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Text File  |  1999-04-27  |  92.0 KB  |  4,125 lines

  1. * FX NUMBER 8xx    AMBIANCE***     pulled from BDF and don't 
  2. * count as spot FX or memory resident
  3. *
  4. * FX NUMBER  XX  FX BELONGS IN BDF and count as memory in game
  5. *
  6. * FX NUMBER 5XX  3D LOOPS ARE 1 CHANNEL SoundS, part of the BDF. from spot FX Memory
  7. *
  8. ***************************************************************************************************
  9. * NEW SoundS
  10. *
  11. *
  12. *  
  13. *   
  14. *
  15. *
  16. *
  17. * *************************************************
  18. * Ambiences
  19. *
  20. *
  21. * CACHED SOUNDS 
  22. ***************
  23. * Cached sounds must be no larger than 100000 bytes
  24. * There are 8 cache buffers set up
  25. *The samples can be 11025 or 22050 KHZ
  26. *Three cached loops are allowed
  27.  
  28. *******************************************************************
  29. * THIS IS FOR USE WITH SBKMAKER.EXE                                  *
  30. * Sound Bank List                                                  *
  31. *******************************************************************
  32. * SYNTAX Sound_x_3Dtype  [0 or 1]                                  *
  33. * This switch IS NO LONGER USED                                   *
  34. *                                                                  *
  35. * Sound__3Dtype  [0]                                              *
  36. *                                                                  *
  37. *                                                                    *
  38. *******************************************************************
  39. * SYNTAX Sound_x_Time  [n=60ths of a second]                      *
  40. * Time down                                                       *
  41. * time at priority in 60ths of a second.                          *
  42. * when timedown is reached priority becomes 0.                      *
  43. * 30 = HALF A SECOND.                                              *
  44. *******************************************************************
  45. * SYNTAX  Sound_x_priority  [20]                                  *
  46. *  No Tabs allowed spaces only.                                      *
  47. * Priority Sceme                                                  *
  48. * Highest Number = Highest Priority                                  *
  49. * Players weapon channel is reserved and fixed at 1 note per      *
  50. *******************************************************************
  51.  
  52. *Sound_0_IN_Bank [0] sound loaded all of the time 
  53. *Sound_0_IN_Bank [1] sound loaded on demand      (from hard drive)
  54. *the engine caches the last 8 sounds loaded this way
  55.  
  56. * ****************GROUP COUNTDOWN**********************************
  57. * SYNTAX  Sound_x_Gategroup [20] n      [group number]               *
  58. * SYNTAX  Sound_X_Gatetime [  ] nn [nn = 60ths of a second count down] *
  59. * The gatetime defines a countdown time, if a second sound of the
  60. * same group is triggered within that time it doesnt attempt to make a sound
  61.                                                                   *
  62. *******************************************************************
  63. * YOU MUST HAVE ONE OF THESE                                      *
  64. Output         [sbk.bdf]                                          *
  65. *******************************************************************
  66. Sound_effect_0 [pulsfire.wav]
  67. Sound_0 _priority  [40]
  68. Sound_0_3Dtype  [1]
  69. Sound_0_IN_Bank [0]
  70. Sound_0_time  [2]
  71. Sound_0_Gategroup [1]
  72. Sound_0_Gatetime [5] 
  73. *old weapon       don't Know
  74.  
  75. Sound_effect_1 [alienf1.wav]
  76. Sound_1 _priority  [30]
  77. Sound_1_3Dtype  [1]
  78. Sound_1_IN_Bank [0]
  79. Sound_1_time  [9]
  80. Sound_1_Gategroup [1]
  81. Sound_1_Gatetime [2] 
  82. *Main  weapon
  83.  
  84. Sound_effect_2 [minelay.wav]
  85. Sound_2 _priority  [20]
  86. Sound_2_3Dtype  [0]
  87. Sound_2_in_bank [0]
  88. Sound_2_time  [20]
  89. Sound_2_Gategroup [12]
  90. Sound_2_Gatetime [20] 
  91. *clunk as player mine is dropped 
  92.  
  93. Sound_effect_3    [grenade.wav]
  94. Sound_3_priority  [40]
  95. Sound_3_3Dtype  [1]
  96. Sound_3_IN_Bank [0]
  97. Sound_3_time  [20]
  98. Sound_3_Gategroup [3]
  99. Sound_3_Gatetime [20] 
  100. *  pipe bomb
  101.  
  102. Sound_effect_4 [grenplop.wav]
  103. Sound_4_priority  [45]
  104. Sound_4_3Dtype  [0]
  105. Sound_4_IN_Bank [0]
  106. Sound_4_time  [20]
  107. Sound_4_Gategroup [1]
  108. Sound_4_Gatetime [30] 
  109. *grenade lands in water
  110.  
  111. Sound_effect_5 [explode1.wav]
  112. Sound_5 _priority  [45]    
  113. Sound_5_3Dtype  [0]
  114. Sound_5_in_bank [0]
  115. Sound_5_time  [25]
  116. Sound_5_Gategroup [2]
  117. Sound_5_Gatetime [25] 
  118. * Generic explosions RANGING IN SIZE FROM SMALL TO LARGE
  119.  
  120. Sound_effect_6 [explode2.wav]
  121. Sound_6_priority  [45]
  122. Sound_6_3Dtype  [0]
  123. Sound_6_in_bank [0]
  124. Sound_6_Gategroup [2]
  125. Sound_6_Gatetime [80] 
  126. Sound_6_time  [80]
  127.  
  128. Sound_effect_7 [explode3.wav]
  129. Sound_7 _priority  [45]
  130. Sound_7_3Dtype  [0]
  131. Sound_7_in_bank [0]
  132. Sound_7_time  [70]
  133. Sound_7_Gategroup [3]
  134. Sound_7_Gatetime [70] 
  135.  
  136. Sound_effect_8 [explode4.wav]
  137. Sound_8_priority  [45]
  138. Sound_8_3Dtype  [0]
  139. Sound_8_in_bank [0]
  140. Sound_8_time  [70]
  141. Sound_8_Gategroup [3]
  142. Sound_8_Gatetime [70] 
  143.  
  144. Sound_effect_9 [energize.wav]
  145. Sound_9_priority  [60]
  146. Sound_9_3Dtype  [0]
  147. Sound_9_in_bank [0]
  148. Sound_9_time  [77]
  149. Sound_9_Gategroup [1]
  150. Sound_9_Gatetime [77] 
  151. * Drop player into world
  152.  
  153. Sound_effect_10 [spang1.wav]
  154. Sound_10_priority  [10]
  155. Sound_10_3Dtype  [1]
  156. Sound_10_in_bank [0]
  157. Sound_10_time  [18]
  158. Sound_10_Gategroup [4]
  159. Sound_10_Gatetime [18] 
  160. * Bullet Ricochets 
  161.  
  162. Sound_effect_11 [spang2.wav]
  163. Sound_11_priority  [11]
  164. Sound_11_3Dtype  [1]
  165. Sound_11_in_bank [0]
  166. Sound_11_time  [17]
  167. Sound_11_Gategroup [4]
  168. Sound_11_Gatetime [17] 
  169.  
  170. Sound_effect_12 [spang3.wav]
  171. Sound_12_priority  [12]
  172. Sound_12_3Dtype  [1]
  173. Sound_12_in_bank [0]
  174. Sound_12_time  [18]
  175. Sound_12_Gategroup [5]
  176. Sound_12_Gatetime [18] 
  177.  
  178. Sound_effect_13 [spang4.wav]
  179. Sound_13_priority  [13]
  180. Sound_13_3Dtype  [1]
  181. Sound_13_in_bank [0]
  182. Sound_13_time  [15]
  183. Sound_13_Gategroup [5]
  184. Sound_13_Gatetime [15] 
  185.  
  186. Sound_effect_14 [spang5.wav]
  187. Sound_14_priority  [14]
  188. Sound_14_3Dtype  [1]
  189. Sound_14_in_bank [0]
  190. Sound_14_time  [30]
  191. Sound_14_Gategroup [5]
  192. Sound_14_Gatetime [30] 
  193.  
  194. Sound_effect_15 [alien1.wav]
  195. Sound_15_priority  [35]
  196. Sound_15_3Dtype  [0]
  197. Sound_15_in_bank [0]
  198. Sound_15_time  [12]
  199. Sound_15_Gategroup [6]
  200. Sound_15_Gatetime [12] 
  201. *Bullet Ricochets 
  202.  
  203. Sound_effect_16 [alien2.wav]
  204. Sound_16_priority  [35]
  205. Sound_16_3Dtype  [0]
  206. Sound_16_in_bank [0]
  207. Sound_16_time [13]
  208. Sound_16_Gategroup [13]
  209. Sound_16_Gatetime [13] 
  210. *alien bullets Ricochet
  211.  
  212. Sound_effect_17 [debris2.wav]
  213. Sound_17_priority  [30]
  214. Sound_17_3Dtype  [0]
  215. Sound_17_in_bank [0]
  216. Sound_17_time  [58]
  217. Sound_17_Gategroup [7]
  218. Sound_17_Gatetime [58] 
  219. *pieces landing after object explodes
  220.  
  221. Sound_effect_18 [debris1.wav]
  222. Sound_18_priority  [30]
  223. Sound_18_3Dtype  [0]
  224. Sound_18_in_bank [0]
  225. Sound_18_time  [30]
  226. Sound_18_Gategroup [7]
  227. Sound_18_Gatetime [30] 
  228.  
  229. Sound_effect_19 [debris5.wav]
  230. Sound_19_priority  [30]
  231. Sound_19_3Dtype  [0]
  232. Sound_19_in_bank [0]
  233. Sound_19_time  [21]
  234. Sound_19_Gategroup [7]
  235. Sound_19_Gatetime [21] 
  236.  
  237. Sound_effect_20 [debris4.wav]
  238. Sound_20_priority  [30]
  239. Sound_20_3Dtype  [0]
  240. Sound_20_in_bank [0]
  241. Sound_20_time  [20]
  242. Sound_20_Gategroup [8]
  243. Sound_20_Gatetime [20] 
  244.  
  245. Sound_effect_21 [debris.wav]
  246. Sound_21_priority  [30]
  247. Sound_21_3Dtype  [0]
  248. Sound_21_in_bank [0]
  249. Sound_21_time  [18]
  250. Sound_21_Gategroup [8]
  251. Sound_21_Gatetime [18] 
  252.  
  253. Sound_effect_22 [kill1.wav]    
  254. Sound_22_priority  [30]
  255. Sound_22_3Dtype  [0]
  256. Sound_22_in_bank [0]
  257. Sound_22_time  [22]
  258. Sound_22_Gategroup [9]
  259. Sound_22_Gatetime [22] 
  260. * Alien death snarls
  261.  
  262. Sound_effect_23 [kill2.wav]
  263. Sound_23 _priority  [30]
  264. Sound_23_3Dtype  [0]
  265. Sound_23_in_bank [0]
  266. Sound_23_time  [38]
  267. Sound_23_Gategroup [9]
  268. Sound_23_Gatetime [38] 
  269.  
  270. Sound_effect_24 [kill3.wav]
  271. Sound_24 _priority  [30]
  272. Sound_24_3Dtype  [0]
  273. Sound_24_in_bank [0]
  274. Sound_24_time  [39]
  275. Sound_24_Gategroup [10]
  276. Sound_24_Gatetime [39] 
  277.  
  278. Sound_effect_25 [kill4.wav]
  279. Sound_25_priority  [30]
  280. Sound_25_3Dtype  [0]
  281. Sound_25_in_bank [0]
  282. Sound_25_time  [30]
  283. Sound_25_Gategroup [10]
  284. Sound_25_Gatetime [30] 
  285.  
  286. Sound_effect_26 [hitstone.wav]
  287. Sound_26_priority  [20]
  288. Sound_26_3Dtype  [0]
  289. Sound_26_in_bank [0]
  290. Sound_26_time  [4]
  291. Sound_26_Gategroup [14]
  292. Sound_26_Gatetime [5] 
  293. * Bullets hitting stone
  294.  
  295. Sound_effect_27 [menuclk.wav]
  296. Sound_27_priority  [60]
  297. Sound_27_3Dtype  [0]
  298. Sound_27_in_bank [0]
  299. Sound_27_time  [5]
  300. Sound_27_Gategroup [11]
  301. Sound_27_Gatetime [5] 
  302. * Menu click
  303.  
  304. Sound_effect_28 [spread.wav]
  305. Sound_28_priority  [40]
  306. Sound_28_3Dtype  [0]
  307. Sound_28_in_bank [0]
  308. Sound_28_time  [10]
  309. Sound_28_Gategroup [1]
  310. Sound_28_Gatetime [10] 
  311. * spread weapon      
  312.  
  313. Sound_effect_29 [heatseek.wav]
  314. Sound_29_priority  [40]
  315. Sound_29_3Dtype  [0]
  316. Sound_29_in_bank [0]
  317. Sound_29_time  [30]
  318. Sound_29_Gategroup [1]
  319. Sound_29_Gatetime [30] 
  320. * Missile
  321.  
  322. Sound_effect_30 [laser1.wav]
  323. Sound_30_priority  [40]
  324. Sound_30_3Dtype  [0]
  325. Sound_30_in_bank [0]
  326. Sound_30_time  [15]
  327. Sound_30_Gategroup [1]
  328. Sound_30_Gatetime [15] 
  329. * Alien 
  330.  
  331. Sound_effect_31 [pick.wav]
  332. Sound_31_priority  [45]
  333. Sound_31_3Dtype  [0]
  334. Sound_31_in_bank [0]
  335. Sound_31_time  [12]
  336. Sound_31_Gategroup [12]
  337. Sound_31_Gatetime [5] 
  338. * various pickup noises
  339.  
  340. Sound_effect_32 [pick2.wav]
  341. Sound_32_priority  [45]
  342. Sound_32_3Dtype  [0]
  343. Sound_32_in_bank [0]
  344. Sound_32_time  [45]
  345. Sound_32_Gategroup [12]
  346. Sound_32_Gatetime [5] 
  347.  
  348. Sound_effect_33 [pick3.wav]
  349. Sound_33_priority  [45]
  350. Sound_33_3Dtype  [0]
  351. Sound_33_in_bank [0]
  352. Sound_33_time  [44]
  353. Sound_33_Gategroup [12]
  354. Sound_33_Gatetime [5] 
  355.  
  356. Sound_effect_34 [pick4.wav]
  357. Sound_34_priority  [50]
  358. Sound_34_3Dtype  [0]
  359. Sound_34_in_bank [0]
  360. Sound_34_time  [16]
  361. Sound_34_Gategroup [12]
  362. Sound_34_Gatetime [5] 
  363. * Pickup lost ...gone..... forever
  364.  
  365. Sound_effect_35 [railgun.wav]
  366. Sound_35_priority  [40]
  367. Sound_35_3Dtype  [0]
  368. Sound_35_in_bank [0]
  369. Sound_35_time  [53]
  370. Sound_35_Gategroup [1]
  371. Sound_35_Gatetime [53] 
  372. *Huge throbing weapon
  373.  
  374. Sound_effect_36 [alienf1.wav]
  375. Sound_36_priority  [40]
  376. Sound_36_3Dtype  [0]
  377. Sound_36_in_bank [0]
  378. Sound_36_time  [10]
  379. Sound_36_Gategroup [15]
  380. Sound_36_Gatetime [10] 
  381. * Alien weapon
  382.  
  383. Sound_effect_37 [rocket.wav]
  384. Sound_37_priority  [40]
  385. Sound_37_3Dtype  [0]
  386. Sound_37_in_bank [0]
  387. Sound_37_time  [57]
  388. Sound_37_Gategroup [1]
  389. Sound_37_Gatetime [57] 
  390. * Rocket that splits into multiple warheads
  391.  
  392. Sound_effect_38 [spira.wav]
  393. Sound_38_priority  [40]
  394. Sound_38_3Dtype  [0]
  395. Sound_38_in_bank [0]
  396. Sound_38_time  [44]
  397. Sound_38_Gategroup [1]
  398. Sound_38_Gatetime [44] 
  399. * EMP Weapon
  400.  
  401. Sound_effect_39 [flamebst.wav]
  402. Sound_39_priority  [40]
  403. Sound_39_3Dtype  [0]
  404. Sound_39_in_bank [0]
  405. Sound_39_time  [68]
  406. Sound_39_Gategroup [1]
  407. Sound_39_Gatetime [68] 
  408. * Flamethrower
  409.  
  410. Sound_effect_40 [dooralt.wav]
  411. Sound_40_priority  [20]
  412. Sound_40_3Dtype  [0]
  413. Sound_40_in_bank [1]
  414. Sound_40_time  [150]
  415. Sound_40_Gategroup [20]
  416. Sound_40_Gatetime [150] 
  417. * Door type long fading winch or sliding door or bridge Sound    
  418.  
  419. Sound_effect_41 [doorstop.wav]
  420. Sound_41_priority  [20]
  421. Sound_41_3Dtype  [0]
  422. Sound_41_in_bank [1]
  423. Sound_41_time  [90]
  424. Sound_41_Gategroup [20]
  425. Sound_41_Gatetime [90] 
  426. * door type electric descending low sliding door or bridge Sound 
  427.  
  428. Sound_effect_42 [doorhing.wav]
  429. Sound_42_priority  [20]
  430. Sound_42_3Dtype  [0]
  431. Sound_42_in_bank [1]
  432. Sound_42_time  [23]
  433. Sound_42_Gategroup [20]
  434. Sound_42_Gatetime [23] 
  435. * Hinged door opening
  436.  
  437. Sound_effect_43 [doordown.wav]
  438. Sound_43_priority  [20]
  439. Sound_43_3Dtype  [0]
  440. Sound_43_in_bank [1]
  441. Sound_43_time  [100]
  442. Sound_43_Gategroup [20]
  443. Sound_43_Gatetime [100] 
  444. * door slides into floor
  445.  
  446. Sound_effect_44 [doorslid.wav]
  447. Sound_44_priority  [20]
  448. Sound_44_3Dtype  [0]
  449. Sound_44_in_bank [1]
  450. Sound_44_time  [80]
  451. Sound_44_Gategroup [20]
  452. Sound_44_Gatetime [80] 
  453. * doors slide apart
  454.  
  455. Sound_effect_45 [GLASS.WAV]
  456. Sound_45_priority  [50]     
  457. Sound_45_3Dtype  [0]
  458. Sound_45_in_bank [0]
  459. Sound_45_time  [41]
  460. Sound_45_Gategroup [31]
  461. Sound_45_Gatetime [41] 
  462. *GLASS BREAKING  
  463.  
