.wav]
- Sound_235_priority [35]
- Sound_235_3Dtype [0]
- Sound_235_in_bank [1]
- Sound_235_time [30]
- Sound_235_Gategroup [67]
- Sound_235_Gatetime [5]
- *
-
-
- Sound_effect_236 [logroll2.wav]
- Sound_236_priority [35]
- Sound_236_3Dtype [0]
- Sound_236_in_bank [1]
- Sound_236_time [30]
- Sound_236_Gategroup [68]
- Sound_236_Gatetime [5]
- * wood logs roll lower pitch variation
-
-
-
- Sound_effect_237 [fenceON.wav]
- Sound_237_priority [35]
- Sound_237_3Dtype [0]
- Sound_237_in_bank [1]
- Sound_237_time [30]
- Sound_237_Gategroup [69]
- Sound_237_Gatetime [5]
- * Beam Fence ON Arch1
-
- Sound_effect_238 [fenceLP.wav]
- Sound_238_priority [35]
- Sound_238_3Dtype [0]
- Sound_238_in_bank [1]
- Sound_238_time [30]
- Sound_238_Gategroup [70]
- Sound_238_Gatetime [5]
- * Beam fence Loop Arch1
-
- Sound_effect_239 [fenceOFF.wav]
- Sound_239_priority [35]
- Sound_239_3Dtype [0]
- Sound_239_in_bank [1]
- Sound_239_time [30]
- Sound_239_Gategroup [71]
- Sound_239_Gatetime [5]
- * Beam Fence OFF Arch1
-
-
- Sound_effect_240 [fenceBUZ.wav]
- Sound_240_priority [35]
- Sound_240_3Dtype [0]
- Sound_240_in_bank [1]
- Sound_240_time [30]
- Sound_240_Gategroup [72]
- Sound_240_Gatetime [5]
- * Indicator light buzzer Arch1
-
- Sound_effect_241 [fenceSW.wav]
- Sound_241_priority [35]
- Sound_241_3Dtype [0]
- Sound_241_in_bank [1]
- Sound_241_time [30]
- Sound_241_Gategroup [72]
- Sound_241_Gatetime [5]
- * Fence Switch Arch1
-
- Sound_effect_242 [tanoy.wav]
- Sound_242_priority [40]
- Sound_242_3Dtype [0]
- Sound_242_in_bank [1]
- Sound_242_time [30]
- Sound_242_Gategroup [73]
- Sound_242_Gatetime [135]
- * The station is now closed EVAC1
-
- Sound_effect_243 [tanoy2.wav]
- Sound_243_priority [40]
- Sound_243_3Dtype [0]
- Sound_243_in_bank [1]
- Sound_243_time [30]
- Sound_243_Gategroup [73]
- Sound_243_Gatetime [137]
- * remain calm EVAC1
-
-
- Sound_effect_244 [bigfanlp.wav]
- Sound_244_priority [35]
- Sound_244_3Dtype [0]
- Sound_244_in_bank [1]
- Sound_244_time [30]
- Sound_244_Gategroup [74]
- Sound_244_Gatetime [5]
- * rotating fan EVAC1
-
-
-
- Sound_effect_245 [spook1.wav]
- Sound_245_priority [35]
- Sound_245_3Dtype [0]
- Sound_245_in_bank [1]
- Sound_245_time [30]
- Sound_245_Gategroup [75]
- Sound_245_Gatetime [5]
- * atmosphere sounds EVAC1
-
-
-
- Sound_effect_246 [spook2.wav]
- Sound_246_priority [35]
- Sound_246_3Dtype [0]
- Sound_246_in_bank [1]
- Sound_246_time [30]
- Sound_246_Gategroup [75]
- Sound_246_Gatetime [5]
- * EVAC1
-
-
-
- Sound_effect_247 [spook3.wav]
- Sound_247_priority [35]
- Sound_247_3Dtype [0]
- Sound_247_in_bank [1]
- Sound_247_time [30]
- Sound_247_Gategroup [75]
- Sound_247_Gatetime [5]
- * EVAC1
-
- Sound_effect_248 [spook4.wav]
- Sound_248_priority [35]
- Sound_248_3Dtype [0]
- Sound_248_in_bank [1]
- Sound_248_time [30]
- Sound_248_Gategroup [75]
- Sound_248_Gatetime [5]
- * EVAC1
-
- Sound_effect_249 [genbiglp.wav]
- Sound_249_priority [35]
- Sound_249_3Dtype [0]
- Sound_249_in_bank [1]
- Sound_249_time [30]
- Sound_249_Gategroup [76]
- Sound_249_Gatetime [5]
- * level start generator loop EVAC1
-
-
- Sound_effect_250 [gendown.wav]
- Sound_250_priority [35]
- Sound_250_3Dtype [0]
- Sound_250_in_bank [1]
- Sound_250_time [30]
- Sound_250_Gategroup [77]
- Sound_250_Gatetime [5]
- * generator power down EVAC1
-
-
-
- Sound_effect_251 [trainhrn.wav]
- Sound_251_priority [35]
- Sound_251_3Dtype [0]
- Sound_251_in_bank [1]
- Sound_251_time [30]
- Sound_251_Gategroup [78]
- Sound_251_Gatetime [5]
- * train hooter EVAC1
-
-
- Sound_effect_252 [trstart.wav]
- Sound_252_priority [35]
- Sound_252_3Dtype [0]
- Sound_252_in_bank [1]
- Sound_252_time [30]
- Sound_252_Gategroup [79]
- Sound_252_Gatetime [5]
- * train engine start 1 shot EVAC1
-
- Sound_effect_253 [tridlelp.wav]
- Sound_253_priority [35]
- Sound_253_3Dtype [0]
- Sound_253_in_bank [1]
- Sound_253_time [30]
- Sound_253_Gategroup [80]
- Sound_253_Gatetime [5]
- * train idle loop EVAC1
-
-
- Sound_effect_254 [TRRUNLP.wav]
- Sound_254_priority [35]
- Sound_254_3Dtype [0]
- Sound_254_in_bank [1]
- Sound_254_time [30]
- Sound_254_Gategroup [81]
- Sound_254_Gatetime [5]
- * Train Run loop replaced by 285 EVAC1
-
-
- Sound_effect_255 [ELEVSTRT.wav]
- Sound_255_priority [35]
- Sound_255_3Dtype [0]
- Sound_255_in_bank [1]
- Sound_255_time [30]
- Sound_255_Gategroup [82]
- Sound_255_Gatetime [5]
- * elevator starting 1 Shot EVAC1 *** UNUSED?***
-
-
- Sound_effect_256 [elevlp.wav]
- Sound_256_priority [35]
- Sound_256_3Dtype [0]
- Sound_256_in_bank [1]
- Sound_256_time [30]
- Sound_256_Gategroup [83]
- Sound_256_Gatetime [5]
- * looped elevator sound EVAC1 *** UNUSED?***
-
-
- Sound_effect_257 [elevstop.wav]
- Sound_257_priority [35]
- Sound_257_3Dtype [0]
- Sound_257_in_bank [1]
- Sound_257_time [30]
- Sound_257_Gategroup [84]
- Sound_257_Gatetime [5]
- * elevator stops EVAC1 *** UNUSED?***
-
-
- Sound_effect_258 [drstrt.wav]
- Sound_258_priority [35]
- Sound_258_3Dtype [0]
- Sound_258_in_bank [1]
- Sound_258_time [30]
- Sound_258_Gategroup [85]
- Sound_258_Gatetime [5]
- * door mechanism starts EVAC1
-
- Sound_effect_259 [drlp.wav]
- Sound_259_priority [35]
- Sound_259_3Dtype [0]
- Sound_259_in_bank [1]
- Sound_259_time [30]
- Sound_259_Gategroup [86]
- Sound_259_Gatetime [5]
- * door mechanism runs EVAC1
-
- Sound_effect_260 [drstop.wav]
- Sound_260_priority [35]
- Sound_260_3Dtype [0]
- Sound_260_in_bank [1]
- Sound_260_time [30]
- Sound_260_Gategroup [87]
- Sound_260_Gatetime [5]
- * door mechanism stops EVAC1
-
-
- Sound_effect_261 [bleepy1.wav]
- Sound_261_priority [25]
- Sound_261_3Dtype [0]
- Sound_261_in_bank [1]
- Sound_261_time [30]
- Sound_261_Gategroup [88]
- Sound_261_Gatetime [5]
- * Bleeps for small robots on rails EVAC1
-
- Sound_effect_262 [bleepy2.wav]
- Sound_262_priority [25]
- Sound_262_3Dtype [0]
- Sound_262_in_bank [1]
- Sound_262_time [30]
- Sound_262_Gategroup [89]
- Sound_262_Gatetime [5]
- * EVAC1
-
- Sound_effect_263 [bleepy3.wav]
- Sound_263_priority [25]
- Sound_263_3Dtype [0]
- Sound_263_in_bank [1]
- Sound_263_time [30]
- Sound_263_Gategroup [90]
- Sound_263_Gatetime [5]
- * EVAC1
-
- Sound_effect_264 [chimney.wav]
- Sound_264_priority [35]
- Sound_264_3Dtype [0]
- Sound_264_in_bank [1]
- Sound_264_time [30]
- Sound_264_Gategroup [91]
- Sound_264_Gatetime [5]
- * smoking chimney building tree2
-
-
- Sound_effect_265 [carstop.wav]
- Sound_265_priority [35]
- Sound_265_3Dtype [0]
- Sound_265_in_bank [1]
- Sound_265_time [30]
- Sound_265_Gategroup [94]
- Sound_265_Gatetime [5]
- * Hover car stops CITY1
-
-
- Sound_effect_266 [caridllp.wav]
- Sound_266_priority [35]
- Sound_266_3Dtype [0]
- Sound_266_in_bank [1]
- Sound_266_time [30]
- Sound_266_Gategroup [95]
- Sound_266_Gatetime [5]
- * Hovercar sits ilde CITY1
-
- Sound_effect_267 [caraway.wav]
- Sound_267_priority [35]
- Sound_267_3Dtype [0]
- Sound_267_in_bank [1]
- Sound_267_time [30]
- Sound_267_Gategroup [96]
- Sound_267_Gatetime [5]
- * Hovercar pulls away CITY1
-
- Sound_effect_268 [monorail.wav]
- Sound_268_priority [35]
- Sound_268_3Dtype [0]
- Sound_268_in_bank [1]
- Sound_268_time [30]
- Sound_268_Gategroup [97]
- Sound_268_Gatetime [5]
- * monorail goes by CITY1
-
- Sound_effect_269 [horn.wav]
- Sound_269_priority [35]
- Sound_269_3Dtype [0]
- Sound_269_in_bank [1]
- Sound_269_time [30]
- Sound_269_Gategroup [98]
- Sound_269_Gatetime [5]
- * Car Horn CITY1
-
- Sound_effect_270 [THUNDR3A.wav]
- Sound_270_priority [35]
- Sound_270_3Dtype [0]
- Sound_270_in_bank [1]
- Sound_270_time [30]
- Sound_270_Gategroup [99]
- Sound_270_Gatetime [262]
- * WEATHER ENGINE THUNDER NOISE
-
- Sound_effect_271 [tankstrt.wav]
- Sound_271_priority [35]
- Sound_271_3Dtype [0]
- Sound_271_in_bank [1]
- Sound_271_time [30]
- Sound_271_Gategroup [104]
- Sound_271_Gatetime [210]
- * Tank engine start up CITY1
-
- Sound_effect_272 [tanklp.wav]
- Sound_272_priority [35]
- Sound_272_3Dtype [0]
- Sound_272_in_bank [1]
- Sound_272_time [30]
- Sound_272_Gategroup [105]
- Sound_272_Gatetime [137]
- * tank running loop CITY1
-
- Sound_effect_273 [tankidle.wav]
- Sound_273_priority [35]
- Sound_273_3Dtype [0]
- Sound_273_in_bank [1]
- Sound_273_time [30]
- Sound_273_Gategroup [106]
- Sound_273_Gatetime [92]
- * Tank idle loop CITY1
-
-
- Sound_effect_274 [crftstop.wav]
- Sound_274_priority [35]
- Sound_274_3Dtype [0]
- Sound_274_in_bank [1]
- Sound_274_time [30]
- Sound_274_Gategroup [107]
- Sound_274_Gatetime [45]
- * craft powerdown CITY1
-
- Sound_effect_275 [crftfllp.wav]
- Sound_275_priority [35]
- Sound_275_3Dtype [0]
- Sound_275_in_bank [1]
- Sound_275_time [30]
- Sound_275_Gategroup [108]
- Sound_275_Gatetime [40]
- * craft flying loop CITY1
-
- Sound_effect_276 [crftstr.wav]
- Sound_276_priority [35]
- Sound_276_3Dtype [0]
- Sound_276_in_bank [1]
- Sound_276_time [30]
- Sound_276_Gategroup [109]
- Sound_276_Gatetime [50]
- * spacecraft steering sound CITY1
-
-
- Sound_effect_277 [snowscp.wav]
- Sound_277_priority [35]
- Sound_277_3Dtype [0]
- Sound_277_in_bank [1]
- Sound_277_time [30]
- Sound_277_Gategroup [110]
- Sound_277_Gatetime [5]
- * scrape snow with hand snow1
-
- Sound_effect_278 [slbell.wav]
- Sound_278_priority [35]
- Sound_278_3Dtype [0]
- Sound_278_in_bank [1]
- Sound_278_time [30]
- Sound_278_Gategroup [111]
- Sound_278_Gatetime [5]
- * daft sleighbell loop temp snow1
-
- Sound_effect_279 [doorcrnk.wav]
- Sound_279_priority [35]
- Sound_279_3Dtype [0]
- Sound_279_in_bank [1]
- Sound_279_time [30]
- Sound_279_Gategroup [114]
- Sound_279_Gatetime [5]
- * door loop for Snow 1
-
-
- Sound_effect_280 [snowfal1.wav]
- Sound_280_priority [35]
- Sound_280_3Dtype [0]
- Sound_280_in_bank [1]
- Sound_280_time [30]
- Sound_280_Gategroup [115]
- Sound_280_Gatetime [5]
- * composite avalanche for Snow 1
-
- Sound_effect_281 [snowfal2.wav]
- Sound_281_priority [35]
- Sound_281_3Dtype [0]
- Sound_281_in_bank [1]
- Sound_281_time [30]
- Sound_281_Gategroup [116]
- Sound_281_Gatetime [5]
- * as above
-
- Sound_effect_282 [snowfal3.wav]
- Sound_282_priority [35]
- Sound_282_3Dtype [0]
- Sound_282_in_bank [1]
- Sound_282_time [30]
- Sound_282_Gategroup [117]
- Sound_282_Gatetime [5]
- * as aabove
-
-
- Sound_effect_283 [beamstrt.wav]
- Sound_283_priority [35]
- Sound_283_3Dtype [0]
- Sound_283_in_bank [1]
- Sound_283_time [30]
- Sound_283_Gategroup [118]
- Sound_283_Gatetime [5]
- * beam of death fires up on alien ship
-
- Sound_effect_284 [beamstop.wav]
- Sound_284_priority [35]
- Sound_284_3Dtype [0]
- Sound_284_in_bank [1]
- Sound_284_time [30]
- Sound_284_Gategroup [119]
- Sound_284_Gatetime [5]
- * beam of death shuts down on alien ship
-
-
-
- Sound_effect_285 [trainrun.wav]
- Sound_285_priority [40]
- Sound_285_3Dtype [0]
- Sound_285_in_bank [1]
- Sound_285_time [30]
- Sound_285_Gategroup [120]
- Sound_285_Gatetime [5]
- * Train clanky run loop replaces fx number 254 EVAC1
-
- Sound_effect_286 [camservo.wav]
- Sound_286_priority [20]
- Sound_286_3Dtype [0]
- Sound_286_in_bank [1]
- Sound_286_time [30]
- Sound_286_Gategroup [121]
- Sound_286_Gatetime [5]
- * wall mount camera servo motor EVAC1
-
-
- Sound_effect_287 [beepbomb.wav]
- Sound_287_priority [35]
- Sound_287_3Dtype [0]
- Sound_287_in_bank [1]
- Sound_287_time [30]
- Sound_287_Gategroup [121]
- Sound_287_Gatetime [5]
- * Arming mine noise
-
-
- Sound_effect_288 [Gaskill.wav]
- Sound_288_priority [35]
- Sound_288_3Dtype [0]
- Sound_288_in_bank [1]
- Sound_288_time [30]
- Sound_288_Gategroup [122]
- Sound_288_Gatetime [5]
- * coffin sprays deadly gas EVAC!