  464. *Sound_effect_46 [wrong.wav]
  465. Sound_effect_46 [hangslid.wav]**************
  466. Sound_46_priority  [40]
  467. Sound_46_3Dtype  [0]
  468. Sound_46_in_bank [1]
  469. Sound_46_time  [158]
  470. Sound_46_Gategroup [20]
  471. Sound_46_Gatetime [158] 
  472. * Structure rises from the ground sliding noise slow stone moving half length version  ref hangsli2.wav Sound No 91
  473.  
  474. Sound_effect_47 [blip.wav]
  475. Sound_47_priority  [30]
  476. Sound_47_3Dtype  [0]
  477. Sound_47_in_bank [1]
  478. Sound_47_time  [5]
  479. Sound_47_Gategroup [20]
  480. Sound_47_Gatetime [5] 
  481. * floor mine proximity warning
  482.  
  483. Sound_effect_48 [gunsup.wav]
  484. Sound_48_priority  [40]
  485. Sound_48_3Dtype  [0]
  486. Sound_48_in_bank [1]
  487. Sound_48_time  [45]
  488. Sound_48_Gategroup [20]
  489. Sound_48_Gatetime [45] 
  490. *      gun turret rises
  491.  
  492. Sound_effect_49 [pillup.wav]
  493. Sound_49_priority [40]
  494. Sound_49_3Dtype  [0]
  495. Sound_49_in_bank [1]
  496. Sound_49_time  [30]
  497. Sound_49_Gategroup [20]
  498. Sound_49_Gatetime [30] 
  499. * servo type  Pillarbox gun turret rises
  500.  
  501. Sound_effect_50 [Vehicle.wav]
  502. Sound_50_priority  [40]
  503. Sound_50_3Dtype  [0]
  504. Sound_50_in_bank [1]
  505. Sound_50_time  [35]
  506. Sound_50_Gategroup [20]
  507. Sound_50_Gatetime [35] 
  508. * Big truck in ravine in sulph level starts
  509.  
  510. Sound_effect_51 [laserfen.wav]
  511. Sound_51_priority  [46]
  512. Sound_51_3Dtype  [0]
  513. Sound_51_in_bank [1]
  514. Sound_51_Gategroup [20]
  515. Sound_51_Gatetime [36] 
  516. Sound_51_time  [36]
  517. * laser fence powers down
  518.  
  519. Sound_effect_52 [laserdor.wav]
  520. Sound_52_priority  [55]
  521. Sound_52_3Dtype  [0]
  522. Sound_52_in_bank [1]
  523. Sound_52_time  [65]
  524. Sound_52_Gategroup [20]
  525. Sound_52_Gatetime [65] 
  526. * laser door powers down
  527.  
  528. Sound_effect_53 [ARC1.wav]
  529. Sound_53_priority  [30]
  530. Sound_53_3Dtype  [0]
  531. Sound_53_in_bank [1]
  532. Sound_53_time  [8]
  533. Sound_53_Gategroup [20]
  534. Sound_53_Gatetime [8] 
  535. * LIGHT FLICKER 1 RANDOM TYPE ELECTRIC ARC NOISE
  536.  
  537. Sound_effect_54 [ARC2.wav]
  538. Sound_54_priority  [30]
  539. Sound_54_3Dtype  [0]
  540. Sound_54_in_bank [1]
  541. Sound_54_time  [6]
  542. Sound_54_Gategroup [20]
  543. Sound_54_Gatetime [6] 
  544. * LIGHT FLICKER 2  SHORT ELECTRIC ARC NOISE ALSO USED FOR SWITCH TYPE Sound
  545.  
  546. Sound_effect_55 [MUDBUB2.wav]
  547. Sound_55_priority  [10]
  548. Sound_55_3Dtype  [0]
  549. Sound_55_in_bank [1]
  550. Sound_55_time  [18]
  551. Sound_55_Gategroup [20]
  552. Sound_55_Gatetime [18] 
  553. * BUBBLING MUD Sound FOR POOLS IN INDUSTRIAL OR CHEMICAL LEVEL 
  554.  
  555. Sound_effect_56 [MUDBUB4.wav]
  556. Sound_56_priority  [10]
  557. Sound_56_3Dtype  [0]
  558. Sound_56_in_bank [1]
  559. Sound_56_time  [21]
  560. Sound_56_Gategroup [20]
  561. Sound_56_Gatetime [21] 
  562. * VARIATION OF Sound 55
  563.  
  564. Sound_effect_57 [CREAK.wav]
  565. Sound_57_priority  [40]
  566. Sound_57_3Dtype  [0]
  567. Sound_57_in_bank [1]
  568. Sound_57_time  [18]
  569. Sound_57_Gategroup [20]
  570. Sound_57_Gatetime [18] 
  571. * creak  Log Trap creak as move starts then swish and 2 variations on contact (slight bounce)
  572.                 
  573. Sound_effect_58 [CREAK2.wav]
  574. Sound_58_priority  [40]
  575. Sound_58_3Dtype  [0]
  576. Sound_58_in_bank [1]
  577. Sound_58_time  [35]
  578. Sound_58_Gategroup [20]
  579. Sound_58_Gatetime [35] 
  580. * creak  Log Trap OR WOODEN DOOR creak as move starts then swish and 2 variations on contact (slight bounce)
  581.  
  582. Sound_effect_59 [THUNDR03.wav]
  583. Sound_59_priority  [50]
  584. Sound_59_3Dtype  [0]
  585. Sound_59_in_bank [1]
  586. Sound_59_time  [320]
  587. Sound_59_Gategroup [20]
  588. Sound_59_Gatetime [320] 
  589. * BIG THUNDER NOISE    FOR RAIN LEVEL     REPLACED WITH A CACHE SAMPLE FOR UES ON THE RANDOM WEATHR ENGINE
  590.  
  591. Sound_effect_60 [grenadpu.wav]
  592. Sound_60_priority  [40]
  593. Sound_60_3Dtype  [0]
  594. Sound_60_in_bank [0]
  595. Sound_60_time  [20]
  596. Sound_60_Gategroup [12]
  597. Sound_60_Gatetime [5] 
  598. * GRENADE PICKUP NOISE
  599.  
  600. Sound_effect_61 [dishexp1.wav]          
  601. Sound_61_priority  [45]
  602. Sound_61_3Dtype  [0]
  603. Sound_61_in_bank [1]
  604. Sound_61_time  [20]
  605. Sound_61_Gategroup [20]
  606. Sound_61_Gatetime [20] 
  607. * RADAR DISH CRASH WITH DEBRIS
  608.  
  609. Sound_effect_62 [dishexp2.wav]          This Sound is redundant
  610. Sound_62_priority  [45]
  611. Sound_62_3Dtype  [0]
  612. Sound_62_in_bank [1]
  613. Sound_62_time  [68]
  614. Sound_62_Gategroup [20]
  615. Sound_62_Gatetime [68] 
  616. * RADAR DISH CRASH NO DEBRIS
  617.  
  618. Sound_effect_63 [apoca.wav]
  619. Sound_63_priority  [50]
  620. Sound_63_3Dtype  [0]
  621. Sound_63_in_bank [1]
  622. Sound_63_time  [105]
  623. Sound_63_Gategroup [21]
  624. Sound_63_Gatetime [105] 
  625. * Player death regen Sound  
  626.  
  627. Sound_effect_64 [portl.wav]
  628. Sound_64_priority  [50]
  629. Sound_64_3Dtype  [0]
  630. Sound_64_in_bank [0]                        
  631. Sound_64_time  [90]
  632. Sound_64_Gategroup [16]
  633. Sound_64_Gatetime [90] 
  634. * teleport for alien invaders          this Sound was  clunk as doorstop.wav
  635.  
  636. Sound_effect_65 [doorhing.wav]
  637. Sound_65_priority  [40]
  638. Sound_65_3Dtype  [0]
  639. Sound_65_in_bank [1]
  640. Sound_65_time  [20]
  641. Sound_65_Gategroup [20]
  642. Sound_65_Gatetime [5] 
  643. * door type electric hinge or fast sliding door Sound          Peter don't use this Sound Duplicate
  644.  
  645. Sound_effect_66 [doorslid.wav]
  646. Sound_66_priority  [40]
  647. Sound_66_3Dtype  [0]
  648. Sound_66_in_bank [1]
  649. Sound_66_time  [20]
  650. Sound_66_Gategroup [20]
  651. Sound_66_Gatetime [5] 
  652. * door type pneumatic sliding or raise lower Sound              Peter don't use this Sound Duplicate 
  653.  
  654. Sound_effect_67 [doorstop.wav]
  655. Sound_67_priority  [40]
  656. Sound_67_3Dtype  [0]
  657. Sound_67_in_bank [1]
  658. Sound_67_time  [20]
  659. Sound_67_Gategroup [20]
  660. Sound_67_Gatetime [5] 
  661. * door type metal clunk as door or gate or bridge stops           Peter don't use this Sound Duplicate
  662.                             
  663. Sound_effect_68 [shieldht.wav]
  664. Sound_68_priority  [30]
  665. Sound_68_3Dtype  [0]
  666. Sound_68_in_bank [0]
  667. Sound_68_time  [18]
  668. Sound_68_Gategroup [20]
  669. Sound_68_Gatetime [18] 
  670. * generic physical hit Sound.
  671.  
  672. Sound_effect_69 [wepload.wav]
  673. **** Sound_effect_69 [wepchange.wav] Phils version
  674. Sound_68_priority  [30]
  675. Sound_69_3Dtype  [0]
  676. Sound_69_in_bank [0]
  677. Sound_69_time  [20]
  678. Sound_69_Gategroup [17]
  679. Sound_69_Gatetime [20] 
  680. * generic weapon change select Sound
  681.  
  682. Sound_effect_70 [scrape.wav]
  683. Sound_70_priority  [45]
  684. Sound_70_3Dtype  [0]
  685. Sound_70_in_bank [1]
  686. Sound_70_time  [24]
  687. Sound_70_Gategroup [20]
  688. Sound_70_Gatetime [24] 
  689. * hi pitched sc
  690. *rape screech Sound
  691.  
  692. Sound_effect_71 [scrape2.wav]
  693. Sound_71_priority  [45]
  694. Sound_71_3Dtype  [0]
  695. Sound_71_in_bank [1]
  696. Sound_71_time  [64]
  697. Sound_71_Gategroup [20]
  698. Sound_71_Gatetime [64] 
  699. * low pitched scraping screech Sound
  700.  
  701. Sound_effect_72 [sqkbig.wav]
  702. Sound_72_priority  [30]
  703. Sound_72_3Dtype  [0]
  704. Sound_72_in_bank [1]
  705. Sound_72_time  [43]
  706. Sound_72_Gategroup [20]
  707. Sound_72_Gatetime [43] 
  708. * high pitched squeak of metal Sound
  709.  
  710. Sound_effect_73 [hit2.wav]
  711. Sound_73_priority  [45]
  712. Sound_73_3Dtype  [0]
  713. Sound_73_in_bank [0]
  714. Sound_73_time  [10]
  715. Sound_73_Gategroup [18]
  716. Sound_73_Gatetime [10] 
  717. * Kung Fu film punch
  718.  
  719. Sound_effect_74 [hit3.wav]
  720. Sound_74_priority  [45]
  721. Sound_74_3Dtype  [0]
  722. Sound_74_in_bank [0]
  723. Sound_74_time  [10]
  724. Sound_74_Gategroup [18]
  725. Sound_74_Gatetime [10] 
  726. * Kung Fu film punch more bass
  727.  
  728. Sound_effect_75 [hit6.wav]
  729. Sound_75_priority  [45]
  730. Sound_75_3Dtype  [0]
  731. Sound_75_in_bank [0]
  732. Sound_75_time  [12]
  733. Sound_75_Gategroup [18]
  734. Sound_75_Gatetime [12] 
  735. * punch    gun hitting body armour or body part
  736.  
  737. Sound_effect_76 [hit7.wav]
  738. Sound_76_priority  [45]
  739. Sound_76_3Dtype  [0]
  740. Sound_76_in_bank [0]
  741. Sound_76_time  [15]
  742. Sound_76_Gategroup [18]
  743. Sound_76_Gatetime [15] 
  744. * punch Jab with slight synthy swish
  745.  
  746. Sound_effect_77 [apecall1.wav]
  747. Sound_77_priority  [40]
  748. Sound_77_3Dtype  [0]
  749. Sound_77_in_bank [0]
  750. Sound_77_time  [36]
  751. Sound_77_Gategroup [18]
  752. Sound_77_Gatetime [36] 
  753. * Alien comunicates Sound
  754.  
  755. Sound_effect_78 [apehit1.wav]
  756. Sound_78_priority  [40]
  757. Sound_78_3Dtype  [0]
  758. Sound_78_in_bank [0]
  759. Sound_78_time  [38]
  760. Sound_78_Gategroup [18]
  761. Sound_78_Gatetime [38] 
  762. * Alien takes damage
  763.  
  764. Sound_effect_79 [apehit.wav]
  765. Sound_79_priority  [40]
  766. Sound_79_3Dtype  [0]
  767. Sound_79_in_bank [0]
  768. Sound_79_time  [43]
  769. Sound_79_Gategroup [18]
  770. Sound_79_Gatetime [43] 
  771. * Alien takes damage again
  772.  
  773. Sound_effect_80 [apeanoy1.wav]
  774. Sound_80_priority  [40]
  775. Sound_80_3Dtype  [0]
  776. Sound_80_in_bank [0]
  777. Sound_80_time  [43]
  778. Sound_80_Gategroup [18]
  779. Sound_80_Gatetime [43] 
  780. * Alien gets pissed off      
  781.  
  782. Sound_effect_81 [apescree.wav]
  783. Sound_81_priority  [40]
  784. Sound_81_3Dtype  [0]
  785. Sound_81_in_bank [0]
  786. Sound_81_time  [42]
  787. Sound_81_Gategroup [18]
  788. Sound_81_Gatetime [42] 
  789. * alien screem as it falls from the tree's 
  790.  
  791. Sound_effect_82 [exp4gren.wav]
  792. Sound_82_priority  [40]
  793. Sound_82_3Dtype  [0]
  794. Sound_82_in_bank [1]
  795. Sound_82_time  [20]
  796. Sound_82_Gategroup [3]
  797. Sound_82_Gatetime [20] 
  798. * grenade and player mine hits and explodes                   *******************
  799.  
  800. Sound_effect_83 [bodyfall.wav]
  801. Sound_83_priority  [30]
  802. Sound_83_3Dtype  [0]
  803. Sound_83_in_bank [0]
  804. Sound_83_time  [20]
  805. Sound_83_Gategroup [18]
  806. Sound_83_Gatetime [20 ] 
  807. * Aliens land into world.
  808.  
  809.  
  810. Sound_effect_84 [teleport2.wav]
  811. Sound_84_priority  [40]
  812. Sound_84_3Dtype  [0]
  813. Sound_84_in_bank [1]
  814. Sound_84_time  [100]
  815. Sound_84_Gategroup [12]
  816. Sound_84_Gatetime [100] 
  817. * Hostages Transported out of world
  818.  
  819. Sound_effect_85 [die21.wav]
  820. Sound_85_priority  [45]
  821. Sound_85_3Dtype  [0]
  822. Sound_85_in_bank [0]
  823. Sound_85_time  [31]
  824. Sound_85_Gategroup [21]
  825. Sound_85_Gatetime [31] 
  826. * player Kicks The Bucket .....dies..... mort ...snuffed .....
  827.  
  828. Sound_effect_86 [die22.wav]
  829. Sound_86_priority  [45]
  830. Sound_86_3Dtype  [0]
  831. Sound_86_in_bank [0]
  832. Sound_86_time  [26]
  833. Sound_86_Gategroup [21]
  834. Sound_86_Gatetime [26] 
  835. * player hit by alien weapons fire.
  836.  
  837.  
  838. Sound_effect_87 [die23.wav]
  839. Sound_87_priority  [45]
  840. Sound_87_3Dtype  [0]
  841. Sound_87_in_bank [0]
  842. Sound_87_time  [7]
  843. Sound_87_Gategroup [21]
  844. Sound_87_Gatetime [7] 
  845. * player hit by alien weapons fire.
  846.  
  847. Sound_effect_88 [die24.wav]
  848. Sound_88_priority  [45]
  849. Sound_88_3Dtype  [0]
  850. Sound_88_in_bank [0]
  851. Sound_88_time  [12]
  852. Sound_88_Gategroup [21]
  853. Sound_88_Gatetime [12] 
  854. * player hit by alien weapons fire.
  855.  
  856. Sound_effect_89 [die25.wav]
  857. Sound_89_priority  [45]
  858. Sound_89_3Dtype  [0]
  859. Sound_89_in_bank [0]
  860. Sound_89_time  [30]
  861. Sound_89_Gategroup [21]
  862. Sound_89_Gatetime [30] 
  863. * player hit by alien weapons fire.
  864.  
  865. Sound_effect_90 [pickgon.wav]
  866. Sound_90_priority  [45]
  867. Sound_90_3Dtype  [0]
  868. Sound_90_in_bank [0]
  869. Sound_90_time  [20]
  870. Sound_90_Gategroup [12]
  871. Sound_90_Gatetime [20] 
  872. * Pickup tiimeout   ref pickup4 Sound No 34
  873.  
  874. Sound_effect_91 [dynafire.wav]
  875. Sound_91_priority  [45]
  876. Sound_91_3Dtype  [0]
  877. Sound_91_in_bank [0]
  878. Sound_91_time  [110]
  879. Sound_91_Gategroup [100]
  880. Sound_91_Gatetime [80] 
  881. * pipe bomb with fuse 
  882.  
  883. Sound_effect_92 [splat1.wav]
  884. Sound_92_priority  [45]
  885. Sound_92_3Dtype  [0]
  886. Sound_92_in_bank [0]
  887. Sound_92_time  [20]
  888. Sound_92_Gategroup [21]
  889. Sound_92_Gatetime [20] 
  890. * your Dead     when you hear this
  891.  
  892. Sound_effect_93 [splat2.wav]
  893. Sound_93_priority  [45]
  894. Sound_93_3Dtype  [0]
  895. Sound_93_in_bank [0]
  896. Sound_93_time  [20]
  897. Sound_93_Gategroup [21]
  898. Sound_93_Gatetime [20] 
  899. * Variation on dead when you hear this 
  900.  
  901. Sound_effect_94 [doorhyd.wav]
  902. Sound_94_priority  [45]
  903. Sound_94_3Dtype  [0]
  904. Sound_94_in_bank [1]
  905. Sound_94_time  [40]
  906. Sound_94_Gategroup [11]
  907. Sound_94_Gatetime [40] 
  908. * Big Hydraulic door latch opening
  909.  
  910. Sound_effect_95 [photo.wav]
  911. *Sound_effect_95 [access2.wav]
  912. Sound_95_priority [45]
  913. Sound_95_3Dtype  [0]
  914. Sound_95_in_bank [0]
  915. Sound_95_time  [72]
  916. Sound_95_Gategroup [11]
  917. Sound_95_Gatetime [72] 
  918. * photocopier noise for passcard accepted
  919.  
  920. Sound_effect_96 [wrong.wav]
  921. *Sound_effect_96 [hangslid.wav]
  922. Sound_96_priority  [45]
  923. Sound_96_3Dtype  [0]
  924. Sound_96_in_bank [3]
  925. Sound_96_time  [158]
  926. Sound_96_Gategroup [11]
  927. Sound_96_Gatetime [158] 
  928. * copy     of 46 defunkt
  929.  
  930. Sound_effect_97 [quack.wav]
  931. Sound_97_priority  [60]
  932. Sound_97_3Dtype  [0]
  933. Sound_97_in_bank [1]
  934. Sound_97_time  [60]
  935. Sound_97_Gategroup [12]
  936. Sound_97_Gatetime [60] 
  937. * wakka wakka
  938.  
  939. Sound_effect_98 [AVLANCH2.wav]
  940. Sound_98_priority  [45]
  941. Sound_98_3Dtype  [0]
  942. Sound_98_in_bank [1]
  943. Sound_98_time  [60]
  944. Sound_98_Gategroup [20]
  945. Sound_98_Gatetime [60] 
  946. * Little tremors
  947.  
  948. Sound_effect_99 [AVLANCH.wav]
  949. Sound_99_priority  [45]
  950. Sound_99_3Dtype  [0]
  951. Sound_99_in_bank [1]
  952. Sound_99_time  [60]
  953. Sound_99_Gategroup [20]
  954. Sound_99_Gatetime [60] 
  955. * avalanche
  956.  
  957.  
  958. Sound_effect_100 [wrong.wav]
  959. *Sound_effect_100 [SILENCE.wav]
  960. Sound_100_priority  [45]
  961. Sound_100_3Dtype  [0]
  962. Sound_100_in_bank [1]
  963. Sound_100_time  [60]
  964. Sound_100_Gategroup [20]
  965. Sound_100_Gatetime [60] 
  966. * bouncing wheels
  967.  
  968. Sound_effect_101 [Heart.wav]
  969. Sound_101_priority  [45]
  970. Sound_101_3Dtype  [0]
  971. Sound_101_in_bank [0]
  972. Sound_101_time  [40]
  973. Sound_101_Gategroup [12]
  974. Sound_101_Gatetime [40] 
  975. * heart pickup
  976.  
  977. Sound_effect_102 [Doorshut.wav]
  978. Sound_102_priority  [45]
  979. Sound_102_3Dtype  [0]
  980. Sound_102_in_bank [1]
  981. Sound_102_time  [48]
  982. Sound_102_Gategroup [20]
  983. Sound_102_Gatetime [48] 
  984. * door shuts on ice level
  985.  
  986. Sound_effect_103 [Access1.wav]
  987. Sound_103_priority  [45]
  988. Sound_103_3Dtype  [0]
  989. Sound_103_in_bank [1] 
  990. Sound_103_time  [50]
  991. Sound_103_Gategroup [12]
  992. Sound_103_Gatetime [50] 
  993. * access denied without pass
  994.  
  995. Sound_effect_104 [sheildup.wav]
  996. Sound_104_priority  [45]
  997. Sound_104_3Dtype  [0]
  998. Sound_104_in_bank [1]
  999. Sound_104_time  [110]
  1000. Sound_104_Gategroup [20]
  1001. Sound_104_Gatetime [110] 
  1002. * raise shields
  1003.  
  1004. Sound_effect_105 [sheilddn.wav]
  1005. Sound_105_priority  [45]
  1006. Sound_105_3Dtype  [0]
  1007. Sound_105_in_bank [1]
  1008. Sound_105_time  [50]
  1009. Sound_105_Gategroup [20]
  1010. Sound_105_Gatetime [50] 
  1011. * shields time out
  1012.  
  1013. Sound_effect_106 [Xtraman.wav]
  1014. Sound_106_priority  [45]
  1015. Sound_106_3Dtype  [0]
  1016. Sound_106_in_bank [0]
  1017. Sound_106_time  [100]
  1018. Sound_106_Gategroup [12]
  1019. Sound_106_Gatetime [100] 
  1020. * end of level- or extra life
  1021.  
  1022. Sound_effect_107 [timer.wav]
  1023. Sound_107_priority  [45]
  1024. Sound_107_3Dtype  [0]
  1025. Sound_107_in_bank [0]
  1026. Sound_107_time  [56]
  1027. Sound_107_Gategroup [12]
  1028. Sound_107_Gatetime [6] 
  1029. * timer bonus
  1030.  
  1031. Sound_effect_108 [sonic1.wav]
  1032. Sound_108_priority  [40]
  1033. Sound_108_3Dtype  [0]
  1034. Sound_108_in_bank [0]
  1035. Sound_108_time  [90]
  1036. Sound_108_Gategroup [1]
  1037. Sound_108_Gatetime [90] 
  1038. * charge sonic weapon  alien
  1039.  
  1040. Sound_effect_109 [sonic2.wav]
  1041. Sound_109_priority  [40]
  1042. Sound_109_3Dtype  [0]
  1043. Sound_109_in_bank [0]
  1044. Sound_109_time  [50]
  1045. Sound_109_Gategroup [1]
  1046. Sound_109_Gatetime [50] 
  1047. * release sonic weapon    alien
  1048.  
  1049. Sound_effect_110 [menusel.wav]
  1050. Sound_110_priority  [45]
  1051. Sound_110_3Dtype  [0]
  1052. Sound_110_in_bank [0]
  1053. Sound_110_time  [60]
  1054. Sound_110_Gategroup [11]
  1055. Sound_110_Gatetime [6] 
  1056. * Menu Bleep
  1057.  
  1058. Sound_effect_111 [chain1.wav]
  1059. Sound_111_priority  [35]
  1060. Sound_111_3Dtype  [0]
  1061. Sound_111_in_bank [0]
  1062. Sound_111_time  [30]
  1063. Sound_111_Gategroup [19]
  1064. Sound_111_Gatetime [30] 
  1065. * enemy weapon
  1066.  
  1067. Sound_effect_112 [shot1.wav]
  1068. Sound_112_priority  [35]
  1069. Sound_112_3Dtype  [0]
  1070. Sound_112_in_bank [0]
  1071. Sound_112_time  [27]
  1072. Sound_112_Gategroup [20]
  1073. Sound_112_Gatetime [27] 
  1074. * enemy weapon
  1075.  
  1076. Sound_effect_113 [shot2.wav]
  1077. Sound_113_priority  [35]
  1078. Sound_113_3Dtype  [0]
  1079. Sound_113_in_bank [0]
  1080. Sound_113_time  [20]
  1081. Sound_113_Gategroup [22]
  1082. Sound_113_Gatetime [20] 
  1083. *enemy weapon
  1084.  
  1085. Sound_effect_114 [shot3.wav]
  1086. Sound_114_priority  [35]
  1087. Sound_114_3Dtype  [0]
  1088. Sound_114_in_bank [0]
  1089. Sound_114_time  [12]
  1090. Sound_114_Gategroup [23]
  1091. Sound_114_Gatetime [12] 
  1092. * enemy weapon
  1093.  
  1094. Sound_effect_115 [shot5.wav]
  1095. Sound_115_priority  [35]
  1096. Sound_115_3Dtype  [0]
  1097. Sound_115_in_bank [0]
  1098. Sound_115_time  [30]
  1099. Sound_115_Gategroup [24]
  1100. Sound_115_Gatetime [30] 
  1101. * enemy weapon
  1102.  
  1103. Sound_effect_116 [shot6.wav]
  1104. Sound_116_priority  [35]
  1105. Sound_116_3Dtype  [0]
  1106. Sound_116_in_bank [0]
  1107. Sound_116_time  [20]
  1108. Sound_116_Gategroup [25]
  1109. Sound_116_Gatetime [20] 
  1110. * enemy weapon
  1111.  
  1112. Sound_effect_117 [shot9.wav]
  1113. Sound_117_priority  [35]
  1114. Sound_117_3Dtype  [0]
  1115. Sound_117_in_bank [0]
  1116. Sound_117_time  [40]
  1117. Sound_117_Gategroup [26]
  1118. Sound_117_Gatetime [40] 
  1119. * enemy weapon
  1120.  
  1121. Sound_effect_118 [shot11.wav]
  1122. Sound_118_priority  [35]
  1123. Sound_118_3Dtype  [0]
  1124. Sound_118_in_bank [0]
  1125. Sound_118_time  [30]
  1126. Sound_118_Gategroup [27]
  1127. Sound_118_Gatetime [30] 
  1128. * enemy weapon
  1129.  
  1130. Sound_effect_119 [alien6.wav]
  1131. Sound_119_priority  [35]
  1132. Sound_119_3Dtype  [0]
  1133. Sound_119_in_bank [0]
  1134. Sound_119_time  [40]
  1135. Sound_119_Gategroup [28]
  1136. Sound_119_Gatetime [40] 
  1137. * alien speech/taunt
  1138.  
  1139. Sound_effect_120 [alien7.wav]
  1140. Sound_120_priority  [35]
  1141. Sound_120_3Dtype  [0]
  1142. Sound_120_in_bank [0]
  1143. Sound_120_time  [40]
  1144. Sound_120_Gategroup [28]
  1145. Sound_120_Gatetime [40] 
  1146. * alien speech/taunt
  1147.  
  1148. Sound_effect_121 [alien3.wav]
  1149. Sound_121_priority  [35]
  1150. Sound_121_3Dtype  [0]
  1151. Sound_121_in_bank [0]
  1152. Sound_121_time  [40]
  1153. Sound_121_Gategroup [28]
  1154. Sound_121_Gatetime [40] 
  1155. * alien speech/taunt
  1156.  
  1157. Sound_effect_122 [shot7.wav]
  1158. Sound_122_priority  [35]
  1159. Sound_122_3Dtype  [0]
  1160. Sound_122_in_bank [0]
  1161. Sound_122_time  [26]
  1162. Sound_122_Gategroup [29]
  1163. Sound_122_Gatetime [26] 
  1164. * alien shot
  1165.  
  1166. Sound_effect_123 [timeout.wav]
  1167. Sound_123_priority  [60]
  1168. Sound_123_3Dtype  [0]
  1169. Sound_123_in_bank [1]
  1170. Sound_123_time  [60]
  1171. Sound_123_Gategroup [11]
  1172. Sound_123_Gatetime [60] 
  1173. * as time goes 60  to 10    timer
  1174.  
  1175. Sound_effect_124 [wrong.wav]
  1176. *Sound_effect_124 [silence.wav]
  1177. Sound_124_priority  [60]
  1178. Sound_124_3Dtype  [0]
  1179. Sound_124_in_bank [4]
  1180. Sound_124_time  [90]
  1181. Sound_124_Gategroup [30]
  1182. Sound_124_Gatetime [90] 
  1183. * lights go out
  1184.  
  1185. Sound_effect_125 [foot1.wav]
  1186. Sound_125_priority  [30]
  1187. Sound_125_3Dtype  [0]
  1188. Sound_125_in_bank [0]
  1189. Sound_125_time  [50]
  1190. Sound_125_Gategroup [32]
  1191. Sound_125_Gatetime [30] 
  1192. * footsteps Metal
  1193.  
  1194. Sound_effect_126 [timeout2.wav]
  1195. Sound_126_priority  [30]
  1196. Sound_126_3Dtype  [0]
  1197. Sound_126_in_bank [0]
  1198. Sound_126_time  [30]
  1199. Sound_126_Gategroup [11]
  1200. Sound_126_Gatetime [60] 
  1201. * timeout2 higher pitch    (last ten seconds)
  1202.  
  1203. Sound_effect_127 [foot2.wav]
  1204. Sound_127_priority  [30]
  1205. Sound_127_3Dtype  [0]
  1206. Sound_127_in_bank [0]
  1207. Sound_127_time  [30]
  1208. Sound_127_Gategroup [32]
  1209. Sound_127_Gatetime [25] 
  1210. *footsteps Concrete
  1211.  
  1212. *Sound_effect_128 [.wav]
  1213. *Sound_128_priority  [30]
  1214. *Sound_128_3Dtype  [0]
  1215. *Sound_128_in_bank [0]
  1216. *Sound_128_time  [30]
  1217. *Sound_128_Gategroup [32]
  1218. *Sound_128_Gatetime [25] 
  1219. *footsteps 
  1220.  
  1221. Sound_effect_129 [foot3.wav]
  1222. Sound_129_priority  [30]
  1223. Sound_129_3Dtype  [0]
  1224. Sound_129_in_bank [0]
  1225. Sound_129_time  [30]
  1226. Sound_129_Gategroup [32]
  1227. Sound_129_Gatetime [25] 
  1228. *footsteps snow
  1229.  
  1230. *Sound_effect_130 [.wav]
  1231. *Sound_130_priority  [30]
  1232. *Sound_130_3Dtype  [0]
  1233. *Sound_130_in_bank [0]
  1234. *Sound_130_time  [30]
  1235. *Sound_130_Gategroup [32]
  1236. *Sound_130_Gatetime [25] 
  1237. *footsteps 
  1238.  
  1239.  
  1240. Sound_effect_131 [foot4.wav]
  1241. Sound_131_priority  [30]
  1242. Sound_131_3Dtype  [0]
  1243. Sound_131_in_bank [0]
  1244. Sound_131_time  [30]
  1245. Sound_131_Gategroup [32]
  1246. Sound_131_Gatetime [25] 
  1247. *footsteps Sand
  1248.  
  1249. *Sound_effect_132 [.wav]
  1250. *Sound_132_priority  [30]
  1251. *Sound_132_3Dtype  [0]
  1252. *Sound_132_in_bank [0]
  1253. *Sound_132_time  [30]
  1254. *Sound_132_Gategroup [32]
  1255. *Sound_132_Gatetime [25] 
  1256. *footsteps 
  1257.  
  1258. Sound_effect_133 [foot5b.wav]
  1259. Sound_133_priority  [30]
  1260. Sound_133_3Dtype  [0]
  1261. Sound_133_in_bank [0]
  1262. Sound_133_time  [30]
  1263. Sound_133_Gategroup [32]
  1264. Sound_133_Gatetime [25] 
  1265. *footsteps Mud dry hard
  1266.  
  1267.  
  1268. *Sound_effect_134 [.wav]
  1269. *Sound_134_priority  [30]
  1270. *Sound_134_3Dtype  [0]
  1271. *Sound_134_in_bank [0]
  1272. *Sound_134_time  [30]
  1273. *Sound_134_Gategroup [32]
  1274. *Sound_134_Gatetime [25] 
  1275. *footsteps 
  1276.  
  1277. Sound_effect_135 [Foot6.wav]
  1278. Sound_135_priority  [30]
  1279. Sound_135_3Dtype  [0]
  1280. Sound_135_in_bank [0]
  1281. Sound_135_time  [30]
  1282. Sound_135_Gategroup [32]
  1283. Sound_135_Gatetime [25] 
  1284. *footsteps gravel
  1285.  
  1286.  
  1287.  
  1288. *Sound_effect_136 [.wav]
  1289. *Sound_136_priority  [30]
  1290. *Sound_136_3Dtype  [0]
  1291. *Sound_136_in_bank [0]
  1292. *Sound_136_time  [30]
  1293. *Sound_136_Gategroup [32]
  1294. *Sound_136_Gatetime [25] 
  1295. *footsteps 
  1296.  
  1297.  
  1298. Sound_effect_137 [foot5.wav]
  1299. Sound_137_priority  [30]
  1300. Sound_137_3Dtype  [0]
  1301. Sound_137_in_bank [0]
  1302. Sound_137_time  [30]
  1303. Sound_137_Gategroup [32]
  1304. Sound_137_Gatetime [25] 
  1305. *footsteps       mud sticky
  1306.  
  1307.  
  1308.  
  1309. *Sound_effect_138 [foot7.wav]
  1310. *Sound_138_priority  [30]
  1311. *Sound_138_3Dtype  [0]
  1312. *Sound_138_in_bank [0]
  1313. *Sound_138_time  [30]
  1314. *Sound_138_Gategroup [32]
  1315. *Sound_138_Gatetime [25] 
  1316. *footsteps       puddle
  1317.  
  1318. Sound_effect_139 [Foot8.wav]
  1319. Sound_139_priority  [30]
  1320. Sound_139_3Dtype  [0]
  1321. Sound_139_in_bank [0]
  1322. Sound_139_time  [30]
  1323. Sound_139_Gategroup [32]
  1324. Sound_139_Gatetime [25] 
  1325. *footsteps concrete and sand
  1326.  
  1327.  
  1328.  
  1329. *Sound_effect_140 [.wav]
  1330. *Sound_140_priority  [30]
  1331. *Sound_140_3Dtype  [0]
  1332. *Sound_140_in_bank [0]
  1333. *Sound_140_time  [30]
  1334. *Sound_140_Gategroup [32]
  1335. *Sound_140_Gatetime [25] 
  1336. *footsteps 
  1337.  
  1338. Sound_effect_141 [Foot9.wav]
  1339. Sound_141_priority  [30]
  1340. Sound_141_3Dtype  [0]
  1341. Sound_141_in_bank [0]
  1342. Sound_141_time  [30]
  1343. Sound_141_Gategroup [32]
  1344. Sound_141_Gatetime [25] 
  1345. *footsteps      tiled hard
  1346.  
  1347.  
  1348.  
  1349. *Sound_effect_142 [.wav]
  1350. *Sound_142_priority  [30]
  1351. *Sound_142_3Dtype  [0]
  1352. *Sound_142_in_bank [0]
  1353. *Sound_142_time  [30]
  1354. *Sound_142_Gategroup [32]
  1355. *Sound_142_Gatetime [25] 
  1356. *footsteps 
  1357.  
  1358.  
  1359. Sound_effect_143 [Foot10.wav]
  1360. Sound_143_priority  [30]
  1361. Sound_143_3Dtype  [0]
  1362. Sound_143_in_bank [0]
  1363. Sound_143_time  [30]
  1364. Sound_143_Gategroup [32]
  1365. Sound_143_Gatetime [25] 
  1366. *footsteps Ice
  1367.  
  1368.  
  1369.  