-
-
- Sound_effect_289 [cofexp.wav]
- Sound_289_priority [35]
- Sound_289_3Dtype [0]
- Sound_289_in_bank [1]
- Sound_289_time [30]
- Sound_289_Gategroup [123]
- Sound_289_Gatetime [5]
- * coffin explodes EVAC!
-
- Sound_effect_290 [SPIKE1.wav]
- Sound_290_priority [35]
- Sound_290_3Dtype [0]
- Sound_290_in_bank [1]
- Sound_290_time [30]
- Sound_290_Gategroup [126]
- Sound_290_Gatetime [5]
- * Wood spike travel and thunk set of 3 Arch2
-
-
- Sound_effect_291 [SPIKE2.wav]
- Sound_291_priority [35]
- Sound_291_3Dtype [0]
- Sound_291_in_bank [1]
- Sound_291_time [30]
- Sound_291_Gategroup [126]
- Sound_291_Gatetime [5]
- * 2 of 3
-
- Sound_effect_292 [SPIKE3.wav]
- Sound_292_priority [35]
- Sound_292_3Dtype [0]
- Sound_292_in_bank [1]
- Sound_292_time [30]
- Sound_292_Gategroup [127]
- Sound_292_Gatetime [5]
- * 3of 3
-
- Sound_effect_293 [dog1.wav]
- Sound_293_priority [35]
- Sound_293_3Dtype [0]
- Sound_293_in_bank [1]
- Sound_293_time [30]
- Sound_293_Gategroup [124]
- Sound_293_Gatetime [5]
- * dog taunt thing
-
- Sound_effect_294 [dog2.wav]
- Sound_294_priority [35]
- Sound_294_3Dtype [0]
- Sound_294_in_bank [1]
- Sound_294_time [30]
- Sound_294_Gategroup [124]
- Sound_294_Gatetime [5]
- * dog taunt
-
- Sound_effect_295 [dogatak.wav]
- Sound_295_priority [35]
- Sound_295_3Dtype [0]
- Sound_295_in_bank [1]
- Sound_295_time [30]
- Sound_295_Gategroup [125]
- Sound_295_Gatetime [5]
- * bark then bite
-
- Sound_effect_296 [dogpuke.wav]
- Sound_296_priority [35]
- Sound_296_3Dtype [0]
- Sound_296_in_bank [1]
- Sound_296_time [30]
- Sound_296_Gategroup [125]
- Sound_296_Gatetime [5]
- * do the toxic dog puke thing
-
- Sound_effect_297 [stopen1.wav]
- Sound_297_priority [35]
- Sound_297_3Dtype [0]
- Sound_297_in_bank [1]
- Sound_297_time [30]
- Sound_297_Gategroup [126]
- Sound_297_Gatetime [5]
- * stone door oopen start 1/3 Arch2
-
- Sound_effect_298 [stopen2.wav]
- Sound_298_priority [35]
- Sound_298_3Dtype [0]
- Sound_298_in_bank [1]
- Sound_298_time [30]
- Sound_298_Gategroup [126]
- Sound_298_Gatetime [5]
- * 2/3 Arch2
-
- Sound_effect_299 [stopen3.wav]
- Sound_299_priority [35]
- Sound_299_3Dtype [0]
- Sound_299_in_bank [1]
- Sound_299_time [30]
- Sound_299_Gategroup [126]
- Sound_299_Gatetime [5]
- * 3/3 Arch2
- Sound_effect_300 [stdoor1.wav]
- Sound_300_priority [35]
- Sound_300_3Dtype [0]
- Sound_300_in_bank [1]
- Sound_300_time [30]
- Sound_300_Gategroup [127]
- Sound_300_Gatetime [5]
- * stone door loops open /close 1/3 Arch2
-
- Sound_effect_301 [stdoor2.wav]
- Sound_301_priority [35]
- Sound_301_3Dtype [0]
- Sound_301_in_bank [1]
- Sound_301_time [30]
- Sound_301_Gategroup [127]
- Sound_301_Gatetime [5]
- * 2/3 Arch2
-
- Sound_effect_302 [stdoor3.wav]
- Sound_302_priority [35]
- Sound_302_3Dtype [0]
- Sound_302_in_bank [1]
- Sound_302_time [30]
- Sound_302_Gategroup [127]
- Sound_302_Gatetime [5]
- * 3/3 Arch2
-
-
- Sound_effect_303 [Bigbub.wav]
- Sound_303_priority [35]
- Sound_303_3Dtype [0]
- Sound_303_in_bank [1]
- Sound_303_time [30]
- Sound_303_Gategroup [128]
- Sound_303_Gatetime [5]
- * Big water bubbling loop
-
- Sound_effect_304 [bigface.wav]
- Sound_304_priority [35]
- Sound_304_3Dtype [0]
- Sound_304_in_bank [1]
- Sound_304_time [30]
- Sound_304_Gategroup [129]
- Sound_304_Gatetime [5]
- * Vidtex bigface grunty thing
-
-
- Sound_effect_305 [beamx1.wav]
- Sound_305_priority [35]
- Sound_305_3Dtype [0]
- Sound_305_in_bank [1]
- Sound_305_time [30]
- Sound_305_Gategroup [130]
- Sound_305_Gatetime [5]
- * Energising beacons 4 x levels of intensity.
-
- Sound_effect_306 [beamx2.wav]
- Sound_306_priority [35]
- Sound_306_3Dtype [0]
- Sound_306_in_bank [1]
- Sound_306_time [30]
- Sound_306_Gategroup [130]
- Sound_306_Gatetime [5]
- * 2/4
-
- Sound_effect_307 [beamx3.wav]
- Sound_307_priority [35]
- Sound_307_3Dtype [0]
- Sound_307_in_bank [1]
- Sound_307_time [30]
- Sound_307_Gategroup [130]
- Sound_307_Gatetime [5]
- * 3/4
-
- Sound_effect_308 [beamx4.wav]
- Sound_308_priority [35]
- Sound_308_3Dtype [0]
- Sound_308_in_bank [1]
- Sound_308_time [30]
- Sound_308_Gategroup [130]
- Sound_308_Gatetime [5]
- * 4/4
-
- Sound_effect_309 [scuttle1.wav]
- Sound_309_priority [35]
- Sound_309_3Dtype [0]
- Sound_309_in_bank [1]
- Sound_309_time [30]
- Sound_309_Gategroup [131]
- Sound_309_Gatetime [5]
- * crate bug in tube / pipe 1/2 tree1
-
- Sound_effect_310 [scuttle2.wav]
- Sound_310_priority [35]
- Sound_310_3Dtype [0]
- Sound_310_in_bank [1]
- Sound_310_time [30]
- Sound_310_Gategroup [131]
- Sound_310_Gatetime [5]
- * 2/2 tree1
-
- Sound_effect_311 [armlasr.wav]
- Sound_311_priority [35]
- Sound_311_3Dtype [0]
- Sound_311_in_bank [1]
- Sound_311_time [30]
- Sound_311_Gategroup [132]
- Sound_311_Gatetime [5]
- * Laser arming City2
-
- Sound_effect_312 [bigbub.wav]
- Sound_312_priority [35]
- Sound_312_3Dtype [0]
- Sound_312_in_bank [1]
- Sound_312_time [30]
- Sound_312_Gategroup [133]
- Sound_312_Gatetime [5]
- * bigbubbles as alien structure rises
-
- Sound_effect_313 [gong.wav]
- Sound_313_priority [50]
- Sound_313_3Dtype [0]
- Sound_313_in_bank [1]
- Sound_313_time [240]
- Sound_313_Gategroup [134]
- Sound_313_Gatetime [5]
- * Big gong
-
- Sound_effect_314 [exptank.wav]
- Sound_314_priority [35]
- Sound_314_3Dtype [0]
- Sound_314_in_bank [1]
- Sound_314_time [30]
- Sound_314_Gategroup [135]
- Sound_314_Gatetime [5]
- * Petrol Tank explosion Snow3
-
- Sound_effect_315 [gendown2.wav]
- Sound_315_priority [35]
- Sound_315_3Dtype [0]
- Sound_315_in_bank [1]
- Sound_315_time [30]
- Sound_315_Gategroup [136]
- Sound_315_Gatetime [5]
- * generator powers down Snow3
-
- Sound_effect_316 [bugsand1.wav]
- Sound_316_priority [35]
- Sound_316_3Dtype [0]
- Sound_316_in_bank [1]
- Sound_316_time [30]
- Sound_316_Gategroup [137]
- Sound_316_Gatetime [5]
- * Crate bugs up through sand 1/2 SAND1
-
-
-
- Sound_effect_317 [bugsand2.wav]
- Sound_317_priority [35]
- Sound_317_3Dtype [0]
- Sound_317_in_bank [1]
- Sound_317_time [30]
- Sound_317_Gategroup [138]