  1370. *Sound_effect_144 [.wav]
  1371. *Sound_144_priority  [30]
  1372. *Sound_144_3Dtype  [0]
  1373. *Sound_144_in_bank [0]
  1374. *Sound_144_time  [30]
  1375. *Sound_144_Gategroup [32]
  1376. *Sound_144_Gatetime [25] 
  1377. *footsteps 
  1378.  
  1379.  
  1380. Sound_effect_145 [Foot11.wav]
  1381. Sound_145_priority  [30]
  1382. Sound_145_3Dtype  [0]
  1383. Sound_145_in_bank [0]
  1384. Sound_145_time  [30]
  1385. Sound_145_Gategroup [32]
  1386. Sound_145_Gatetime [25] 
  1387. *footsteps flooring dull semi soft thud
  1388.  
  1389.  
  1390.  
  1391. *Sound_effect_146 [.wav]
  1392. *Sound_146_priority  [30]
  1393. *Sound_146_3Dtype  [0]
  1394. *Sound_146_in_bank [0]
  1395. *Sound_146_time  [30]
  1396. *Sound_146_Gategroup [32]
  1397. *Sound_146_Gatetime [25] 
  1398. *footsteps 
  1399.  
  1400. Sound_effect_147 [Foot12.wav]
  1401. Sound_147_priority  [30]
  1402. Sound_147_3Dtype  [0]
  1403. Sound_147_in_bank [0]
  1404. Sound_147_time  [30]
  1405. Sound_147_Gategroup [32]
  1406. Sound_147_Gatetime [25] 
  1407. *footsteps Rock and gritty
  1408.  
  1409.  
  1410.  
  1411. *Sound_effect_148 [.wav]
  1412. *Sound_148_priority  [30]
  1413. *Sound_148_3Dtype  [0]
  1414. *Sound_148_in_bank [0]
  1415. *Sound_148_time  [30]
  1416. *Sound_148_Gategroup [32]
  1417. *Sound_148_Gatetime [25] 
  1418. *footsteps 
  1419.  
  1420.  
  1421. Sound_effect_149 [Foot13.wav]
  1422. Sound_149_priority  [30]
  1423. Sound_149_3Dtype  [0]
  1424. Sound_149_in_bank [0]
  1425. Sound_149_time  [30]
  1426. Sound_149_Gategroup [32]
  1427. Sound_149_Gatetime [25] 
  1428. *footsteps Snow with twigs snapping
  1429.                                     
  1430.  
  1431.  
  1432. *Sound_effect_150 [.wav]
  1433. *Sound_150_priority  [30]
  1434. *Sound_150_3Dtype  [0]
  1435. *Sound_150_in_bank [0]
  1436. *Sound_150_time  [30]
  1437. *Sound_150_Gategroup [32]
  1438. *Sound_150_Gatetime [25] 
  1439. *footsteps 
  1440.  
  1441.  
  1442. Sound_effect_151 [Foot14.wav]
  1443. Sound_151_priority  [30]
  1444. Sound_151_3Dtype  [0]
  1445. Sound_151_in_bank [0]
  1446. Sound_151_time  [30]
  1447. Sound_151_Gategroup [32]
  1448. Sound_151_Gatetime [25] 
  1449. *footsteps Foliage forest under foot
  1450.  
  1451.  
  1452.  
  1453. *Sound_effect_152 [.wav]
  1454. *Sound_152_priority  [30]
  1455. *Sound_152_3Dtype  [0]
  1456. *Sound_152_in_bank [0]
  1457. *Sound_152_time  [30]
  1458. *Sound_152_Gategroup [32]
  1459. *Sound_152_Gatetime [25] 
  1460. *footsteps 
  1461.  
  1462.  
  1463. Sound_effect_153 [Foot15.wav]
  1464. Sound_153_priority  [30]
  1465. Sound_153_3Dtype  [0]
  1466. Sound_153_in_bank [0]
  1467. Sound_153_time  [30]
  1468. Sound_153_Gategroup [32]
  1469. Sound_153_Gatetime [25] 
  1470. *footsteps on Wood Decking gantry or floorboard
  1471.  
  1472.  
  1473.  
  1474. *Sound_effect_154 [.wav]
  1475. *Sound_154_priority  [30]
  1476. *Sound_154_3Dtype  [0]
  1477. *Sound_154_in_bank [0]
  1478. *Sound_154_time  [30]
  1479. *Sound_154_Gategroup [32]
  1480. *Sound_154_Gatetime [25] 
  1481. *footsteps 
  1482.  
  1483.  
  1484. Sound_effect_155 [Foot16.wav]
  1485. Sound_155_priority  [30]
  1486. Sound_155_3Dtype  [0]
  1487. Sound_155_in_bank [0]
  1488. Sound_155_time  [30]
  1489. Sound_155_Gategroup [32]
  1490. Sound_155_Gatetime [25] 
  1491. *footsteps on Body parts Yicky 
  1492.  
  1493.  
  1494.  
  1495. Sound_effect_156 [yetifoot.wav]
  1496. Sound_156_priority  [30]
  1497. Sound_156_3Dtype  [0]
  1498. Sound_156_in_bank [1]
  1499. Sound_156_time  [30]
  1500. Sound_156_Gategroup [92]
  1501. Sound_156_Gatetime [25] 
  1502. * Heavy |Yetti  footstep  
  1503.  
  1504. Sound_effect_157 [land.wav]
  1505. Sound_157_priority  [30]
  1506. Sound_157_3Dtype  [0]
  1507. Sound_157_in_bank [0]
  1508. Sound_157_time  [30]
  1509. Sound_157_Gategroup [93]
  1510. Sound_157_Gatetime [25] 
  1511. * Enemy Land  on the ground 
  1512.  
  1513. Sound_effect_158 [Yetistmp.wav]
  1514. Sound_158_priority  [35]
  1515. Sound_158_3Dtype  [0]
  1516. Sound_158_in_bank [1]
  1517. Sound_158_time  [30]
  1518. Sound_158_Gategroup [94]
  1519. Sound_158_Gatetime [25] 
  1520. * Yeti Stamp  on the ground 
  1521.  
  1522.  
  1523. Sound_effect_159 [SHOTGUN.wav]
  1524. Sound_159_priority  [45]
  1525. Sound_159_3Dtype  [0]
  1526. Sound_159_in_bank [0]
  1527. Sound_159_time  [30]
  1528. Sound_159_Gategroup [101]
  1529. Sound_159_Gatetime [115] 
  1530. * SHOTGUN WITH RELOAD 
  1531.  
  1532. Sound_effect_160 [MINIGUN.wav]
  1533. Sound_160_priority  [45]
  1534. Sound_160_3Dtype  [0]
  1535. Sound_160_in_bank [0]
  1536. Sound_160_time  [30]
  1537. Sound_160_Gategroup [102]
  1538. Sound_160_Gatetime [28]        
  1539. * Motorised Chain Gun 
  1540.  
  1541.  
  1542. Sound_effect_161 [BOMBFALL.wav]
  1543. Sound_161_priority [50]
  1544. Sound_161_3Dtype  [0]
  1545. Sound_161_in_bank [1]
  1546. Sound_161_time  [30]
  1547. Sound_161_Gategroup [103]
  1548. Sound_161_Gatetime [80] 
  1549. * BOMB FALLING  
  1550.  
  1551. Sound_effect_162 [badcock.wav]
  1552. Sound_162_priority  [25]
  1553. Sound_162_3Dtype  [0]
  1554. Sound_162_in_bank [0]
  1555. Sound_162_time  [30]
  1556. Sound_162_Gategroup [112]
  1557. Sound_162_Gatetime [40] 
  1558. *     Machine gun cocking noise                    
  1559.  
  1560. Sound_effect_163 [badclip.wav]
  1561. Sound_163_priority  [25]
  1562. Sound_163_3Dtype  [0]
  1563. Sound_163_in_bank [0]
  1564. Sound_163_time  [30]
  1565. Sound_163_Gategroup [113]
  1566. Sound_163_Gatetime [20] 
  1567. *     Ammo clip into weapon noise                    
  1568.  
  1569. Sound_effect_164 [ailbrst.wav]
  1570. Sound_164_priority  [45]
  1571. Sound_164_3Dtype  [0]
  1572. Sound_164_in_bank [0]
  1573. Sound_164_time  [20]
  1574. Sound_164_Gategroup [25]
  1575. Sound_164_Gatetime [2] 
  1576. *       alien energy burst weapon                  
  1577.        
  1578.  
  1579.  
  1580. Sound_effect_165 [phanta.wav]
  1581. Sound_165_priority  [45]
  1582. Sound_165_3Dtype  [0]
  1583. Sound_165_in_bank [0]
  1584. Sound_165_time  [20]
  1585. Sound_165_Gategroup [162]
  1586. Sound_165_Gatetime [5] 
  1587. *       Phantasm weapon        
  1588.    
  1589.  
  1590. Sound_effect_166 [pointPU.wav]
  1591. Sound_166_priority  [50]
  1592. Sound_166_3Dtype  [0]
  1593. Sound_166_in_bank [0]
  1594. Sound_166_time  [17]
  1595. Sound_166_Gategroup [163]
  1596. Sound_166_Gatetime [5] 
  1597. *       points  PICK UP   
  1598.  
  1599.  
  1600. Sound_effect_167 [shieldhit.wav]
  1601. Sound_167_priority  [45]
  1602. Sound_167_3Dtype  [0]
  1603. Sound_167_in_bank [0]
  1604. Sound_167_time  [17]
  1605. Sound_167_Gategroup [166]
  1606. Sound_167_Gatetime [5] 
  1607. *       Alien Shield hit                  
  1608.  
  1609. Sound_effect_168 [RocketLG.wav]
  1610. Sound_168_priority  [45]
  1611. Sound_168_3Dtype  [0]
  1612. Sound_168_in_bank [0]
  1613. Sound_168_time  [30]
  1614. Sound_168_Gategroup [174]
  1615. Sound_168_Gatetime [5] 
  1616. *       Rocket launch               
  1617.  
  1618. Sound_effect_169 [hulkgun1.wav]
  1619. Sound_169_priority  [45]
  1620. Sound_169_3Dtype  [0]
  1621. Sound_169_in_bank [0]
  1622. Sound_169_time  [29]
  1623. Sound_169_Gategroup [184]
  1624. Sound_169_Gatetime [5] 
  1625. *       Single gun fire               
  1626.  
  1627.  
  1628. Sound_effect_170 [hulkgun2.wav]
  1629. Sound_170_priority  [45]
  1630. Sound_170_3Dtype  [0]
  1631. Sound_170_in_bank [0]
  1632. Sound_170_time  [58]
  1633. Sound_170_Gategroup [184]
  1634. Sound_170_Gatetime [5] 
  1635. *       Multi gun fire                 
  1636.  
  1637.  
  1638.  
  1639. Sound_effect_171 [grunt1.wav]
  1640. Sound_171_priority  [50]
  1641. Sound_171_3Dtype  [0]
  1642. Sound_171_in_bank [0]
  1643. Sound_171_time  [58]
  1644. Sound_171_Gategroup [202]
  1645. Sound_171_Gatetime [5] 
  1646. *      Human Damage Grunt 1/4            
  1647.  
  1648.  
  1649. Sound_effect_172 [grunt2.wav]
  1650. Sound_172_priority  [50]
  1651. Sound_172_3Dtype  [0]
  1652. Sound_172_in_bank [0]
  1653. Sound_172_time  [58]
  1654. Sound_172_Gategroup [202]
  1655. Sound_172_Gatetime [5] 
  1656. *      Human Damage Grunt  2/4
  1657.  
  1658. Sound_effect_173 [grunt3.wav]
  1659. Sound_173_priority  [50]
  1660. Sound_173_3Dtype  [0]
  1661. Sound_173_in_bank [0]
  1662. Sound_173_time  [58]
  1663. Sound_173_Gategroup [202]
  1664. Sound_173_Gatetime [5] 
  1665. *      Human Damage Grunt  3/4
  1666.  
  1667. Sound_effect_174 [grunt4.wav]
  1668. Sound_174_priority  [50]
  1669. Sound_174_3Dtype  [0]
  1670. Sound_174_in_bank [0]
  1671. Sound_174_time  [58]
  1672. Sound_174_Gategroup [202]
  1673. Sound_174_Gatetime [5] 
  1674. *      Human Damage Grunt 4/4 
  1675.  
  1676.  
  1677. Sound_effect_175 [death.wav]
  1678. Sound_175_priority  [50]
  1679. Sound_175_3Dtype  [0]
  1680. Sound_175_in_bank [0]
  1681. Sound_175_time  [58]
  1682. Sound_175_Gategroup [208]
  1683. Sound_175_Gatetime [5] 
  1684. *      Human death scream
  1685.  
  1686.  
  1687. Sound_effect_176 [hoscream.wav]
  1688. Sound_176_priority  [50]
  1689. Sound_176_3Dtype  [0]
  1690. Sound_176_in_bank [0]
  1691. Sound_176_time  [58]
  1692. Sound_176_Gategroup [209]
  1693. Sound_176_Gatetime [30] 
  1694. * Hostage     Human death scream
  1695.  
  1696.  
  1697.  
  1698.  
  1699.  
  1700.  
  1701.  
  1702.  
  1703.  
  1704.  
  1705.  
  1706.  
  1707. **********************************************************************
  1708. * START OF CACHE SOUNDS    *  3d type parameter void for cache soundds
  1709. **********************************************************************
  1710.  
  1711. *Sound_effect_200 [sirenrv.wav]
  1712. *Sound_200_priority  [35]
  1713. *Sound_200_3Dtype  [0]
  1714. *Sound_200_in_bank [1]
  1715. *Sound_200_time  [30]
  1716. *Sound_200_Gategroup [33]
  1717. *Sound_200_Gatetime [270] 
  1718. * Alien air raid siren loop    Now as ambiance 860
  1719.  
  1720.  
  1721. Sound_effect_201 [siren3.wav]
  1722. Sound_201_priority  [35]
  1723. Sound_201_3Dtype  [0]
  1724. Sound_201_in_bank [1]
  1725. Sound_201_time  [30]
  1726. Sound_201_Gategroup [34]
  1727. Sound_201_Gatetime [5] 
  1728. * TWOCA Hover car siren  loop
  1729.  
  1730.  
  1731. *Sound_effect_202 [fire12.wav]
  1732. *Sound_202_priority  [35]
  1733. *Sound_202_3Dtype  [0]
  1734. *Sound_202_in_bank [1]
  1735. *Sound_202_time  [30]
  1736. *Sound_202_Gategroup [35]
  1737. *Sound_202_Gatetime [25] 
  1738. *   second choice fire loop more bass than fire 13 sound no 203
  1739.  
  1740. Sound_effect_203 [fire13.wav]
  1741. Sound_203_priority  [35]
  1742. Sound_203_3Dtype  [0]
  1743. Sound_203_in_bank [1]
  1744. Sound_203_time  [30]
  1745. Sound_203_Gategroup [36]
  1746. Sound_203_Gatetime [270] 
  1747. Generic fire loop 
  1748.  
  1749. Sound_effect_204 [Nuke.wav]
  1750. Sound_204_priority  [35]
  1751. Sound_204_3Dtype  [0]
  1752. Sound_204_in_bank [1]
  1753. Sound_204_time  [30]
  1754. Sound_204_Gategroup [37]
  1755. Sound_204_Gatetime [240] 
  1756. *  Explosion 
  1757.  
  1758. Sound_effect_205 [gcreak1.wav]
  1759. Sound_205_priority  [35]
  1760. Sound_205_3Dtype  [0]
  1761. Sound_205_in_bank [1]
  1762. Sound_205_time  [30]
  1763. Sound_205_Gategroup [38]
  1764. Sound_205_Gatetime [66] 
  1765. *         Girder creak proir / during collapse
  1766.  
  1767. Sound_effect_206 [Gcreak2.wav]
  1768. Sound_206_priority  [35]
  1769. Sound_206_3Dtype  [0]
  1770. Sound_206_in_bank [1]
  1771. Sound_206_time  [30]
  1772. Sound_206_Gategroup [39]
  1773. Sound_206_Gatetime [135] 
  1774.  
  1775. Sound_effect_207 [gcreak3.wav]
  1776. Sound_207_priority  [35]
  1777. Sound_207_3Dtype  [0]
  1778. Sound_207_in_bank [1]
  1779. Sound_207_time  [30]
  1780. Sound_207_Gategroup [40]
  1781. Sound_207_Gatetime [135] 
  1782. *         Girder creak proir / during collapse
  1783.  
  1784. Sound_effect_208 [gcreak4.wav]
  1785. Sound_208_priority  [35]
  1786. Sound_208_3Dtype  [0]
  1787. Sound_208_in_bank [1]
  1788. Sound_208_time  [30]
  1789. Sound_208_Gategroup [41]
  1790. Sound_208_Gatetime [20] 
  1791. *         Girder creak proir / during collapse
  1792.  
  1793.  
  1794. Sound_effect_209 [scrape1.wav]
  1795. Sound_209_priority  [35]
  1796. Sound_209_3Dtype  [0]
  1797. Sound_209_in_bank [1]
  1798. Sound_209_time  [30]
  1799. Sound_209_Gategroup [42]
  1800. Sound_209_Gatetime [20] 
  1801. *         Girder creak proir / during collapse
  1802.  
  1803.  
  1804. Sound_effect_210 [scrape2.wav]
  1805. Sound_210_priority  [35]
  1806. Sound_210_3Dtype  [0]
  1807. Sound_210_in_bank [1]
  1808. Sound_210_time  [30]
  1809. Sound_210_Gategroup [43]
  1810. Sound_210_Gatetime [20] 
  1811. *         Girder creak proir / during collapse
  1812.  
  1813.  
  1814. Sound_effect_211 [arcbeam.wav]
  1815. Sound_211_priority  [35]
  1816. Sound_211_3Dtype  [0]
  1817. Sound_211_in_bank [1]
  1818. Sound_211_time  [30]
  1819. Sound_211_Gategroup [44]
  1820. Sound_211_Gatetime [5] 
  1821. *  Arc jumps through air 1shot
  1822.  
  1823. Sound_effect_212 [arclbeam.wav]
  1824. Sound_212_priority  [35]
  1825. Sound_212_3Dtype  [0]
  1826. Sound_212_in_bank [1]
  1827. Sound_212_time  [30]
  1828. Sound_212_Gategroup [45]
  1829. Sound_212_Gatetime [5] 
  1830. *     Arc jumps through air loop
  1831.  