- Sound_317_Gatetime [5]
- * 2/2 SAND1
-
- Sound_effect_318 [PLANEEXP.wav]
- Sound_318_priority [35]
- Sound_318_3Dtype [0]
- Sound_318_in_bank [1]
- Sound_318_time [30]
- Sound_318_Gategroup [139]
- Sound_318_Gatetime [5]
- * Noise to overlay plane explosion
-
- Sound_effect_319 [CLICK.wav]
- Sound_319_priority [35]
- Sound_319_3Dtype [0]
- Sound_319_in_bank [1]
- Sound_319_time [30]
- Sound_319_Gategroup [140]
- Sound_319_Gatetime [5]
- * Tock sound for Arch1
-
-
-
- Sound_effect_320 [guncovr.wav]
- Sound_320_priority [35]
- Sound_320_3Dtype [0]
- Sound_320_in_bank [1]
- Sound_320_time [30]
- Sound_320_Gategroup [141]
- Sound_320_Gatetime [5]
- * automatic Gun cover Arch2
-
- Sound_effect_321 [glass2.wav]
- Sound_321_priority [50]
- Sound_321_3Dtype [0]
- Sound_321_in_bank [1]
- Sound_321_time [30]
- Sound_321_Gategroup [31]
- Sound_321_Gatetime [5]
- * glass break
-
- Sound_effect_322 [glass3.wav]
- Sound_322_priority [50]
- Sound_322_3Dtype [0]
- Sound_322_in_bank [1]
- Sound_322_time [30]
- Sound_322_Gategroup [142]
- Sound_322_Gatetime [5]
- * glass break
-
- Sound_effect_323 [glass4.wav]
- Sound_323_priority [50]
- Sound_323_3Dtype [0]
- Sound_323_in_bank [1]
- Sound_323_time [30]
- Sound_323_Gategroup [142]
- Sound_323_Gatetime [5]
- * glass break
-
-
- Sound_effect_324 [expmetbx.wav]
- Sound_324_priority [50]
- Sound_324_3Dtype [0]
- Sound_324_in_bank [1]
- Sound_324_time [30]
- Sound_324_Gategroup [143]
- Sound_324_Gatetime [5]
- * metal crate explodes
-
- Sound_effect_325 [expwudbx.wav]
- Sound_325_priority [40]
- Sound_325_3Dtype [0]
- Sound_325_in_bank [1]
- Sound_325_time [30]
- Sound_325_Gategroup [143]
- Sound_325_Gatetime [6]
- * wooden crate explodes
-
- Sound_effect_326 [footacid.wav]
- Sound_326_priority [35]
- Sound_326_3Dtype [0]
- Sound_326_in_bank [1]
- Sound_326_time [30]
- Sound_326_Gategroup [144]
- Sound_326_Gatetime [5]
- * stand in cratebug acid
-
- Sound_effect_327 [footaci2.wav]
- Sound_327_priority [35]
- Sound_327_3Dtype [0]
- Sound_327_in_bank [1]
- Sound_327_time [30]
- Sound_327_Gategroup [144]
- Sound_327_Gatetime [5]
- * stand in cratebug acid Variation
-
-
- Sound_effect_328 [bugspit.wav]
- Sound_328_priority [35]
- Sound_328_3Dtype [0]
- Sound_328_in_bank [1]
- Sound_328_time [30]
- Sound_328_Gategroup [144]
- Sound_328_Gatetime [5]
- * Cratebug spits
-
- Sound_effect_329 [pothit.wav]
- Sound_329_priority [35]
- Sound_329_3Dtype [0]
- Sound_329_in_bank [1]
- Sound_329_time [30]
- Sound_329_Gategroup [145]
- Sound_329_Gatetime [5]
- * ceramic pot gets hit Arch2
-
-
- Sound_effect_330 [humtele.wav]
- Sound_330_priority [35]
- Sound_330_3Dtype [0]
- Sound_330_in_bank [1]
- Sound_330_time [30]
- Sound_330_Gategroup [146]
- Sound_330_Gatetime [5]
- * Human teleport
-
- Sound_effect_331 [crystal.wav]
- Sound_331_priority [35]
- Sound_331_3Dtype [0]
- Sound_331_in_bank [1]
- Sound_331_time [30]
- Sound_331_Gategroup [147]
- Sound_331_Gatetime [5]
- * crystal tower at end of Arch2
-
-
- Sound_effect_332 [hintget.wav]
- Sound_332_priority [45]
- Sound_332_3Dtype [0]
- Sound_332_in_bank [1]
- Sound_332_time [30]
- Sound_332_Gategroup [148]
- Sound_332_Gatetime [5]
- * hint pickup
-
- Sound_effect_333 [domehit.wav]
- Sound_333_priority [45]
- Sound_333_3Dtype [0]
- Sound_333_in_bank [1]
- Sound_333_time [30]
- Sound_333_Gategroup [149]
- Sound_333_Gatetime [5]
- * Blue power dome hit
-
- Sound_effect_334 [eng7.wav]
- Sound_334_priority [35]
- Sound_334_3Dtype [0]
- Sound_334_in_bank [1]
- Sound_334_time [30]
- Sound_334_Gategroup [150]
- Sound_334_Gatetime [5]
- * teleporter active hum loop.
-
-
- Sound_effect_335 [turetcan.wav]
- Sound_335_priority [35]
- Sound_335_3Dtype [0]
- Sound_335_in_bank [1]
- Sound_335_time [30]
- Sound_335_Gategroup [150]
- Sound_335_Gatetime [5]
- * Turret cannon
-
-
- Sound_effect_336 [rock.wav]
- Sound_336_priority [35]
- Sound_336_3Dtype [0]
- Sound_336_in_bank [1]
- Sound_336_time [80]
- Sound_336_Gategroup [151]
- Sound_336_Gatetime [5]
- * Rockfall crack and debris
-
- Sound_effect_337 [jawop.wav]
- Sound_337_priority [35]
- Sound_337_3Dtype [0]
- Sound_337_in_bank [1]
- Sound_337_time [30]
- Sound_337_Gategroup [152]
- Sound_337_Gatetime [5]
- * jawopen
-
- Sound_effect_338 [jawclo.wav]
- Sound_338_priority [35]
- Sound_338_3Dtype [0]
- Sound_338_in_bank [1]
- Sound_338_time [30]
- Sound_338_Gategroup [153]
- Sound_338_Gatetime [5]
- * servo on boss City2
-
- Sound_effect_339 [bigtilt.wav]
- Sound_339_priority [35]
- Sound_339_3Dtype [0]
- Sound_339_in_bank [1]
- Sound_339_time [30]
- Sound_339_Gategroup [154]
- Sound_339_Gatetime [5]
- * Bug servo on boss City2
-
- Sound_effect_340 [pwrup1.wav]
- Sound_340_priority [45]
- Sound_340_3Dtype [0]
- Sound_340_in_bank [1]
- Sound_340_time [30]
- Sound_340_Gategroup [155]
- Sound_340_Gatetime [5]
- * Weapon on boss City2
-
- Sound_effect_341 [pwrup2.wav]
- Sound_341_priority [45]
- Sound_341_3Dtype [0]
- Sound_341_in_bank [1]
- Sound_341_time [30]
- Sound_341_Gategroup [155]
- Sound_341_Gatetime [5]
- *
-
- Sound_effect_342 [pwrup3.wav]
- Sound_342_priority [45]
- Sound_342_3Dtype [0]
- Sound_342_in_bank [1]
- Sound_342_time [30]
- Sound_342_Gategroup [155]
- Sound_342_Gatetime [5]
- *
-
- Sound_effect_343 [pwrup4.wav]
- Sound_343_priority [45]
- Sound_343_3Dtype [0]
- Sound_343_in_bank [1]
- Sound_343_time [30]
- Sound_343_Gategroup [155]
- Sound_343_Gatetime [5]
- *
-
-
- Sound_effect_344 [beamwep1.wav]
- Sound_344_priority [45]
- Sound_344_3Dtype [0]
- Sound_344_in_bank [1]
- Sound_344_time [30]
- Sound_344_Gategroup [156]
- Sound_344_Gatetime [5]
- * Weapon on boss City2
-
- Sound_effect_345 [beamwep2.wav]
- Sound_345_priority [45]
- Sound_345_3Dtype [0]
- Sound_345_in_bank [1]
- Sound_345_time [30]
- Sound_345_Gategroup [156]
- Sound_345_Gatetime [5]
- *
-
- Sound_effect_346 [beamwep3.wav]
- Sound_346_priority [45]
- Sound_346_3Dtype [0]
- Sound_346_in_bank [1]
- Sound_346_time [30]
- Sound_346_Gategroup [156]
- Sound_346_Gatetime [5]