  1832. Sound_effect_213 [tube_07.wav]
  1833. Sound_213_priority  [35]
  1834. Sound_213_3Dtype  [0]
  1835. Sound_213_in_bank [1]
  1836. Sound_213_time  [30]
  1837. Sound_213_Gategroup [46]
  1838. Sound_213_Gatetime [5] 
  1839. *     Manhole blows off
  1840.  
  1841. Sound_effect_215 [clang1.wav]
  1842. Sound_215_priority  [35]
  1843. Sound_215_3Dtype  [0]
  1844. Sound_215_in_bank [1]
  1845. Sound_215_time  [30]
  1846. Sound_215_Gategroup [47]
  1847. Sound_215_Gatetime [5] 
  1848. *          alien craft hits roadsign
  1849.  
  1850.  
  1851. Sound_effect_216 [bigship.wav]
  1852. Sound_216_priority  [35]
  1853. Sound_216_3Dtype  [0]
  1854. Sound_216_in_bank [1]
  1855. Sound_216_time  [30]
  1856. Sound_216_Gategroup [48]
  1857. Sound_216_Gatetime [5] 
  1858. *       big ship flying loop
  1859.  
  1860.  
  1861. Sound_effect_217 [hovcar1.wav]
  1862. Sound_217_priority  [35]
  1863. Sound_217_3Dtype  [0]
  1864. Sound_217_in_bank [1]
  1865. Sound_217_time  [30]
  1866. Sound_217_Gategroup [49]
  1867. Sound_217_Gatetime [5] 
  1868. *     ignition click / whirr
  1869.  
  1870.  
  1871. Sound_effect_218 [hovcar2.wav]
  1872. Sound_218_priority  [35]
  1873. Sound_218_3Dtype  [0]
  1874. Sound_218_in_bank [1]
  1875. Sound_218_time  [30]
  1876. Sound_218_Gategroup [50]
  1877. Sound_218_Gatetime [5] 
  1878. *       start and stall
  1879.  
  1880. Sound_effect_219 [hovcar3.wav]
  1881. Sound_219_priority  [35]
  1882. Sound_219_3Dtype  [0]
  1883. Sound_219_in_bank [1]
  1884. Sound_219_time  [30]
  1885. Sound_219_Gategroup [51]
  1886. Sound_219_Gatetime [5] 
  1887. *        stall in flight!
  1888.  
  1889. Sound_effect_220 [hovcarlp.wav]
  1890. Sound_220_priority  [35]
  1891. Sound_220_3Dtype  [0]
  1892. Sound_220_in_bank [1]
  1893. Sound_220_time  [30]
  1894. Sound_220_Gategroup [52]
  1895. Sound_220_Gatetime [5] 
  1896. *      hovering
  1897.  
  1898. Sound_effect_221 [beamdeth.wav]
  1899. Sound_221_priority  [35]
  1900. Sound_221_3Dtype  [0]
  1901. Sound_221_in_bank [1]
  1902. Sound_221_time  [30]
  1903. Sound_221_Gategroup [53]
  1904. Sound_221_Gatetime [5] 
  1905. *      big ship death beam  loop
  1906.  
  1907. Sound_effect_222 [concrip.wav]
  1908. Sound_222_priority  [35]
  1909. Sound_222_3Dtype  [0]
  1910. Sound_222_in_bank [1]
  1911. Sound_222_time  [30]
  1912. Sound_222_Gategroup [54]
  1913. Sound_222_Gatetime [5] 
  1914. * concrete road tearing up
  1915.  
  1916. *Sound_effect_223 [bigship2.wav]
  1917. *Sound_223_priority  [35]
  1918. *Sound_223_3Dtype  [0]
  1919. *Sound_223_in_bank [1]
  1920. *Sound_223_time  [30]
  1921. *Sound_223_Gategroup [55]
  1922. *Sound_223_Gatetime [5] 
  1923. * bigship not 3d sound     
  1924.  
  1925. Sound_effect_224 [doordirt.wav]
  1926. Sound_224_priority  [35]
  1927. Sound_224_3Dtype  [0]
  1928. Sound_224_in_bank [1]
  1929. Sound_224_time  [30]
  1930. Sound_224_Gategroup [56]
  1931. Sound_224_Gatetime [5] 
  1932. * tree1 concrete door on dirt     
  1933.  
  1934. Sound_effect_225 [jungroar.wav]
  1935. Sound_225_priority  [35]
  1936. Sound_225_3Dtype  [0]
  1937. Sound_225_in_bank [1]
  1938. Sound_225_time  [30]
  1939. Sound_225_Gategroup [57]
  1940. Sound_225_Gatetime [5] 
  1941. * tree1 Jungle monster roars    partner to snd 401/402
  1942.  
  1943. Sound_effect_226 [jungstam.wav]
  1944. Sound_226_priority  [35]
  1945. Sound_226_3Dtype  [0]
  1946. Sound_226_in_bank [1]
  1947. Sound_226_time  [30]
  1948. Sound_226_Gategroup [58]
  1949. Sound_226_Gatetime [5] 
  1950. *  Jungle monster  stamping
  1951.  
  1952.  
  1953. Sound_effect_227 [Watrfall.wav]
  1954. Sound_227_priority  [35]
  1955. Sound_227_3Dtype  [0]
  1956. Sound_227_in_bank [1]
  1957. Sound_227_time  [30]
  1958. Sound_227_Gategroup [59]
  1959. Sound_227_Gatetime [5] 
  1960. * tree1 waterfall   
  1961.  
  1962. Sound_effect_228 [concfall.wav]
  1963. Sound_228_priority  [35]
  1964. Sound_228_3Dtype  [0]
  1965. Sound_228_in_bank [1]
  1966. Sound_228_time  [30]
  1967. Sound_228_Gategroup [60]
  1968. Sound_228_Gatetime [5] 
  1969. * concrete debris falls    
  1970.  
  1971. Sound_effect_229 [wood.wav]
  1972. Sound_229_priority  [35]
  1973. Sound_229_3Dtype  [0]
  1974. Sound_229_in_bank [1]
  1975. Sound_229_time  [30]
  1976. Sound_229_Gategroup [61]
  1977. Sound_229_Gatetime [5] 
  1978. * wood debris falls    
  1979.  
  1980.  
  1981. Sound_effect_230 [logroll.wav]
  1982. Sound_230_priority  [35]
  1983. Sound_230_3Dtype  [0]
  1984. Sound_230_in_bank [1]
  1985. Sound_230_time  [30]
  1986. Sound_230_Gategroup [62]
  1987. Sound_230_Gatetime [5] 
  1988. * wood logs roll   
  1989.  
  1990.  
  1991. Sound_effect_231 [animal1.wav]
  1992. Sound_231_priority  [35]
  1993. Sound_231_3Dtype  [0]
  1994. Sound_231_in_bank [1]
  1995. Sound_231_time  [30]
  1996. Sound_231_Gategroup [63]
  1997. Sound_231_Gatetime [5] 
  1998. * 5 off assorted animals for forest.   
  1999.  
  2000. Sound_effect_232 [animal2.wav]
  2001. Sound_232_priority  [35]
  2002. Sound_232_3Dtype  [0]
  2003. Sound_232_in_bank [1]
  2004. Sound_232_time  [30]
  2005. Sound_232_Gategroup [64]
  2006. Sound_232_Gatetime [5] 
  2007. *    
  2008.  
  2009. Sound_effect_233 [animal3.wav]
  2010. Sound_233_priority  [35]
  2011. Sound_233_3Dtype  [0]
  2012. Sound_233_in_bank [1]
  2013. Sound_233_time  [30]
  2014. Sound_233_Gategroup [65]
  2015. Sound_233_Gatetime [5] 
  2016. *    
  2017.  
  2018. Sound_effect_234 [animal4.wav]
  2019. Sound_234_priority  [35]
  2020. Sound_234_3Dtype  [0]
  2021. Sound_234_in_bank [1]
  2022. Sound_234_time  [30]
  2023. Sound_234_Gategroup [66]
  2024. Sound_234_Gatetime [5] 
  2025. *    
  2026.  
  2027. Sound_effect_235 [animal5.wav]
  2028. Sound_235_priority  [35]
  2029. Sound_235_3Dtype  [0]
  2030. Sound_235_in_bank [1]
  2031. Sound_235_time  [30]
  2032. Sound_235_Gategroup [67]
  2033. Sound_235_Gatetime [5] 
  2034. *    
  2035.  
  2036.  
  2037. Sound_effect_236 [logroll2.wav]
  2038. Sound_236_priority  [35]
  2039. Sound_236_3Dtype  [0]
  2040. Sound_236_in_bank [1]
  2041. Sound_236_time  [30]
  2042. Sound_236_Gategroup [68]
  2043. Sound_236_Gatetime [5] 
  2044. * wood logs roll lower pitch variation   
  2045.  
  2046.  
  2047.  
  2048. Sound_effect_237 [fenceON.wav]
  2049. Sound_237_priority  [35]
  2050. Sound_237_3Dtype  [0]
  2051. Sound_237_in_bank [1]
  2052. Sound_237_time  [30]
  2053. Sound_237_Gategroup [69]
  2054. Sound_237_Gatetime [5] 
  2055. *  Beam Fence ON   Arch1
  2056.  
  2057. Sound_effect_238 [fenceLP.wav]
  2058. Sound_238_priority  [35]
  2059. Sound_238_3Dtype  [0]
  2060. Sound_238_in_bank [1]
  2061. Sound_238_time  [30]
  2062. Sound_238_Gategroup [70]
  2063. Sound_238_Gatetime [5] 
  2064. *      Beam fence Loop    Arch1
  2065.  
  2066. Sound_effect_239 [fenceOFF.wav]
  2067. Sound_239_priority  [35]
  2068. Sound_239_3Dtype  [0]
  2069. Sound_239_in_bank [1]
  2070. Sound_239_time  [30]
  2071. Sound_239_Gategroup [71]
  2072. Sound_239_Gatetime [5] 
  2073. *      Beam Fence OFF        Arch1
  2074.  
  2075.  
  2076. Sound_effect_240 [fenceBUZ.wav]
  2077. Sound_240_priority  [35]
  2078. Sound_240_3Dtype  [0]
  2079. Sound_240_in_bank [1]
  2080. Sound_240_time  [30]
  2081. Sound_240_Gategroup [72]
  2082. Sound_240_Gatetime [5] 
  2083. *      Indicator light buzzer     Arch1
  2084.  
  2085. Sound_effect_241 [fenceSW.wav]
  2086. Sound_241_priority  [35]
  2087. Sound_241_3Dtype  [0]
  2088. Sound_241_in_bank [1]
  2089. Sound_241_time  [30]
  2090. Sound_241_Gategroup [72]
  2091. Sound_241_Gatetime [5] 
  2092. *      Fence Switch      Arch1
  2093.  
  2094. Sound_effect_242 [tanoy.wav]
  2095. Sound_242_priority  [40]
  2096. Sound_242_3Dtype  [0]
  2097. Sound_242_in_bank [1]
  2098. Sound_242_time  [30]
  2099. Sound_242_Gategroup [73]
  2100. Sound_242_Gatetime [135] 
  2101. *       The station is now closed       EVAC1
  2102.  
  2103. Sound_effect_243 [tanoy2.wav]
  2104. Sound_243_priority  [40]
  2105. Sound_243_3Dtype  [0]
  2106. Sound_243_in_bank [1]
  2107. Sound_243_time  [30]
  2108. Sound_243_Gategroup [73]
  2109. Sound_243_Gatetime [137] 
  2110. *     remain calm                    EVAC1
  2111.  
  2112.  
  2113. Sound_effect_244 [bigfanlp.wav]
  2114. Sound_244_priority  [35]
  2115. Sound_244_3Dtype  [0]
  2116. Sound_244_in_bank [1]
  2117. Sound_244_time  [30]
  2118. Sound_244_Gategroup [74]
  2119. Sound_244_Gatetime [5] 
  2120. *      rotating fan                    EVAC1
  2121.  
  2122.  
  2123.  
  2124. Sound_effect_245 [spook1.wav]
  2125. Sound_245_priority  [35]
  2126. Sound_245_3Dtype  [0]
  2127. Sound_245_in_bank [1]
  2128. Sound_245_time  [30]
  2129. Sound_245_Gategroup [75]
  2130. Sound_245_Gatetime [5] 
  2131. *  atmosphere sounds               EVAC1
  2132.  
  2133.  
  2134.  
  2135. Sound_effect_246 [spook2.wav]
  2136. Sound_246_priority  [35]
  2137. Sound_246_3Dtype  [0]
  2138. Sound_246_in_bank [1]
  2139. Sound_246_time  [30]
  2140. Sound_246_Gategroup [75]
  2141. Sound_246_Gatetime [5] 
  2142. *                         EVAC1
  2143.  
  2144.  
  2145.  
  2146. Sound_effect_247 [spook3.wav]
  2147. Sound_247_priority  [35]
  2148. Sound_247_3Dtype  [0]
  2149. Sound_247_in_bank [1]
  2150. Sound_247_time  [30]
  2151. Sound_247_Gategroup [75]
  2152. Sound_247_Gatetime [5] 
  2153. *                         EVAC1
  2154.  
  2155. Sound_effect_248 [spook4.wav]
  2156. Sound_248_priority  [35]
  2157. Sound_248_3Dtype  [0]
  2158. Sound_248_in_bank [1]
  2159. Sound_248_time  [30]
  2160. Sound_248_Gategroup [75]
  2161. Sound_248_Gatetime [5] 
  2162. *                         EVAC1
  2163.  
  2164. Sound_effect_249 [genbiglp.wav]
  2165. Sound_249_priority  [35]
  2166. Sound_249_3Dtype  [0]
  2167. Sound_249_in_bank [1]
  2168. Sound_249_time  [30]
  2169. Sound_249_Gategroup [76]
  2170. Sound_249_Gatetime [5] 
  2171. *       level start generator loop    EVAC1
  2172.                                  
  2173.  
  2174. Sound_effect_250 [gendown.wav]
  2175. Sound_250_priority  [35]
  2176. Sound_250_3Dtype  [0]
  2177. Sound_250_in_bank [1]
  2178. Sound_250_time  [30]
  2179. Sound_250_Gategroup [77]
  2180. Sound_250_Gatetime [5] 
  2181. *     generator power down   EVAC1
  2182.  
  2183.  
  2184.  
  2185. Sound_effect_251 [trainhrn.wav]
  2186. Sound_251_priority  [35]
  2187. Sound_251_3Dtype  [0]
  2188. Sound_251_in_bank [1]
  2189. Sound_251_time  [30]
  2190. Sound_251_Gategroup [78]
  2191. Sound_251_Gatetime [5] 
  2192. *     train hooter         EVAC1
  2193.  
  2194.  
  2195. Sound_effect_252 [trstart.wav]
  2196. Sound_252_priority  [35]
  2197. Sound_252_3Dtype  [0]
  2198. Sound_252_in_bank [1]
  2199. Sound_252_time  [30]
  2200. Sound_252_Gategroup [79]
  2201. Sound_252_Gatetime [5] 
  2202. *  train engine start  1 shot  EVAC1
  2203.  
  2204. Sound_effect_253 [tridlelp.wav]
  2205. Sound_253_priority  [35]
  2206. Sound_253_3Dtype  [0]
  2207. Sound_253_in_bank [1]
  2208. Sound_253_time  [30]
  2209. Sound_253_Gategroup [80]
  2210. Sound_253_Gatetime [5] 
  2211. *        train idle loop       EVAC1
  2212.  
  2213.  
  2214. Sound_effect_254 [TRRUNLP.wav]
  2215. Sound_254_priority  [35]
  2216. Sound_254_3Dtype  [0]
  2217. Sound_254_in_bank [1]
  2218. Sound_254_time  [30]
  2219. Sound_254_Gategroup [81]
  2220. Sound_254_Gatetime [5] 
  2221. *     Train Run loop      replaced by 285    EVAC1
  2222.  
  2223.  
  2224. Sound_effect_255 [ELEVSTRT.wav]
  2225. Sound_255_priority  [35]
  2226. Sound_255_3Dtype  [0]
  2227. Sound_255_in_bank [1]
  2228. Sound_255_time  [30]
  2229. Sound_255_Gategroup [82]
  2230. Sound_255_Gatetime [5] 
  2231. *      elevator starting 1 Shot   EVAC1    *** UNUSED?***
  2232.  
  2233.  
  2234. Sound_effect_256 [elevlp.wav]
  2235. Sound_256_priority  [35]
  2236. Sound_256_3Dtype  [0]
  2237. Sound_256_in_bank [1]
  2238. Sound_256_time  [30]
  2239. Sound_256_Gategroup [83]
  2240. Sound_256_Gatetime [5] 
  2241. *     looped elevator sound EVAC1            *** UNUSED?***
  2242.  
  2243.  
  2244. Sound_effect_257 [elevstop.wav]
  2245. Sound_257_priority  [35]
  2246. Sound_257_3Dtype  [0]
  2247. Sound_257_in_bank [1]
  2248. Sound_257_time  [30]
  2249. Sound_257_Gategroup [84]
  2250. Sound_257_Gatetime [5] 
  2251. *       elevator stops  EVAC1                *** UNUSED?***
  2252.  
  2253.  
  2254. Sound_effect_258 [drstrt.wav]
  2255. Sound_258_priority  [35]
  2256. Sound_258_3Dtype  [0]
  2257. Sound_258_in_bank [1]
  2258. Sound_258_time  [30]
  2259. Sound_258_Gategroup [85]
  2260. Sound_258_Gatetime [5] 
  2261. *      door mechanism starts   EVAC1
  2262.  
  2263. Sound_effect_259 [drlp.wav]
  2264. Sound_259_priority  [35]
  2265. Sound_259_3Dtype  [0]
  2266. Sound_259_in_bank [1]
  2267. Sound_259_time  [30]
  2268. Sound_259_Gategroup [86]
  2269. Sound_259_Gatetime [5] 
  2270. *      door mechanism runs   EVAC1
  2271.  
  2272. Sound_effect_260 [drstop.wav]
  2273. Sound_260_priority  [35]
  2274. Sound_260_3Dtype  [0]
  2275. Sound_260_in_bank [1]
  2276. Sound_260_time  [30]
  2277. Sound_260_Gategroup [87]
  2278. Sound_260_Gatetime [5] 
  2279. *      door mechanism stops   EVAC1
  2280.  
  2281.  
  2282. Sound_effect_261 [bleepy1.wav]
  2283. Sound_261_priority  [25]
  2284. Sound_261_3Dtype  [0]
  2285. Sound_261_in_bank [1]
  2286. Sound_261_time  [30]
  2287. Sound_261_Gategroup [88]
  2288. Sound_261_Gatetime [5] 
  2289. * Bleeps for small robots on rails   EVAC1
  2290.  
  2291. Sound_effect_262 [bleepy2.wav]
  2292. Sound_262_priority  [25]
  2293. Sound_262_3Dtype  [0]
  2294. Sound_262_in_bank [1]
  2295. Sound_262_time  [30]
  2296. Sound_262_Gategroup [89]
  2297. Sound_262_Gatetime [5] 
  2298. *                         EVAC1
  2299.  
  2300. Sound_effect_263 [bleepy3.wav]
  2301. Sound_263_priority  [25]
  2302. Sound_263_3Dtype  [0]
  2303. Sound_263_in_bank [1]
  2304. Sound_263_time  [30]
  2305. Sound_263_Gategroup [90]
  2306. Sound_263_Gatetime [5] 
  2307. *                         EVAC1
  2308.  
  2309. Sound_effect_264 [chimney.wav]
  2310. Sound_264_priority  [35]
  2311. Sound_264_3Dtype  [0] 
  2312. Sound_264_in_bank [1]
  2313. Sound_264_time  [30]
  2314. Sound_264_Gategroup [91]
  2315. Sound_264_Gatetime [5] 
  2316. *      smoking chimney building   tree2
  2317.  
  2318.  
  2319. Sound_effect_265 [carstop.wav]
  2320. Sound_265_priority  [35]
  2321. Sound_265_3Dtype  [0]
  2322. Sound_265_in_bank [1]
  2323. Sound_265_time  [30]
  2324. Sound_265_Gategroup [94]
  2325. Sound_265_Gatetime [5] 
  2326. *     Hover car stops                       CITY1
  2327.  
  2328.  
  2329. Sound_effect_266 [caridllp.wav]
  2330. Sound_266_priority  [35]
  2331. Sound_266_3Dtype  [0]
  2332. Sound_266_in_bank [1]
  2333. Sound_266_time  [30]
  2334. Sound_266_Gategroup [95]
  2335. Sound_266_Gatetime [5] 
  2336. *     Hovercar sits ilde                       CITY1
  2337.  
  2338. Sound_effect_267 [caraway.wav]
  2339. Sound_267_priority  [35]
  2340. Sound_267_3Dtype  [0]
  2341. Sound_267_in_bank [1]
  2342. Sound_267_time  [30]
  2343. Sound_267_Gategroup [96]
  2344. Sound_267_Gatetime [5] 
  2345. *     Hovercar pulls away                       CITY1
  2346.  
  2347. Sound_effect_268 [monorail.wav]
  2348. Sound_268_priority  [35]
  2349. Sound_268_3Dtype  [0]
  2350. Sound_268_in_bank [1]
  2351. Sound_268_time  [30]
  2352. Sound_268_Gategroup [97]
  2353. Sound_268_Gatetime [5] 
  2354. *     monorail goes by                       CITY1
  2355.  
  2356. Sound_effect_269 [horn.wav]
  2357. Sound_269_priority  [35]
  2358. Sound_269_3Dtype  [0]
  2359. Sound_269_in_bank [1]
  2360. Sound_269_time  [30]
  2361. Sound_269_Gategroup [98]
  2362. Sound_269_Gatetime [5] 
  2363. *     Car Horn                       CITY1
  2364.  
  2365. Sound_effect_270 [THUNDR3A.wav]
  2366. Sound_270_priority  [35]
  2367. Sound_270_3Dtype  [0]
  2368. Sound_270_in_bank [1]
  2369. Sound_270_time  [30]
  2370. Sound_270_Gategroup [99]
  2371. Sound_270_Gatetime [262] 
  2372. *     WEATHER ENGINE THUNDER NOISE                     
  2373.  
  2374. Sound_effect_271 [tankstrt.wav]
  2375. Sound_271_priority  [35]
  2376. Sound_271_3Dtype  [0]
  2377. Sound_271_in_bank [1]
  2378. Sound_271_time  [30]
  2379. Sound_271_Gategroup [104]
  2380. Sound_271_Gatetime [210] 
  2381. *     Tank engine start up     CITY1
  2382.  
  2383. Sound_effect_272 [tanklp.wav]
  2384. Sound_272_priority  [35]
  2385. Sound_272_3Dtype  [0]
  2386. Sound_272_in_bank [1]
  2387. Sound_272_time  [30]
  2388. Sound_272_Gategroup [105]
  2389. Sound_272_Gatetime [137] 
  2390. *      tank running loop        CITY1
  2391.  
  2392. Sound_effect_273 [tankidle.wav]
  2393. Sound_273_priority  [35]
  2394. Sound_273_3Dtype  [0]
  2395. Sound_273_in_bank [1]
  2396. Sound_273_time  [30]
  2397. Sound_273_Gategroup [106]
  2398. Sound_273_Gatetime [92] 
  2399. *       Tank idle loop         CITY1
  2400.  
  2401.  
  2402. Sound_effect_274 [crftstop.wav]
  2403. Sound_274_priority  [35]
  2404. Sound_274_3Dtype  [0]
  2405. Sound_274_in_bank [1]
  2406. Sound_274_time  [30]
  2407. Sound_274_Gategroup [107]
  2408. Sound_274_Gatetime [45] 
  2409. *     craft powerdown           CITY1
  2410.  
  2411. Sound_effect_275 [crftfllp.wav]
  2412. Sound_275_priority  [35]
  2413. Sound_275_3Dtype  [0]
  2414. Sound_275_in_bank [1]
  2415. Sound_275_time  [30]
  2416. Sound_275_Gategroup [108]
  2417. Sound_275_Gatetime [40] 
  2418. *  craft flying loop           CITY1
  2419.  
  2420. Sound_effect_276 [crftstr.wav]
  2421. Sound_276_priority  [35]
  2422. Sound_276_3Dtype  [0]
  2423. Sound_276_in_bank [1]
  2424. Sound_276_time  [30]
  2425. Sound_276_Gategroup [109]
  2426. Sound_276_Gatetime [50] 
  2427. *       spacecraft steering sound     CITY1
  2428.  
  2429.  
  2430. Sound_effect_277 [snowscp.wav]
  2431. Sound_277_priority  [35]
  2432. Sound_277_3Dtype  [0]
  2433. Sound_277_in_bank [1]
  2434. Sound_277_time  [30]
  2435. Sound_277_Gategroup [110]
  2436. Sound_277_Gatetime [5] 
  2437. *        scrape snow with hand              snow1
  2438.  
  2439. Sound_effect_278 [slbell.wav]
  2440. Sound_278_priority  [35]
  2441. Sound_278_3Dtype  [0]
  2442. Sound_278_in_bank [1]
  2443. Sound_278_time  [30]
  2444. Sound_278_Gategroup [111]
  2445. Sound_278_Gatetime [5] 
  2446. *       daft sleighbell loop temp              snow1
  2447.  
  2448. Sound_effect_279 [doorcrnk.wav]
  2449. Sound_279_priority  [35]
  2450. Sound_279_3Dtype  [0]
  2451. Sound_279_in_bank [1]
  2452. Sound_279_time  [30]
  2453. Sound_279_Gategroup [114]
  2454. Sound_279_Gatetime [5] 
  2455. *  door loop for                  Snow 1               
  2456.  
  2457.  
  2458. Sound_effect_280 [snowfal1.wav]
  2459. Sound_280_priority  [35]
  2460. Sound_280_3Dtype  [0]
  2461. Sound_280_in_bank [1]
  2462. Sound_280_time  [30]
  2463. Sound_280_Gategroup [115]
  2464. Sound_280_Gatetime [5] 
  2465. *       composite avalanche for    Snow 1                    
  2466.  
  2467. Sound_effect_281 [snowfal2.wav]
  2468. Sound_281_priority  [35]
  2469. Sound_281_3Dtype  [0]
  2470. Sound_281_in_bank [1]
  2471. Sound_281_time  [30]
  2472. Sound_281_Gategroup [116]
  2473. Sound_281_Gatetime [5] 
  2474. *          as above               
  2475.  
  2476. Sound_effect_282 [snowfal3.wav]
  2477. Sound_282_priority  [35]
  2478. Sound_282_3Dtype  [0]
  2479. Sound_282_in_bank [1]
  2480. Sound_282_time  [30]
  2481. Sound_282_Gategroup [117]
  2482. Sound_282_Gatetime [5] 
  2483. *          as aabove               
  2484.  
  2485.  
  2486. Sound_effect_283 [beamstrt.wav]
  2487. Sound_283_priority  [35]
  2488. Sound_283_3Dtype  [0]
  2489. Sound_283_in_bank [1]
  2490. Sound_283_time  [30]
  2491. Sound_283_Gategroup [118]
  2492. Sound_283_Gatetime [5] 
  2493. *      beam of death fires up on alien ship                   
  2494.  
  2495. Sound_effect_284 [beamstop.wav]
  2496. Sound_284_priority  [35]
  2497. Sound_284_3Dtype  [0]
  2498. Sound_284_in_bank [1]
  2499. Sound_284_time  [30]
  2500. Sound_284_Gategroup [119]
  2501. Sound_284_Gatetime [5] 
  2502. *      beam of death shuts down on alien ship                   
  2503.  
  2504.  
  2505.  
  2506. Sound_effect_285 [trainrun.wav]
  2507. Sound_285_priority  [40]
  2508. Sound_285_3Dtype  [0]
  2509. Sound_285_in_bank [1]
  2510. Sound_285_time  [30]
  2511. Sound_285_Gategroup [120]
  2512. Sound_285_Gatetime [5] 
  2513. *  Train clanky run loop  replaces fx number 254    EVAC1                    
  2514.  
  2515. Sound_effect_286 [camservo.wav]
  2516. Sound_286_priority  [20]
  2517. Sound_286_3Dtype  [0]
  2518. Sound_286_in_bank [1]
  2519. Sound_286_time  [30]
  2520. Sound_286_Gategroup [121]
  2521. Sound_286_Gatetime [5] 
  2522. * wall mount camera servo motor                        EVAC1
  2523.  
  2524.  
  2525. Sound_effect_287 [beepbomb.wav]
  2526. Sound_287_priority  [35]
  2527. Sound_287_3Dtype  [0]
  2528. Sound_287_in_bank [1]
  2529. Sound_287_time  [30]
  2530. Sound_287_Gategroup [121]
  2531. Sound_287_Gatetime [5] 
  2532. *  Arming mine noise
  2533.  
  2534.  
  2535. Sound_effect_288 [Gaskill.wav]
  2536. Sound_288_priority  [35]
  2537. Sound_288_3Dtype  [0]
  2538. Sound_288_in_bank [1]
  2539. Sound_288_time  [30]
  2540. Sound_288_Gategroup [122]
  2541. Sound_288_Gatetime [5] 
  2542. *  coffin sprays deadly gas               EVAC!
  2543.  
  2544.  
  2545. Sound_effect_289 [cofexp.wav]
  2546. Sound_289_priority  [35]                        
  2547. Sound_289_3Dtype  [0]
  2548. Sound_289_in_bank [1]
  2549. Sound_289_time  [30]
  2550. Sound_289_Gategroup [123]
  2551. Sound_289_Gatetime [5] 
  2552. *  coffin explodes                          EVAC!                        
  2553.  
  2554. Sound_effect_290 [SPIKE1.wav]
  2555. Sound_290_priority  [35]
  2556. Sound_290_3Dtype  [0]
  2557. Sound_290_in_bank [1]
  2558. Sound_290_time  [30]
  2559. Sound_290_Gategroup [126]
  2560. Sound_290_Gatetime [5] 
  2561. * Wood spike travel and thunk  set of 3   Arch2                         
  2562.  
  2563.  
  2564. Sound_effect_291 [SPIKE2.wav]
  2565. Sound_291_priority  [35]
  2566. Sound_291_3Dtype  [0]
  2567. Sound_291_in_bank [1]
  2568. Sound_291_time  [30]
  2569. Sound_291_Gategroup [126]
  2570. Sound_291_Gatetime [5] 
  2571. *          2 of 3               
  2572.  
  2573. Sound_effect_292 [SPIKE3.wav]
  2574. Sound_292_priority  [35]
  2575. Sound_292_3Dtype  [0]
  2576. Sound_292_in_bank [1]
  2577. Sound_292_time  [30]
  2578. Sound_292_Gategroup [127]
  2579. Sound_292_Gatetime [5] 
  2580. *        3of 3                   
  2581.  
  2582. Sound_effect_293 [dog1.wav]
  2583. Sound_293_priority  [35]
  2584. Sound_293_3Dtype  [0]
  2585. Sound_293_in_bank [1]
  2586. Sound_293_time  [30]
  2587. Sound_293_Gategroup [124]
  2588. Sound_293_Gatetime [5] 
  2589. *      dog taunt thing                
  2590.  
  2591. Sound_effect_294 [dog2.wav]
  2592. Sound_294_priority  [35]
  2593. Sound_294_3Dtype  [0]
  2594. Sound_294_in_bank [1]
  2595. Sound_294_time  [30]
  2596. Sound_294_Gategroup [124]
  2597. Sound_294_Gatetime [5] 
  2598. *       dog taunt                  
  2599.  
  2600. Sound_effect_295 [dogatak.wav]
  2601. Sound_295_priority  [35]
  2602. Sound_295_3Dtype  [0]
  2603. Sound_295_in_bank [1]
  2604. Sound_295_time  [30]
  2605. Sound_295_Gategroup [125]
  2606. Sound_295_Gatetime [5] 
  2607. *        bark then bite                
  2608.  
  2609. Sound_effect_296 [dogpuke.wav]
  2610. Sound_296_priority  [35]
  2611. Sound_296_3Dtype  [0]
  2612. Sound_296_in_bank [1]
  2613. Sound_296_time  [30]
  2614. Sound_296_Gategroup [125]
  2615. Sound_296_Gatetime [5] 
  2616. *  do the toxic dog puke thing        
  2617.  
  2618. Sound_effect_297 [stopen1.wav]
  2619. Sound_297_priority  [35]
  2620. Sound_297_3Dtype  [0]
  2621. Sound_297_in_bank [1]
  2622. Sound_297_time  [30]
  2623. Sound_297_Gategroup [126]
  2624. Sound_297_Gatetime [5] 
  2625. * stone door oopen start 1/3        Arch2                        
  2626.  
  2627. Sound_effect_298 [stopen2.wav]
  2628. Sound_298_priority  [35]
  2629. Sound_298_3Dtype  [0]
  2630. Sound_298_in_bank [1]
  2631. Sound_298_time  [30]
  2632. Sound_298_Gategroup [126]
  2633. Sound_298_Gatetime [5] 
  2634. *                             2/3            Arch2
  2635.  
  2636. Sound_effect_299 [stopen3.wav]
  2637. Sound_299_priority  [35]
  2638. Sound_299_3Dtype  [0]
  2639. Sound_299_in_bank [1]
  2640. Sound_299_time  [30]
  2641. Sound_299_Gategroup [126]
  2642. Sound_299_Gatetime [5] 
  2643. *                         3/3           Arch2
  2644. Sound_effect_300 [stdoor1.wav]
  2645. Sound_300_priority  [35]
  2646. Sound_300_3Dtype  [0]
  2647. Sound_300_in_bank [1]
  2648. Sound_300_time  [30]
  2649. Sound_300_Gategroup [127]
  2650. Sound_300_Gatetime [5] 
  2651. *     stone door loops open /close   1/3 Arch2                        
  2652.  
  2653. Sound_effect_301 [stdoor2.wav]
  2654. Sound_301_priority  [35]
  2655. Sound_301_3Dtype  [0]
  2656. Sound_301_in_bank [1]
  2657. Sound_301_time  [30]
  2658. Sound_301_Gategroup [127]
  2659. Sound_301_Gatetime [5] 
  2660. *                              2/3       Arch2                   
  2661.  
  2662. Sound_effect_302 [stdoor3.wav]
  2663. Sound_302_priority  [35]
  2664. Sound_302_3Dtype  [0]
  2665. Sound_302_in_bank [1]
  2666. Sound_302_time  [30]
  2667. Sound_302_Gategroup [127]
  2668. Sound_302_Gatetime [5] 
  2669. *                                3/3       Arch2 
  2670.  
  2671.  
  2672. Sound_effect_303 [Bigbub.wav]
  2673. Sound_303_priority  [35]
  2674. Sound_303_3Dtype  [0]
  2675. Sound_303_in_bank [1]
  2676. Sound_303_time  [30]
  2677. Sound_303_Gategroup [128]
  2678. Sound_303_Gatetime [5] 
  2679. *       Big water bubbling loop                
  2680.  
  2681. Sound_effect_304 [bigface.wav]
  2682. Sound_304_priority  [35]
  2683. Sound_304_3Dtype  [0]
  2684. Sound_304_in_bank [1]
  2685. Sound_304_time  [30]
  2686. Sound_304_Gategroup [129]
  2687. Sound_304_Gatetime [5] 
  2688. *       Vidtex bigface grunty thing                
  2689.  
  2690.  
  2691. Sound_effect_305 [beamx1.wav]
  2692. Sound_305_priority  [35]
  2693. Sound_305_3Dtype  [0]
  2694. Sound_305_in_bank [1]
  2695. Sound_305_time  [30]
  2696. Sound_305_Gategroup [130]
  2697. Sound_305_Gatetime [5] 
  2698. *  Energising beacons 4 x levels of intensity.                     
  2699.  
  2700. Sound_effect_306 [beamx2.wav]
  2701. Sound_306_priority  [35]
  2702. Sound_306_3Dtype  [0]
  2703. Sound_306_in_bank [1]
  2704. Sound_306_time  [30]
  2705. Sound_306_Gategroup [130]
  2706. Sound_306_Gatetime [5] 
  2707. *                  2/4        
  2708.  
  2709. Sound_effect_307 [beamx3.wav]
  2710. Sound_307_priority  [35]
  2711. Sound_307_3Dtype  [0]
  2712. Sound_307_in_bank [1]
  2713. Sound_307_time  [30]
  2714. Sound_307_Gategroup [130]
  2715. Sound_307_Gatetime [5] 
  2716. *                   3/4    
  2717.  
  2718. Sound_effect_308 [beamx4.wav]
  2719. Sound_308_priority  [35]
  2720. Sound_308_3Dtype  [0]
  2721. Sound_308_in_bank [1]
  2722. Sound_308_time  [30]
  2723. Sound_308_Gategroup [130]
  2724. Sound_308_Gatetime [5] 
  2725. *                  4/4    
  2726.     
  2727. Sound_effect_309 [scuttle1.wav]
  2728. Sound_309_priority  [35]
  2729. Sound_309_3Dtype  [0]
  2730. Sound_309_in_bank [1]
  2731. Sound_309_time  [30]   
  2732. Sound_309_Gategroup [131]
  2733. Sound_309_Gatetime [5] 
  2734. *        crate bug in tube / pipe     1/2    tree1            
  2735.  