- *
-
- Sound_effect_347 [beamwep4.wav]
- Sound_347_priority [45]
- Sound_347_3Dtype [0]
- Sound_347_in_bank [1]
- Sound_347_time [30]
- Sound_347_Gategroup [156]
- Sound_347_Gatetime [5]
- *
-
- Sound_effect_348 [pwrup.wav]
- Sound_348_priority [45]
- Sound_348_3Dtype [0]
- Sound_348_in_bank [1]
- Sound_348_time [60]
- Sound_348_Gategroup [157]
- Sound_348_Gatetime [5]
- * laser fence power up
-
- Sound_effect_349 [pwrdown.wav]
- Sound_349_priority [45]
- Sound_349_3Dtype [0]
- Sound_349_in_bank [1]
- Sound_349_time [100]
- Sound_349_Gategroup [158]
- Sound_349_Gatetime [5]
- * laser fence power down (not fully)
-
- Sound_effect_350 [mortar.wav]
- Sound_350_priority [45]
- Sound_350_3Dtype [0]
- Sound_350_in_bank [1]
- Sound_350_time [30]
- Sound_350_Gategroup [159]
- Sound_350_Gatetime [5]
- * Weapon on boss city2
-
- Sound_effect_351 [blip2.wav]
- Sound_351_priority [45]
- Sound_351_3Dtype [0]
- Sound_351_in_bank [1]
- Sound_351_time [30]
- Sound_351_Gategroup [160]
- Sound_351_Gatetime [5]
- * blip ...... er.....blip blip timer
-
- Sound_effect_352 [waterspr.wav]
- Sound_352_priority [50]
- Sound_352_3Dtype [0]
- Sound_352_in_bank [1]
- Sound_352_time [30]
- Sound_352_Gategroup [161]
- Sound_352_Gatetime [5]
- * water splashes City 2
-
-
- Sound_effect_353 [canontri.wav]
- Sound_353_priority [35]
- Sound_353_3Dtype [0]
- Sound_353_in_bank [1]
- Sound_353_time [18]
- Sound_353_Gategroup [164]
- Sound_353_Gatetime [5]
- * Tripod cannon
-
- Sound_effect_354 [invulner.wav]
- Sound_354_priority [35]
- Sound_354_3Dtype [0]
- Sound_354_in_bank [1]
- Sound_354_time [20]
- Sound_354_Gategroup [165]
- Sound_354_Gatetime [5]
- * Alien sheild hit
-
- Sound_effect_355 [nuke2.wav]
- Sound_355_priority [45]
- Sound_355_3Dtype [0]
- Sound_355_in_bank [1]
- Sound_355_time [230]
- Sound_355_Gategroup [167]
- Sound_355_Gatetime [5]
- * Danger box bang
-
-
- Sound_effect_356 [gashis.wav]
- Sound_356_priority [50]
- Sound_356_3Dtype [0]
- Sound_356_in_bank [1]
- Sound_356_time [30]
- Sound_356_Gategroup [168]
- Sound_356_Gatetime [5]
- * Gas Escape hissing
-
-
- Sound_effect_357 [wallgun.wav]
- Sound_357_priority [45]
- Sound_357_3Dtype [0]
- Sound_357_in_bank [1]
- Sound_357_time [28]
- Sound_357_Gategroup [169]
- Sound_357_Gatetime [5]
- * wall mounted twin gun.
-
-
- Sound_effect_358 [jetlp.wav]
- Sound_358_priority [45]
- Sound_358_3Dtype [0]
- Sound_358_in_bank [1]
- Sound_358_time [120]
- Sound_358_Gategroup [170]
- Sound_358_Gatetime [5]
- * jet engine loop under load
-
- Sound_effect_359 [jetdown.wav]
- Sound_359_priority [50]
- Sound_359_3Dtype [0]
- Sound_359_in_bank [1]
- Sound_359_time [122]
- Sound_359_Gategroup [171]
- Sound_359_Gatetime [5]
- * jet going to crash
-
-
- Sound_effect_361 [hovlp2.wav]
- Sound_361_priority [45]
- Sound_361_3Dtype [0]
- Sound_361_in_bank [1]
- Sound_361_time [30]
- Sound_361_Gategroup [172]
- Sound_361_Gatetime [5]
- * hover car loop alternative
-
-
-
- Sound_effect_362 [rbosslp.wav]
- Sound_362_priority [45]
- Sound_362_3Dtype [0]
- Sound_362_in_bank [1]
- Sound_362_time [30]
- Sound_362_Gategroup [172]
- Sound_362_Gatetime [5]
- * boss loop (1/5) for roof2
-
-
- Sound_effect_363 [rbossdie.wav]
- Sound_363_priority [45]
- Sound_363_3Dtype [0]
- Sound_363_in_bank [1]
- Sound_363_time [30]
- Sound_363_Gategroup [173]
- Sound_363_Gatetime [5]
- * boss dies for roof2
-
- Sound_effect_364 [rbosstrt.wav]
- Sound_364_priority [45]
- Sound_364_3Dtype [0]
- Sound_364_in_bank [1]
- Sound_364_time [30]
- Sound_364_Gategroup [174]
- Sound_364_Gatetime [5]
- * roof boss start up before/with loop start
-
-
- Sound_effect_365 [ambijaz.wav]
- Sound_365_priority [45]
- Sound_365_3Dtype [0]
- Sound_365_in_bank [1]
- Sound_365_time [30]
- Sound_365_Gategroup [175]
- Sound_365_Gatetime [5]
- * 4 bar loop for Bar and Grill
-
- Sound_effect_366 [rbosslp1.wav]
- Sound_366_priority [45]
- Sound_366_3Dtype [0]
- Sound_366_in_bank [1]
- Sound_366_time [30]
- Sound_366_Gategroup [172]
- Sound_366_Gatetime [5]
- * boss loop (2/5) for roof2
-
- Sound_effect_367 [rbosslp2.wav]
- Sound_367_priority [45]
- Sound_367_3Dtype [0]
- Sound_367_in_bank [1]
- Sound_367_time [30]
- Sound_367_Gategroup [172]
- Sound_367_Gatetime [5]
- * boss loop (3/5) for roof2
-
- Sound_effect_368 [rbosslp3.wav]
- Sound_368_priority [45]
- Sound_368_3Dtype [0]
- Sound_368_in_bank [1]
- Sound_368_time [30]
- Sound_368_Gategroup [172]
- Sound_368_Gatetime [5]
- * boss loop (4/5) for roof2
-
- Sound_effect_369 [rbosslp4.wav]
- Sound_369_priority [45]
- Sound_369_3Dtype [0]
- Sound_369_in_bank [1]
- Sound_369_time [30]
- Sound_369_Gategroup [173]
- Sound_369_Gatetime [5]
- * boss loop (5/5) for roof2
-
- Sound_effect_370 [BADEATH1.wav]
- Sound_370_priority [40]
- Sound_370_3Dtype [0]
- Sound_370_in_bank [1]
- Sound_370_time [30]
- Sound_370_Gategroup [175]
- Sound_370_Gatetime [5]
- * 1/4
-
- Sound_effect_371 [BADEATH2.wav]
- Sound_371_priority [40]
- Sound_371_3Dtype [0]
- Sound_371_in_bank [1]
- Sound_371_time [30]
- Sound_371_Gategroup [175]
- Sound_371_Gatetime [5]
- * 2/4
-
- Sound_effect_372 [BADEATH3.wav]
- Sound_372_priority [40]
- Sound_372_3Dtype [0]
- Sound_372_in_bank [1]
- Sound_372_time [30]
- Sound_372_Gategroup [176]
- Sound_372_Gatetime [5]
- * 3/4
-
- Sound_effect_373 [BADEATH4.wav]
- Sound_373_priority [40]
- Sound_373_3Dtype [0]
- Sound_373_in_bank [1]
- Sound_373_time [30]
- Sound_373_Gategroup [176]
- Sound_373_Gatetime [5]
- * 4/4
-
- Sound_effect_374 [AILTAZER.wav]
- Sound_374_priority [45]
- Sound_374_3Dtype [0]
- Sound_374_in_bank [1]
- Sound_374_time [32]
- Sound_374_Gategro up [177]
- Sound_374_Gatetime [5]
- * AILIEN WEAPON
-
- Sound_effect_375 [AILROKET.wav]
- Sound_375_priority [45]
- Sound_375_3Dtype [0]
- Sound_375_in_bank [1]
- Sound_375_time [28]
- Sound_375_Gategroup [178]
- Sound_375_Gatetime [5]
- * AILIEN WEAPON
-
- Sound_effect_376 [clickbug.wav]
- Sound_376_priority [35]
- Sound_376_3Dtype [0]
- Sound_376_in_bank [1]
- Sound_376_time [30]
- Sound_376_Gategroup [179]
- Sound_376_Gatetime [5]
- * Critter clickey
-
-
- Sound_effect_377 [hosdie1.wav]
- Sound_377_priority [35]
- Sound_377_3Dtype [0]
- Sound_377_in_bank [1]
- Sound_377_time [27]
- Sound_377_Gategroup [180]
- Sound_377_Gatetime [5]
- * 1/4 Hostage Splats set of four increasing in size
-
- Sound_effect_378 [hosdie2.wav]
- Sound_378_priority [35]
- Sound_378_3Dtype [0]
- Sound_378_in_bank [1]
- Sound_378_time [37]
- Sound_378_Gategroup [181]
- Sound_378_Gatetime [5]
- * 2/4 Hostage Splats set of four increasing in size
-
- Sound_effect_379 [hosdie3.wav]
- Sound_379_priority [35]
- Sound_379_3Dtype [0]
- Sound_379_in_bank [1]
- Sound_379_time [45]
- Sound_379_Gategroup [182]
- Sound_379_Gatetime [5]
- * 3/4 Hostage Splats set of four increasing in size
-
- Sound_effect_380 [hosdie4.wav]
- Sound_380_priority [35]
- Sound_380_3Dtype [0]
- Sound_380_in_bank [1]
- Sound_380_time [50]
- Sound_380_Gategroup [183]
- Sound_380_Gatetime [5]
- * 4/4 Hostage Splats set of four increasing in size
-
-
- Sound_effect_381 [chaingn1.wav]
- Sound_381_priority [45]
- Sound_381_3Dtype [0]
- Sound_381_in_bank [1]
- Sound_381_time [62]
- Sound_381_Gategroup [184]
- Sound_381_Gatetime [5]
- * chaingun fires and spins down
-
- Sound_effect_382 [chaingn2.wav]
- Sound_382_priority [45]
- Sound_382_3Dtype [0]
- Sound_382_in_bank [1]
- Sound_382_time [62]
- Sound_382_Gategroup [185]
- Sound_382_Gatetime [5]
- * chaingun fires and spins down.
-
-
- Sound_effect_383 [ices.wav]
- Sound_383_priority [45]
- Sound_383_3Dtype [0]
- Sound_383_in_bank [1]
- Sound_383_time [240]
- Sound_383_Gategroup [186]
- Sound_383_Gatetime [5]
- * Ice cream chimes (Nasty)
-
- Sound_effect_384 [drop2.wav]
- Sound_384_priority [50]
- Sound_384_3Dtype [0]
- Sound_384_in_bank [1]
- Sound_384_time [30]
- Sound_384_Gategroup [186]
- Sound_384_Gatetime [5]
- * Dropship Loop Cache version
-
-
- Sound_effect_385 [bugburst.wav]
- Sound_385_priority [50]
- Sound_385_3Dtype [0]
- Sound_385_in_bank [1]
- Sound_385_time [30]
- Sound_385_Gategroup [187]
- Sound_385_Gatetime [5]
- * Bug Bursts from the head of a hostage
-
-
- Sound_effect_386 [blip3.wav]
- Sound_386_priority [50]
- Sound_386_3Dtype [0]
- Sound_386_in_bank [1]
- Sound_386_time [30]
- Sound_386_Gategroup [160]
- Sound_386_Gatetime [5]
- * timer 1 tone up from blip2
-
-
- Sound_effect_387 [windfarm.wav]
- Sound_387_priority [40]
- Sound_387_3Dtype [0]
- Sound_387_in_bank [1]
- Sound_387_time [100]
- Sound_387_Gategroup [188]
- Sound_387_Gatetime [5]
- * Big propeller loop sound
-
-
- Sound_effect_388 [conchit.wav]
- Sound_388_priority [35]
- Sound_388_3Dtype [0]
- Sound_388_in_bank [1]
- Sound_388_time [30]
- Sound_388_Gategroup [189]
- Sound_388_Gatetime [5]
- * Concrete slab hits concrete slab
-
- Sound_effect_389 [MechFoot.wav]
- Sound_389_priority [45]
- Sound_389_3Dtype [0]
- Sound_389_in_bank [1]
- Sound_389_time [30]
- Sound_389_Gategroup [190]
- Sound_389_Gatetime [5]
- * Mech footfall
-
- Sound_effect_390 [Mechgun.wav]
- Sound_390_priority [50]
- Sound_390_3Dtype [0]
- Sound_390_in_bank [1]
- Sound_390_time [30]
- Sound_390_Gategroup [191]
- Sound_390_Gatetime [5]
- * Mech Laser gun
-
- Sound_effect_391 [MechLeg.wav]
- Sound_391_priority [45]
- Sound_391_3Dtype [0]
- Sound_391_in_bank [1]
- Sound_391_time [30]
- Sound_391_Gategroup [192]
- Sound_391_Gatetime [5]
- * Mech Leg joint mooove
-
- Sound_effect_392 [Mpwrdown.wav]
- Sound_392_priority [45]
- Sound_392_3Dtype [0]
- Sound_392_in_bank [1]
- Sound_392_time [30]
- Sound_392_Gategroup [191]
- Sound_392_Gatetime [5]
- * Mech Laser Gun power down overheat
-
- Sound_effect_393 [pwrlong.wav]
- Sound_393_priority [35]
- Sound_393_3Dtype [0]
- Sound_393_in_bank [1]
- Sound_393_time [30]
- Sound_393_Gategroup [191]
- Sound_393_Gatetime [5]
- * Mech laser gun power up
-
- Sound_effect_394 [pwrshrt.wav]
- Sound_394_priority [35]
- Sound_394_3Dtype [0]
- Sound_394_in_bank [1]
- Sound_394_time [30]
- Sound_394_Gategroup [193]
- Sound_394_Gatetime [5]
- * Mech Rocket power up short
-
-
- Sound_effect_395 [servoup.wav]
- Sound_395_priority [35]
- Sound_395_3Dtype [0]
- Sound_395_in_bank [1]
- Sound_395_time [30]
- Sound_395_Gategroup [194]
- Sound_395_Gatetime [5]
- * Boss Drill up Mars1
-
- Sound_effect_396 [servodn.wav]
- Sound_396_priority [35]
- Sound_396_3Dtype [0]
- Sound_396_in_bank [1]
- Sound_396_time [30]
- Sound_396_Gategroup [194]
- Sound_396_Gatetime [5]
- * Boss Drill down Mars1
-
- Sound_effect_397 [Drilcut.wav]
- Sound_397_priority [35]
- Sound_397_3Dtype [0]
- Sound_397_in_bank [1]
- Sound_397_time [30]
- Sound_397_Gategroup [195]
- Sound_397_Gatetime [5]
- * Boss Drill cutting under load Mars1
-
- Sound_effect_398 [drilturn.wav]
- Sound_398_priority [35]
- Sound_398_3Dtype [0]
- Sound_398_in_bank [1]
- Sound_398_time [30]
- Sound_398_Gategroup [195]
- Sound_398_Gatetime [5]
- * Boss Drill spinning no load Mars1
-
- Sound_effect_399 [SecFnd.wav]
- Sound_399_priority [45]
- Sound_399_3Dtype [0]
- Sound_399_in_bank [1]
- Sound_399_time [30]
- Sound_399_Gategroup [11]
- Sound_399_Gatetime [5]
- * Secret found
-
-
- Sound_effect_400 [alarm.wav]
- Sound_400_priority [45]
- Sound_400_3Dtype [0]
- Sound_400_in_bank [0]
- Sound_400_time [30]
- Sound_400_Gategroup [196]
- Sound_400_Gatetime [5]
- * Swarmer release
-
- Sound_effect_401 [jungdam.wav]
- Sound_401_priority [50]
- Sound_401_3Dtype [0]
- Sound_401_in_bank [1]
- Sound_401_time [30]
- Sound_401_Gategroup [200]
- Sound_401_Gatetime [5]
- * jungle Monster is hurt partner to snd 225
-
- Sound_effect_402 [jungkill.wav]
- Sound_402_priority [50]
- Sound_402_3Dtype [0]
- Sound_402_in_bank [1]
- Sound_402_time [30]
- Sound_402_Gategroup [201]
- Sound_402_Gatetime [5]
- * Jungle monster is killed partner to snd 225
-
-
- Sound_effect_403 [Strider.wav]
- Sound_403_priority [45]
- Sound_403_3Dtype [0]
- Sound_403_in_bank [1]
- Sound_403_time [30]
- Sound_403_Gategroup [196]
- Sound_403_Gatetime [5]
- * City 1 boss front gun.