  2736. Sound_effect_310 [scuttle2.wav]
  2737. Sound_310_priority  [35]
  2738. Sound_310_3Dtype  [0]
  2739. Sound_310_in_bank [1]
  2740. Sound_310_time  [30]
  2741. Sound_310_Gategroup [131]
  2742. Sound_310_Gatetime [5] 
  2743. *                     2/2   tree1    
  2744.  
  2745. Sound_effect_311 [armlasr.wav]
  2746. Sound_311_priority  [35]
  2747. Sound_311_3Dtype  [0]
  2748. Sound_311_in_bank [1]
  2749. Sound_311_time  [30]
  2750. Sound_311_Gategroup [132]
  2751. Sound_311_Gatetime [5] 
  2752. * Laser arming                         City2                      
  2753.  
  2754. Sound_effect_312 [bigbub.wav]
  2755. Sound_312_priority  [35]
  2756. Sound_312_3Dtype  [0]
  2757. Sound_312_in_bank [1]
  2758. Sound_312_time  [30]
  2759. Sound_312_Gategroup [133]
  2760. Sound_312_Gatetime [5] 
  2761. * bigbubbles as alien structure rises 
  2762.  
  2763. Sound_effect_313 [gong.wav]
  2764. Sound_313_priority  [50]
  2765. Sound_313_3Dtype  [0]
  2766. Sound_313_in_bank [1]
  2767. Sound_313_time  [240]
  2768. Sound_313_Gategroup [134]
  2769. Sound_313_Gatetime [5] 
  2770. *      Big gong                 
  2771.  
  2772. Sound_effect_314 [exptank.wav]
  2773. Sound_314_priority  [35]
  2774. Sound_314_3Dtype  [0]
  2775. Sound_314_in_bank [1]
  2776. Sound_314_time  [30]
  2777. Sound_314_Gategroup [135]
  2778. Sound_314_Gatetime [5] 
  2779. * Petrol Tank explosion               Snow3        
  2780.  
  2781. Sound_effect_315 [gendown2.wav]
  2782. Sound_315_priority  [35]
  2783. Sound_315_3Dtype  [0]
  2784. Sound_315_in_bank [1]
  2785. Sound_315_time  [30]
  2786. Sound_315_Gategroup [136]
  2787. Sound_315_Gatetime [5] 
  2788. *           generator powers down        Snow3    
  2789.  
  2790. Sound_effect_316 [bugsand1.wav]                    
  2791. Sound_316_priority  [35]                    
  2792. Sound_316_3Dtype  [0]                                                                         
  2793. Sound_316_in_bank [1]
  2794. Sound_316_time  [30]
  2795. Sound_316_Gategroup [137]
  2796. Sound_316_Gatetime [5] 
  2797. *           Crate bugs  up through sand      1/2          SAND1
  2798.  
  2799.  
  2800.  
  2801. Sound_effect_317 [bugsand2.wav]
  2802. Sound_317_priority  [35]
  2803. Sound_317_3Dtype  [0]
  2804. Sound_317_in_bank [1]
  2805. Sound_317_time  [30]
  2806. Sound_317_Gategroup [138]
  2807. Sound_317_Gatetime [5] 
  2808. *                                   2/2              SAND1
  2809.                     
  2810. Sound_effect_318 [PLANEEXP.wav]                    
  2811. Sound_318_priority  [35]                    
  2812. Sound_318_3Dtype  [0]                    
  2813. Sound_318_in_bank [1]                    
  2814. Sound_318_time  [30]                    
  2815. Sound_318_Gategroup [139]                    
  2816. Sound_318_Gatetime [5]                     
  2817. *         Noise to overlay plane explosion                                    
  2818.  
  2819. Sound_effect_319 [CLICK.wav]
  2820. Sound_319_priority  [35]                    
  2821. Sound_319_3Dtype  [0]
  2822. Sound_319_in_bank [1]                                
  2823. Sound_319_time  [30]
  2824. Sound_319_Gategroup [140]
  2825. Sound_319_Gatetime [5] 
  2826. *            Tock sound for         Arch1            
  2827.  
  2828.  
  2829.  
  2830. Sound_effect_320 [guncovr.wav]
  2831. Sound_320_priority  [35]
  2832. Sound_320_3Dtype  [0]
  2833. Sound_320_in_bank [1]
  2834. Sound_320_time  [30]
  2835. Sound_320_Gategroup [141]
  2836. Sound_320_Gatetime [5] 
  2837. * automatic  Gun  cover                 Arch2
  2838.  
  2839. Sound_effect_321 [glass2.wav]
  2840. Sound_321_priority  [50]
  2841. Sound_321_3Dtype  [0]
  2842. Sound_321_in_bank [1]
  2843. Sound_321_time  [30]
  2844. Sound_321_Gategroup [31]
  2845. Sound_321_Gatetime [5] 
  2846. *  glass break                     
  2847.  
  2848. Sound_effect_322 [glass3.wav]
  2849. Sound_322_priority  [50]
  2850. Sound_322_3Dtype  [0]
  2851. Sound_322_in_bank [1]
  2852. Sound_322_time  [30]
  2853. Sound_322_Gategroup [142]
  2854. Sound_322_Gatetime [5] 
  2855. *      glass break                 
  2856.  
  2857. Sound_effect_323 [glass4.wav]
  2858. Sound_323_priority  [50]
  2859. Sound_323_3Dtype  [0]
  2860. Sound_323_in_bank [1]
  2861. Sound_323_time  [30]
  2862. Sound_323_Gategroup [142]
  2863. Sound_323_Gatetime [5] 
  2864. *      glass break                 
  2865.  
  2866.  
  2867. Sound_effect_324 [expmetbx.wav]
  2868. Sound_324_priority  [50]
  2869. Sound_324_3Dtype  [0]
  2870. Sound_324_in_bank [1]
  2871. Sound_324_time  [30]
  2872. Sound_324_Gategroup [143]
  2873. Sound_324_Gatetime [5] 
  2874. *           metal crate explodes            
  2875.  
  2876. Sound_effect_325 [expwudbx.wav]  
  2877. Sound_325_priority  [40]
  2878. Sound_325_3Dtype  [0]
  2879. Sound_325_in_bank [1]
  2880. Sound_325_time  [30]
  2881. Sound_325_Gategroup [143]
  2882. Sound_325_Gatetime [6] 
  2883. *           wooden crate explodes            
  2884.  
  2885. Sound_effect_326 [footacid.wav]
  2886. Sound_326_priority  [35]
  2887. Sound_326_3Dtype  [0]
  2888. Sound_326_in_bank [1]
  2889. Sound_326_time  [30]
  2890. Sound_326_Gategroup [144]
  2891. Sound_326_Gatetime [5] 
  2892. *        stand in cratebug acid                 
  2893.  
  2894. Sound_effect_327 [footaci2.wav]
  2895. Sound_327_priority  [35]
  2896. Sound_327_3Dtype  [0]
  2897. Sound_327_in_bank [1]
  2898. Sound_327_time  [30]
  2899. Sound_327_Gategroup [144]
  2900. Sound_327_Gatetime [5] 
  2901. *        stand in cratebug acid  Variation                
  2902.  
  2903.  
  2904. Sound_effect_328 [bugspit.wav]
  2905. Sound_328_priority  [35]
  2906. Sound_328_3Dtype  [0]
  2907. Sound_328_in_bank [1]
  2908. Sound_328_time  [30]
  2909. Sound_328_Gategroup [144]
  2910. Sound_328_Gatetime [5] 
  2911. *        Cratebug spits                
  2912.  
  2913. Sound_effect_329 [pothit.wav]
  2914. Sound_329_priority  [35]
  2915. Sound_329_3Dtype  [0]
  2916. Sound_329_in_bank [1]
  2917. Sound_329_time  [30]
  2918. Sound_329_Gategroup [145]
  2919. Sound_329_Gatetime [5] 
  2920. *        ceramic pot gets hit        Arch2                
  2921.  
  2922.  
  2923. Sound_effect_330 [humtele.wav]
  2924. Sound_330_priority  [35]
  2925. Sound_330_3Dtype  [0]
  2926. Sound_330_in_bank [1]
  2927. Sound_330_time  [30]
  2928. Sound_330_Gategroup [146]
  2929. Sound_330_Gatetime [5] 
  2930. *        Human teleport                  
  2931.                               
  2932. Sound_effect_331 [crystal.wav]
  2933. Sound_331_priority  [35]
  2934. Sound_331_3Dtype  [0]
  2935. Sound_331_in_bank [1]
  2936. Sound_331_time  [30]
  2937. Sound_331_Gategroup [147]
  2938. Sound_331_Gatetime [5] 
  2939. *        crystal tower at end of         Arch2                
  2940.  
  2941.  
  2942. Sound_effect_332 [hintget.wav]
  2943. Sound_332_priority  [45]
  2944. Sound_332_3Dtype  [0]
  2945. Sound_332_in_bank [1]
  2946. Sound_332_time  [30]
  2947. Sound_332_Gategroup [148]
  2948. Sound_332_Gatetime [5] 
  2949. *           hint pickup    
  2950.     
  2951. Sound_effect_333 [domehit.wav]
  2952. Sound_333_priority  [45]
  2953. Sound_333_3Dtype  [0]
  2954. Sound_333_in_bank [1]
  2955. Sound_333_time  [30]
  2956. Sound_333_Gategroup [149]
  2957. Sound_333_Gatetime [5] 
  2958. *        Blue power dome hit                      
  2959.                                             
  2960. Sound_effect_334 [eng7.wav]
  2961. Sound_334_priority  [35]
  2962. Sound_334_3Dtype  [0]
  2963. Sound_334_in_bank [1]
  2964. Sound_334_time  [30]
  2965. Sound_334_Gategroup [150]
  2966. Sound_334_Gatetime [5] 
  2967. *      teleporter active hum loop.                 
  2968.  
  2969.  
  2970. Sound_effect_335 [turetcan.wav]
  2971. Sound_335_priority  [35]
  2972. Sound_335_3Dtype  [0]
  2973. Sound_335_in_bank [1] 
  2974. Sound_335_time  [30]
  2975. Sound_335_Gategroup [150]
  2976. Sound_335_Gatetime [5] 
  2977. *         Turret cannon                
  2978.  
  2979.  
  2980. Sound_effect_336 [rock.wav]
  2981. Sound_336_priority  [35]
  2982. Sound_336_3Dtype  [0]
  2983. Sound_336_in_bank [1]
  2984. Sound_336_time  [80]
  2985. Sound_336_Gategroup [151]
  2986. Sound_336_Gatetime [5] 
  2987. *      Rockfall crack and debris
  2988.                  
  2989. Sound_effect_337 [jawop.wav]
  2990. Sound_337_priority  [35]
  2991. Sound_337_3Dtype  [0]
  2992. Sound_337_in_bank [1]
  2993. Sound_337_time  [30]
  2994. Sound_337_Gategroup [152]
  2995. Sound_337_Gatetime [5] 
  2996. *         jawopen                
  2997.  
  2998. Sound_effect_338 [jawclo.wav]
  2999. Sound_338_priority  [35]
  3000. Sound_338_3Dtype  [0]
  3001. Sound_338_in_bank [1]
  3002. Sound_338_time  [30]
  3003. Sound_338_Gategroup [153]
  3004. Sound_338_Gatetime [5] 
  3005. *       servo on boss        City2                
  3006.  
  3007. Sound_effect_339 [bigtilt.wav]
  3008. Sound_339_priority  [35]
  3009. Sound_339_3Dtype  [0]
  3010. Sound_339_in_bank [1]
  3011. Sound_339_time  [30]
  3012. Sound_339_Gategroup [154]
  3013. Sound_339_Gatetime [5] 
  3014. *       Bug servo on boss     City2                
  3015.  
  3016. Sound_effect_340 [pwrup1.wav]
  3017. Sound_340_priority  [45]
  3018. Sound_340_3Dtype  [0]
  3019. Sound_340_in_bank [1]
  3020. Sound_340_time  [30]
  3021. Sound_340_Gategroup [155]
  3022. Sound_340_Gatetime [5] 
  3023. *        Weapon on boss City2                
  3024.  
  3025. Sound_effect_341 [pwrup2.wav]
  3026. Sound_341_priority  [45]
  3027. Sound_341_3Dtype  [0]
  3028. Sound_341_in_bank [1]
  3029. Sound_341_time  [30]
  3030. Sound_341_Gategroup [155]
  3031. Sound_341_Gatetime [5] 
  3032. *                       
  3033.  
  3034. Sound_effect_342 [pwrup3.wav]
  3035. Sound_342_priority  [45]
  3036. Sound_342_3Dtype  [0]
  3037. Sound_342_in_bank [1]
  3038. Sound_342_time  [30]
  3039. Sound_342_Gategroup [155]
  3040. Sound_342_Gatetime [5] 
  3041. *                       
  3042.  
  3043. Sound_effect_343 [pwrup4.wav]
  3044. Sound_343_priority  [45]
  3045. Sound_343_3Dtype  [0]
  3046. Sound_343_in_bank [1]
  3047. Sound_343_time  [30]
  3048. Sound_343_Gategroup [155]
  3049. Sound_343_Gatetime [5] 
  3050. *                       
  3051.  
  3052.  
  3053. Sound_effect_344 [beamwep1.wav]
  3054. Sound_344_priority  [45]
  3055. Sound_344_3Dtype  [0]
  3056. Sound_344_in_bank [1]
  3057. Sound_344_time  [30]
  3058. Sound_344_Gategroup [156]
  3059. Sound_344_Gatetime [5] 
  3060. *               Weapon on boss City2        
  3061.  
  3062. Sound_effect_345 [beamwep2.wav]
  3063. Sound_345_priority  [45]
  3064. Sound_345_3Dtype  [0]
  3065. Sound_345_in_bank [1]
  3066. Sound_345_time  [30]
  3067. Sound_345_Gategroup [156]
  3068. Sound_345_Gatetime [5] 
  3069. *                       
  3070.  
  3071. Sound_effect_346 [beamwep3.wav]
  3072. Sound_346_priority  [45]
  3073. Sound_346_3Dtype  [0]
  3074. Sound_346_in_bank [1]
  3075. Sound_346_time  [30]
  3076. Sound_346_Gategroup [156]
  3077. Sound_346_Gatetime [5] 
  3078. *                       
  3079.  
  3080. Sound_effect_347 [beamwep4.wav]
  3081. Sound_347_priority  [45]
  3082. Sound_347_3Dtype  [0]
  3083. Sound_347_in_bank [1]
  3084. Sound_347_time  [30]
  3085. Sound_347_Gategroup [156]
  3086. Sound_347_Gatetime [5] 
  3087.  
  3088. Sound_effect_348 [pwrup.wav]
  3089. Sound_348_priority  [45]
  3090. Sound_348_3Dtype  [0]
  3091. Sound_348_in_bank [1]
  3092. Sound_348_time  [60]
  3093. Sound_348_Gategroup [157]
  3094. Sound_348_Gatetime [5] 
  3095. *      laser fence power up                 
  3096.  
  3097. Sound_effect_349 [pwrdown.wav]
  3098. Sound_349_priority  [45]
  3099. Sound_349_3Dtype  [0]
  3100. Sound_349_in_bank [1]
  3101. Sound_349_time  [100]
  3102. Sound_349_Gategroup [158]
  3103. Sound_349_Gatetime [5] 
  3104. *       laser fence power down (not fully)    
  3105.             
  3106. Sound_effect_350 [mortar.wav]
  3107. Sound_350_priority  [45]
  3108. Sound_350_3Dtype  [0]
  3109. Sound_350_in_bank [1]
  3110. Sound_350_time  [30]
  3111. Sound_350_Gategroup [159]
  3112. Sound_350_Gatetime [5] 
  3113. *        Weapon on boss city2                
  3114.  
  3115. Sound_effect_351 [blip2.wav]
  3116. Sound_351_priority  [45]
  3117. Sound_351_3Dtype  [0]
  3118. Sound_351_in_bank [1]
  3119. Sound_351_time  [30]
  3120. Sound_351_Gategroup [160]
  3121. Sound_351_Gatetime [5] 
  3122. *      blip ...... er.....blip  blip  timer                   
  3123.  
  3124. Sound_effect_352 [waterspr.wav]
  3125. Sound_352_priority  [50]
  3126. Sound_352_3Dtype  [0]
  3127. Sound_352_in_bank [1]
  3128. Sound_352_time  [30]
  3129. Sound_352_Gategroup [161]
  3130. Sound_352_Gatetime [5] 
  3131. *           water splashes     City 2        
  3132.  
  3133.  
  3134. Sound_effect_353 [canontri.wav]
  3135. Sound_353_priority  [35]
  3136. Sound_353_3Dtype  [0]
  3137. Sound_353_in_bank [1]
  3138. Sound_353_time  [18]
  3139. Sound_353_Gategroup [164]
  3140. Sound_353_Gatetime [5] 
  3141. *        Tripod cannon                
  3142.  
  3143. Sound_effect_354 [invulner.wav]
  3144. Sound_354_priority  [35]
  3145. Sound_354_3Dtype  [0]
  3146. Sound_354_in_bank [1]
  3147. Sound_354_time  [20]
  3148. Sound_354_Gategroup [165]
  3149. Sound_354_Gatetime [5] 
  3150. *       Alien sheild hit            
  3151.  
  3152. Sound_effect_355 [nuke2.wav]
  3153. Sound_355_priority  [45]
  3154. Sound_355_3Dtype  [0]
  3155. Sound_355_in_bank [1]
  3156. Sound_355_time  [230]
  3157. Sound_355_Gategroup [167]
  3158. Sound_355_Gatetime [5] 
  3159. *  Danger box bang                     
  3160.  
  3161.  
  3162. Sound_effect_356 [gashis.wav]
  3163. Sound_356_priority  [50]
  3164. Sound_356_3Dtype  [0]
  3165. Sound_356_in_bank [1]
  3166. Sound_356_time  [30]
  3167. Sound_356_Gategroup [168]
  3168. Sound_356_Gatetime [5] 
  3169. *      Gas Escape      hissing            
  3170.  
  3171.  
  3172. Sound_effect_357 [wallgun.wav]
  3173. Sound_357_priority  [45]
  3174. Sound_357_3Dtype  [0]
  3175. Sound_357_in_bank [1]
  3176. Sound_357_time  [28]
  3177. Sound_357_Gategroup [169]
  3178. Sound_357_Gatetime [5] 
  3179. *        wall mounted twin gun.                