-
- Sound_effect_404 [rocket2.wav]
- Sound_404_priority [45]
- Sound_404_3Dtype [0]
- Sound_404_in_bank [1]
- Sound_404_time [30]
- Sound_404_Gategroup [57]
- Sound_404_Gatetime [30]
- * Mars1 boss Rocket towers
-
-
- Sound_effect_405 [ailswON.wav]
- Sound_405_priority [45]
- Sound_405_3Dtype [0]
- Sound_405_in_bank [1]
- Sound_405_time [30]
- Sound_405_Gategroup [198]
- Sound_405_Gatetime [5]
- * Alien switch ON
-
- Sound_effect_406 [ailswOFF.wav]
- Sound_406_priority [45]
- Sound_406_3Dtype [0]
- Sound_406_in_bank [1]
- Sound_406_time [30]
- Sound_406_Gategroup [198]
- Sound_406_Gatetime [5]
- * Alien Switch OFF
-
- Sound_effect_407 [frog1.wav]
- Sound_407_priority [35]
- Sound_407_3Dtype [0]
- Sound_407_in_bank [1]
- Sound_407_time [30]
- Sound_407_Gategroup [199]
- Sound_407_Gatetime [5]
- * frog1/3
-
- Sound_effect_408 [frog2.wav]
- Sound_408_priority [35]
- Sound_408_3Dtype [0]
- Sound_408_in_bank [1]
- Sound_408_time [30]
- Sound_408_Gategroup [199]
- Sound_408_Gatetime [5]
- * frog2/3
-
- Sound_effect_409 [frog3.wav]
- Sound_409_priority [35]
- Sound_409_3Dtype [0]
- Sound_409_in_bank [1]
- Sound_409_time [30]
- Sound_409_Gategroup [199]
- Sound_409_Gatetime [5]
- * frog3/3
-
- Sound_effect_410 [froglick.wav]
- Sound_410_priority [35]
- Sound_410_3Dtype [0]
- Sound_410_in_bank [1]
- Sound_410_time [30]
- Sound_410_Gategroup [199]
- Sound_410_Gatetime [5]
- * froglick
-
- Sound_effect_411 [andrevox.wav]
- Sound_411_priority [45]
- Sound_411_3Dtype [0]
- Sound_411_in_bank [1]
- Sound_411_time [30]
- Sound_411_Gategroup [203]
- Sound_411_Gatetime [5]
- * Andre vox big growl
-
- Sound_effect_412 [andrhow1.wav]
- Sound_412_priority [45]
- Sound_412_3Dtype [0]
- Sound_412_in_bank [1]
- Sound_412_time [30]
- Sound_412_Gategroup [204]
- Sound_412_Gatetime [5]
- * Andre Distress
-
- Sound_effect_413 [andrhow2.wav]
- Sound_413_priority [45]
- Sound_413_3Dtype [0]
- Sound_413_in_bank [1]
- Sound_413_time [30]
- Sound_413_Gategroup [205]
- Sound_413_Gatetime [5]
- * Andre Distress
-
-
-
- Sound_effect_414 [bossFlam.wav]
- Sound_414_priority [35]
- Sound_414_3Dtype [0]
- Sound_414_in_bank [1]
- Sound_414_time [30]
- Sound_414_Gategroup [206]
- Sound_414_Gatetime [40]
- * Boss fires FLAME
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- Sound_effect_415 [mechFlam.wav]
- Sound_415_priority [35]
- Sound_415_3Dtype [0]
- Sound_415_in_bank [1]
- Sound_415_time [30]
- Sound_415_Gategroup [207]
- Sound_415_Gatetime [40]
- * Mechanical fires FLAME
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- Sound_effect_416 [alien9.wav]
- Sound_416_priority [50]
- Sound_416_3Dtype [0]
- Sound_416_in_bank [1]
- Sound_416_time [30]
- Sound_416_Gategroup [208]
- Sound_416_Gatetime [180]
- * Yetti gets burned speech
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- ***************************dummy end of bank*************
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- Sound_effect_799 [silence.wav]
- Sound_799_priority [35]
- Sound_799_3Dtype [0]
- Sound_799_in_bank [1]
- Sound_799_time [30]
- Sound_799_Gategroup []
- Sound_799_Gatetime [5]
- * dummy sound
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- ******************** Insert Template ********************************
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- *Sound_effect_4 [.wav]
- *Sound_4_priority [35]
- *Sound_4_3Dtype [0]
- *Sound_4_in_bank [1]
- *Sound_4_time [30]
- *Sound_4_Gategroup []
- *Sound_4_Gatetime [5]
- ** EVAC1
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- *********************************************************************
- *Sound_effect_553 [heloc.wav]
- *Sound_553_3Dtype [1]
- *Sound_553_priority [50]
- *Sound_553_in_bank [6]
- * temp helecopter loop NOW DX3D loop PETER THIS USED *TO BE Sound 53 WHICH IS NOW ELECTRIC ARCING *ARC1.WAV.
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- **********************************************************************
- ** SoundS 800 Onwards are Ambiences **
- **************************************
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- Sound_effect_800 [silence.wav]
- Sound_800_in_bank [0]
- * Duhh Waddya think
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- Sound_effect_801 [genamb2.wav]
- Sound_801_in_bank [0]
- * Low constant tone use as alien structure noise Now used as alien forcefield
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- Sound_effect_802 [genamb3.wav]
- Sound_802_in_bank [0]
- * Mechanical repetitions use as alien structure noise
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- Sound_effect_803 [truck.wav]
- Sound_803_in_bank [0]
- * engine tickover noise
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- Sound_effect_804 [bigwind.wav]
- Sound_804_in_bank [0]
- * Howling gales on mountain top quuiet version SFXno857
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- Sound_effect_805 [genamb4.wav]
- Sound_805_in_bank [0]
- * computerised kind of loop Sound to attach to buildings or control palnels.
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- *Peter check Sound number 8.0.5. in your scripts as it used to be a Waterfall Sound.!!!
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- Sound_effect_806 [plaslp.wav]
- Sound_806_in_bank [0]
- * Mechanical Sound with arcing in foreground.
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- Sound_effect_807 [Watetub.wav]
- Sound_807_in_bank [0]
- * This is the Sound of wate moveing in tubing.
- * Peter this was a duplicate Sound biggen so any calls for 807 should be swapped for 813
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- Sound_effect_808 [fire.wav]
- Sound_808_in_bank [0]
- * General fire ambience can be used for damaged buildings / vehicles
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- Sound_effect_809 [windlit.wav]
- Sound_809_in_bank [0]
- * light desert wind (farting after some Angel delight) :-) quiet version SFXno858
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- Sound_effect_810 [tunlntry.wav]
- Sound_810_in_bank [0]
- * Dripping damp tunnel ambience
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- Sound_effect_811 [windfarm.wav]
- Sound_811_in_bank [0]
- * big propeller Sound
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- Sound_effect_812 [siren.wav]
- Sound_812_in_bank [0]
- *alien alarm
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- Sound_effect_813 [biggen.wav]
- Sound_813_in_bank [0]
- *pulsing low electric motor Sound
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- Sound_effect_814 [genamb1.wav]
- Sound_814_in_bank [0]
- * medium pitched /c3 pulsing electric machine noise
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- Sound_effect_815 [intunnel.wav]
- Sound_815_in_bank [0]
- *dripping Ambience layered with Genamb1
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- Sound_effect_816 [waterwnd.wav]
- Sound_816_in_bank [0]
- *Wind light layered with lapping water
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- Sound_effect_817 [Wbrook.wav]
- Sound_817_in_bank [0]
- *lapping water quiet version is No 833
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- *Sound_effect_818 [drop.wav]
- *Sound_818_in_bank [0]
- * dropship thrusters ***** moved into cache bank********unused
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- Sound_effect_819 [RAIN1.wav]
- Sound_819_in_bank [0]
- * LIGHT RAIN
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- Sound_effect_820 [RAIN2.wav]
- Sound_820_in_bank [0]
- * HEAVY RAIN
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- Sound_effect_821 [machine.wav]
- Sound_821_in_bank [0]
- * machine
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- Sound_effect_822 [machine2.wav]
- Sound_822_in_bank [0]
- * Machine2
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- Sound_effect_823 [machine3.wav]
- Sound_823_in_bank [0]
- * machine3
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- Sound_effect_824 [TRAIN.wav]
- Sound_824_in_bank [0]
- * train his with machine noise
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- Sound_effect_825 [WHydro.wav]
- Sound_825_in_bank [0]
- * big heavy waterfall like white noise
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- Sound_effect_826 [Waterfl.wav]
- Sound_826_in_bank [0]
- * big heavy waterfall in distance with small(watrfl.wav NO 805 ) in the foreground.
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- Sound_effect_827 [WriverP.wav]
- Sound_827_in_bank [0]
- * River bubbling Parnter Sound to 841 loud version
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- Sound_effect_828 [frest.wav]
- Sound_828_in_bank [0]
- * Alien forest scene
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- Sound_effect_829 [frest1.wav]
- Sound_829_in_bank [0]
- * variation, more dense Alien forest scene
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- Sound_effect_830 [frest2.wav]
- Sound_830_in_bank [0]
- * variation 2 of Alien forest scene Quiet version is 843
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- Sound_effect_831 [rumble.wav]
- Sound_831_in_bank [0]
- * Generic low rumble loop.
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- Sound_effect_832 [WHydroP.wav]
- Sound_832_in_bank [0]
- * Waterfall middle distance
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- Sound_effect_833 [WBrookP.wav]
- Sound_833_in_bank [0]
- * lappin brook loud version is No 817
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- Sound_effect_834 [waterflP.wav]
- Sound_834_in_bank [0]
- * Water lapping distant
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- Sound_effect_835 [waterfl2.wav]
- Sound_835_in_bank [0]
- * Bigger than Waterfl
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- Sound_effect_836 [waterf2P.wav]
- Sound_836_in_bank [0]
- * Bigger than Waterfl middle distance
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- Sound_effect_837 [crysroom.wav]
- Sound_837_in_bank [0]
- *room end of Arch2
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- Sound_effect_838 [frest3.wav]
- Sound_838_in_bank [0]
- * Thicker forest ambiance 1 of 3 forest with background alien animals
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- Sound_effect_839 [frest4.wav]
- Sound_839_in_bank [0]
- * Thicker forest ambiance 2 of 3
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- Sound_effect_840 [frest5.wav]
- Sound_840_in_bank [0]
- * Thicker forest ambiance 3 of 3
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- Sound_effect_841 [Wriver.wav]
- Sound_841_in_bank [0]
- * River bubbling partner Sound to 827 [p] version
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- Sound_effect_842 [ventfan.wav]
- Sound_842_in_bank [0]
- * Ventilator fan rotor (mono now as it may be 3D Later
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- Sound_effect_843 [frest2p.wav]
- Sound_843_in_bank [0]
- * variation of Alien forest scene loud version is 830
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- Sound_effect_844 [steam.wav]
- Sound_844_in_bank [0]
- * steamvents
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- Sound_effect_845 [steamp.wav]
- Sound_845_in_bank [0]
- * steamvents quiet
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- Sound_effect_846 [wrivrpm2.wav]
- Sound_846_in_bank [0]
- * river quiet mixed with machine2.wav ref snd 822
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- Sound_effect_847 [vntfanm2.wav]
- Sound_847_in_bank [0]
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- Sound_effect_848 [steammc2.wav]
- Sound_848_in_bank [0]
- * steamvents + Machine2 ref snd 822
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- Sound_effect_849 [RBIGGEN.wav]
- Sound_849_in_bank [0]
- * RAIN + MachinE Ambiance ref snd 822
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- Sound_effect_850 [Rfrest.wav]
- Sound_850_in_bank [0]
- * FOREST + Heavy Rain
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- Sound_effect_851 [Rfrest1.wav]
- Sound_851_in_bank [0]
- * FOREST1 variation + Heavy Rain
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- Sound_effect_852 [Rfrest2.wav]
- Sound_852_in_bank [0]
- * FOREST + Heavy Rain
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- Sound_effect_853 [Rfrest2p.wav]
- Sound_853_in_bank [0]
- * FOREST2 quiet version + Heavy Rain
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- Sound_effect_854 [Rfrest3.wav]
- Sound_854_in_bank [0]
- * FOREST3 snd838 more dense alien + Heavy Rain
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- Sound_effect_855 [Rfrest4.wav]
- Sound_855_in_bank [0]
- * FOREST4 snd839 more dense alien + Heavy Rain
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- Sound_effect_856 [Rfrest5.wav]
- Sound_856_in_bank [0]
- * FOREST5 snd840 more dense alien + Heavy Rain
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- Sound_effect_857 [bigwindP.wav]
- Sound_857_in_bank [0]
- * Quiet version of bigwind.wav SFXno804
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- Sound_effect_858 [windlitP.wav]
- Sound_858_in_bank [0]
- * Quiet version of windlit.wav SFXno809
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- Sound_effect_859 [gas1.wav]
- Sound_859_in_bank [0]
- * Leaky gas pipe
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- Sound_effect_860 [sirenrv.wav]
- Sound_860_in_bank [0]
- * Alien air raid siren loop was cache sound 200 now remed out
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- Sound_effect_861 [fire12.wav]
- Sound_861_in_bank [0]
- * Alternate fire ambiance
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- Sound_effect_862 [slbell.wav]
- Sound_862_in_bank [0]
- * sleigh bell for Snow1
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- Sound_effect_863 [watetubp.wav]
- Sound_863_in_bank [0]
- * This is the quiet [p] Sound of wate moveing in tubing. It's loud counterpart Sound is 807
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- Sound_effect_864 [waterlap.wav]
- Sound_864_in_bank [0]
- * water lapping
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- Sound_effect_865 [seashore.wav]
- Sound_865_in_bank [0]
- * Seashore water lapping surf
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- *Sound_effect_866 [ambijaz.wav]
- *Sound_866_in_bank [0]
- ** Jazz in background for outside bar
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- Sound_effect_867 [teleloop.wav]
- Sound_868_in_bank [0]
- * Teleporter room ambience
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- Sound_effect_868 [seashor2.wav]
- Sound_868_in_bank [0]
- * Seashore water lapping surf
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- Sound_effect_869 [ailship.wav]
- Sound_869_in_bank [0]
- * Alien Ship onboard ambiance
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- Sound_effect_870 [drill1.wav]
- Sound_870_in_bank [0]
- * laser drill loop
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- Sound_effect_871 [drill2.wav]
- Sound_871_in_bank [0]
- * Alien Ship onboard ambiance
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- Sound_effect_872 [sticky.wav]
- Sound_872_in_bank [0]
- * scum1 ambi
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- Sound_effect_873 [breath.wav]
- Sound_873_in_bank [0]
- * scum1 horror ambi
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- * removed 6/8/98 Sound_effect_950 *[menuloop.wav]
- * loop 8bars of psx uptempo theme 1.339 MEG
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