  3180.  
  3181.  
  3182. Sound_effect_358 [jetlp.wav]                       
  3183. Sound_358_priority  [45]
  3184. Sound_358_3Dtype  [0]
  3185. Sound_358_in_bank [1]
  3186. Sound_358_time  [120]
  3187. Sound_358_Gategroup [170]
  3188. Sound_358_Gatetime [5] 
  3189. *       jet engine loop    under load                 
  3190.  
  3191. Sound_effect_359 [jetdown.wav]
  3192. Sound_359_priority  [50]
  3193. Sound_359_3Dtype  [0]
  3194. Sound_359_in_bank [1]
  3195. Sound_359_time  [122]
  3196. Sound_359_Gategroup [171]
  3197. Sound_359_Gatetime [5] 
  3198. *       jet going to crash
  3199.  
  3200.  
  3201. Sound_effect_361 [hovlp2.wav]
  3202. Sound_361_priority  [45]
  3203. Sound_361_3Dtype  [0]
  3204. Sound_361_in_bank [1]
  3205. Sound_361_time  [30]
  3206. Sound_361_Gategroup [172]
  3207. Sound_361_Gatetime [5] 
  3208. *         hover car loop alternative                
  3209.  
  3210.  
  3211.  
  3212. Sound_effect_362 [rbosslp.wav]
  3213. Sound_362_priority  [45]
  3214. Sound_362_3Dtype  [0]
  3215. Sound_362_in_bank [1]
  3216. Sound_362_time  [30]
  3217. Sound_362_Gategroup [172]
  3218. Sound_362_Gatetime [5] 
  3219. *  boss loop (1/5)    for     roof2                     
  3220.  
  3221.  
  3222. Sound_effect_363 [rbossdie.wav]
  3223. Sound_363_priority  [45]
  3224. Sound_363_3Dtype  [0]
  3225. Sound_363_in_bank [1]
  3226. Sound_363_time  [30]
  3227. Sound_363_Gategroup [173]
  3228. Sound_363_Gatetime [5] 
  3229. *         boss dies for     roof2                    
  3230.  
  3231. Sound_effect_364 [rbosstrt.wav]
  3232. Sound_364_priority  [45]
  3233. Sound_364_3Dtype  [0]
  3234. Sound_364_in_bank [1]
  3235. Sound_364_time  [30]
  3236. Sound_364_Gategroup [174]
  3237. Sound_364_Gatetime [5] 
  3238. *      roof boss start up before/with  loop  start                
  3239.  
  3240.  
  3241. Sound_effect_365 [ambijaz.wav]
  3242. Sound_365_priority  [45]
  3243. Sound_365_3Dtype  [0]
  3244. Sound_365_in_bank [1]
  3245. Sound_365_time  [30]
  3246. Sound_365_Gategroup [175]
  3247. Sound_365_Gatetime [5] 
  3248. *       4 bar loop for Bar and Grill                
  3249.  
  3250. Sound_effect_366 [rbosslp1.wav]
  3251. Sound_366_priority  [45]
  3252. Sound_366_3Dtype  [0]
  3253. Sound_366_in_bank [1]
  3254. Sound_366_time  [30]
  3255. Sound_366_Gategroup [172]
  3256. Sound_366_Gatetime [5] 
  3257. *  boss loop (2/5)    for     roof2                          
  3258.  
  3259. Sound_effect_367 [rbosslp2.wav]
  3260. Sound_367_priority  [45]
  3261. Sound_367_3Dtype  [0]
  3262. Sound_367_in_bank [1]
  3263. Sound_367_time  [30]
  3264. Sound_367_Gategroup [172]
  3265. Sound_367_Gatetime [5] 
  3266. *      boss loop (3/5)    for     roof2                      
  3267.  
  3268. Sound_effect_368 [rbosslp3.wav]
  3269. Sound_368_priority  [45]
  3270. Sound_368_3Dtype  [0]
  3271. Sound_368_in_bank [1]
  3272. Sound_368_time  [30]
  3273. Sound_368_Gategroup [172]
  3274. Sound_368_Gatetime [5] 
  3275. *      boss loop (4/5)    for     roof2                      
  3276.  
  3277. Sound_effect_369 [rbosslp4.wav]
  3278. Sound_369_priority  [45]
  3279. Sound_369_3Dtype  [0]
  3280. Sound_369_in_bank [1]
  3281. Sound_369_time  [30]
  3282. Sound_369_Gategroup [173]
  3283. Sound_369_Gatetime [5] 
  3284. *      boss loop (5/5)    for     roof2                 
  3285.  
  3286. Sound_effect_370 [BADEATH1.wav]
  3287. Sound_370_priority  [40]
  3288. Sound_370_3Dtype  [0]
  3289. Sound_370_in_bank [1]
  3290. Sound_370_time  [30]
  3291. Sound_370_Gategroup [175]
  3292. Sound_370_Gatetime [5] 
  3293. *                1/4        
  3294.  
  3295. Sound_effect_371 [BADEATH2.wav]
  3296. Sound_371_priority  [40]
  3297. Sound_371_3Dtype  [0]
  3298. Sound_371_in_bank [1]
  3299. Sound_371_time  [30]
  3300. Sound_371_Gategroup [175]
  3301. Sound_371_Gatetime [5] 
  3302. *                 2/4        
  3303.  
  3304. Sound_effect_372 [BADEATH3.wav]
  3305. Sound_372_priority  [40]
  3306. Sound_372_3Dtype  [0]
  3307. Sound_372_in_bank [1]
  3308. Sound_372_time  [30]
  3309. Sound_372_Gategroup [176]
  3310. Sound_372_Gatetime [5] 
  3311. *                 3/4        
  3312.  
  3313. Sound_effect_373 [BADEATH4.wav]
  3314. Sound_373_priority  [40]
  3315. Sound_373_3Dtype  [0]
  3316. Sound_373_in_bank [1]
  3317. Sound_373_time  [30]
  3318. Sound_373_Gategroup [176]
  3319. Sound_373_Gatetime [5] 
  3320. *                 4/4        
  3321.  
  3322. Sound_effect_374 [AILTAZER.wav]
  3323. Sound_374_priority  [45]
  3324. Sound_374_3Dtype  [0]
  3325. Sound_374_in_bank [1]
  3326. Sound_374_time  [32]
  3327. Sound_374_Gategro up [177]
  3328. Sound_374_Gatetime [5] 
  3329. *       AILIEN WEAPON                
  3330.  
  3331. Sound_effect_375 [AILROKET.wav]
  3332. Sound_375_priority  [45]
  3333. Sound_375_3Dtype  [0]
  3334. Sound_375_in_bank [1]
  3335. Sound_375_time  [28]
  3336. Sound_375_Gategroup [178]
  3337. Sound_375_Gatetime [5] 
  3338. *      AILIEN WEAPON                 
  3339.  
  3340. Sound_effect_376 [clickbug.wav]
  3341. Sound_376_priority  [35]
  3342. Sound_376_3Dtype  [0]
  3343. Sound_376_in_bank [1]
  3344. Sound_376_time  [30]
  3345. Sound_376_Gategroup [179]
  3346. Sound_376_Gatetime [5] 
  3347. *        Critter clickey
  3348.  
  3349.  
  3350. Sound_effect_377 [hosdie1.wav]
  3351. Sound_377_priority  [35]
  3352. Sound_377_3Dtype  [0]
  3353. Sound_377_in_bank [1]
  3354. Sound_377_time  [27]
  3355. Sound_377_Gategroup [180]
  3356. Sound_377_Gatetime [5] 
  3357. * 1/4          Hostage Splats  set of four increasing in size                  
  3358.  
  3359. Sound_effect_378 [hosdie2.wav]
  3360. Sound_378_priority  [35]
  3361. Sound_378_3Dtype  [0]
  3362. Sound_378_in_bank [1]
  3363. Sound_378_time  [37]
  3364. Sound_378_Gategroup [181]
  3365. Sound_378_Gatetime [5] 
  3366. * 2/4        Hostage Splats  set of four increasing in size                  
  3367.  
  3368. Sound_effect_379 [hosdie3.wav]
  3369. Sound_379_priority  [35]                
  3370. Sound_379_3Dtype  [0]
  3371. Sound_379_in_bank [1]
  3372. Sound_379_time  [45]
  3373. Sound_379_Gategroup [182]
  3374. Sound_379_Gatetime [5] 
  3375. * 3/4        Hostage Splats  set of four increasing in size                  
  3376.  
  3377. Sound_effect_380 [hosdie4.wav]
  3378. Sound_380_priority  [35]
  3379. Sound_380_3Dtype  [0]
  3380. Sound_380_in_bank [1]
  3381. Sound_380_time  [50]
  3382. Sound_380_Gategroup [183]                
  3383. Sound_380_Gatetime [5] 
  3384. * 4/4        Hostage Splats  set of four increasing in size                  
  3385.  
  3386.                           
  3387. Sound_effect_381 [chaingn1.wav]
  3388. Sound_381_priority  [45]
  3389. Sound_381_3Dtype  [0]
  3390. Sound_381_in_bank [1]
  3391. Sound_381_time  [62]
  3392. Sound_381_Gategroup [184]        
  3393. Sound_381_Gatetime [5] 
  3394. *  chaingun fires and spins down
  3395.                           
  3396. Sound_effect_382 [chaingn2.wav]
  3397. Sound_382_priority  [45]
  3398. Sound_382_3Dtype  [0]
  3399. Sound_382_in_bank [1]
  3400. Sound_382_time  [62]
  3401. Sound_382_Gategroup [185]        
  3402. Sound_382_Gatetime [5] 
  3403. *  chaingun fires and spins down.
  3404.  
  3405.  
  3406. Sound_effect_383 [ices.wav]
  3407. Sound_383_priority  [45]
  3408. Sound_383_3Dtype  [0]
  3409. Sound_383_in_bank [1]
  3410. Sound_383_time  [240]
  3411. Sound_383_Gategroup [186]
  3412. Sound_383_Gatetime [5] 
  3413. *      Ice cream chimes  (Nasty)                
  3414.                      
  3415. Sound_effect_384 [drop2.wav]
  3416. Sound_384_priority  [50]
  3417. Sound_384_3Dtype  [0]
  3418. Sound_384_in_bank [1]
  3419. Sound_384_time  [30]
  3420. Sound_384_Gategroup [186]
  3421. Sound_384_Gatetime [5] 
  3422. *       Dropship Loop    Cache version            
  3423.  
  3424.  
  3425. Sound_effect_385 [bugburst.wav]
  3426. Sound_385_priority  [50]
  3427. Sound_385_3Dtype  [0]
  3428. Sound_385_in_bank [1]
  3429. Sound_385_time  [30]
  3430. Sound_385_Gategroup [187]
  3431. Sound_385_Gatetime [5] 
  3432. *  Bug  Bursts from the head of a hostage                     
  3433.  
  3434.  
  3435. Sound_effect_386 [blip3.wav]
  3436. Sound_386_priority  [50]
  3437. Sound_386_3Dtype  [0]
  3438. Sound_386_in_bank [1]
  3439. Sound_386_time  [30]
  3440. Sound_386_Gategroup [160]
  3441. Sound_386_Gatetime [5] 
  3442. *      timer  1 tone up from blip2                  
  3443.  
  3444.  
  3445. Sound_effect_387 [windfarm.wav]
  3446. Sound_387_priority  [40]
  3447. Sound_387_3Dtype  [0]
  3448. Sound_387_in_bank [1]
  3449. Sound_387_time  [100]
  3450. Sound_387_Gategroup [188]
  3451. Sound_387_Gatetime [5] 
  3452. *       Big propeller loop sound                
  3453.  
  3454.  
  3455. Sound_effect_388 [conchit.wav]
  3456. Sound_388_priority  [35]
  3457. Sound_388_3Dtype  [0]
  3458. Sound_388_in_bank [1]
  3459. Sound_388_time  [30]
  3460. Sound_388_Gategroup [189]
  3461. Sound_388_Gatetime [5] 
  3462. *       Concrete slab hits concrete slab
  3463.  
  3464. Sound_effect_389 [MechFoot.wav]
  3465. Sound_389_priority  [45]
  3466. Sound_389_3Dtype  [0]                
  3467. Sound_389_in_bank [1]
  3468. Sound_389_time  [30]
  3469. Sound_389_Gategroup [190]
  3470. Sound_389_Gatetime [5] 
  3471. *       Mech footfall                
  3472.  
  3473. Sound_effect_390 [Mechgun.wav]
  3474. Sound_390_priority  [50]
  3475. Sound_390_3Dtype  [0]
  3476. Sound_390_in_bank [1]
  3477. Sound_390_time  [30]
  3478. Sound_390_Gategroup [191]
  3479. Sound_390_Gatetime [5] 
  3480. *       Mech Laser gun                
  3481.  
  3482. Sound_effect_391 [MechLeg.wav]
  3483. Sound_391_priority  [45]
  3484. Sound_391_3Dtype  [0]
  3485. Sound_391_in_bank [1]
  3486. Sound_391_time  [30]
  3487. Sound_391_Gategroup [192]
  3488. Sound_391_Gatetime [5] 
  3489. *       Mech Leg joint mooove
  3490.                 
  3491. Sound_effect_392 [Mpwrdown.wav]
  3492. Sound_392_priority  [45]
  3493. Sound_392_3Dtype  [0]
  3494. Sound_392_in_bank [1]
  3495. Sound_392_time  [30]
  3496. Sound_392_Gategroup [191]
  3497. Sound_392_Gatetime [5] 
  3498. *      Mech Laser Gun power down overheat                 
  3499.  
  3500. Sound_effect_393 [pwrlong.wav]
  3501. Sound_393_priority  [35]
  3502. Sound_393_3Dtype  [0]
  3503. Sound_393_in_bank [1]
  3504. Sound_393_time  [30]
  3505. Sound_393_Gategroup [191]
  3506. Sound_393_Gatetime [5] 
  3507. *       Mech laser gun power up                
  3508.  
  3509. Sound_effect_394 [pwrshrt.wav]
  3510. Sound_394_priority  [35]
  3511. Sound_394_3Dtype  [0]
  3512. Sound_394_in_bank [1]
  3513. Sound_394_time  [30]
  3514. Sound_394_Gategroup [193]
  3515. Sound_394_Gatetime [5] 
  3516. *      Mech Rocket  power up  short                 
  3517.  
  3518.  
  3519. Sound_effect_395 [servoup.wav]
  3520. Sound_395_priority  [35]
  3521. Sound_395_3Dtype  [0]
  3522. Sound_395_in_bank [1]
  3523. Sound_395_time  [30]
  3524. Sound_395_Gategroup [194]
  3525. Sound_395_Gatetime [5] 
  3526. *       Boss    Drill up            Mars1                        
  3527.  
  3528. Sound_effect_396 [servodn.wav]
  3529. Sound_396_priority  [35]
  3530. Sound_396_3Dtype  [0]
  3531. Sound_396_in_bank [1]
  3532. Sound_396_time  [30]
  3533. Sound_396_Gategroup [194]
  3534. Sound_396_Gatetime [5] 
  3535. *       Boss Drill down            Mars1                
  3536.  
  3537. Sound_effect_397 [Drilcut.wav]
  3538. Sound_397_priority  [35]
  3539. Sound_397_3Dtype  [0]
  3540. Sound_397_in_bank [1]
  3541. Sound_397_time  [30]
  3542. Sound_397_Gategroup [195]
  3543. Sound_397_Gatetime [5] 
  3544. *       Boss Drill cutting under load        Mars1                
  3545.  
  3546. Sound_effect_398 [drilturn.wav]
  3547. Sound_398_priority  [35]
  3548. Sound_398_3Dtype  [0]
  3549. Sound_398_in_bank [1]
  3550. Sound_398_time  [30]
  3551. Sound_398_Gategroup [195]
  3552. Sound_398_Gatetime [5] 
  3553. *       Boss Drill spinning no load        Mars1                
  3554.  
  3555. Sound_effect_399 [SecFnd.wav]
  3556. Sound_399_priority  [45]
  3557. Sound_399_3Dtype  [0]
  3558. Sound_399_in_bank [1]
  3559. Sound_399_time  [30]
  3560. Sound_399_Gategroup [11]
  3561. Sound_399_Gatetime [5] 
  3562. *        Secret found                
  3563.  
  3564.  
  3565. Sound_effect_400 [alarm.wav]
  3566. Sound_400_priority  [45]
  3567. Sound_400_3Dtype  [0]
  3568. Sound_400_in_bank [0]
  3569. Sound_400_time  [30]
  3570. Sound_400_Gategroup [196]
  3571. Sound_400_Gatetime [5] 
  3572. *      Swarmer release                 
  3573.  
  3574. Sound_effect_401 [jungdam.wav]
  3575. Sound_401_priority  [50]
  3576. Sound_401_3Dtype  [0]
  3577. Sound_401_in_bank [1]
  3578. Sound_401_time  [30]
  3579. Sound_401_Gategroup [200]
  3580. Sound_401_Gatetime [5] 
  3581. *  jungle Monster is hurt     partner to snd 225                 
  3582.  
  3583. Sound_effect_402 [jungkill.wav]
  3584. Sound_402_priority  [50]
  3585. Sound_402_3Dtype  [0]
  3586. Sound_402_in_bank [1]
  3587. Sound_402_time  [30]
  3588. Sound_402_Gategroup [201]
  3589. Sound_402_Gatetime [5] 
  3590. *       Jungle monster is killed    partner to snd 225            
  3591.  
  3592.  
  3593. Sound_effect_403 [Strider.wav]
  3594. Sound_403_priority  [45]
  3595. Sound_403_3Dtype  [0]
  3596. Sound_403_in_bank [1]
  3597. Sound_403_time  [30]
  3598. Sound_403_Gategroup [196]
  3599. Sound_403_Gatetime [5] 
  3600. *       City 1 boss front gun.                
  3601.  
  3602. Sound_effect_404 [rocket2.wav]
  3603. Sound_404_priority  [45]
  3604. Sound_404_3Dtype  [0]
  3605. Sound_404_in_bank [1]
  3606. Sound_404_time  [30]
  3607. Sound_404_Gategroup [57]
  3608. Sound_404_Gatetime [30] 
  3609. *       Mars1 boss Rocket towers                
  3610.  
  3611.  
  3612. Sound_effect_405 [ailswON.wav]
  3613. Sound_405_priority  [45]
  3614. Sound_405_3Dtype  [0]
  3615. Sound_405_in_bank [1]
  3616. Sound_405_time  [30]
  3617. Sound_405_Gategroup [198]
  3618. Sound_405_Gatetime [5] 
  3619. * Alien switch ON                      
  3620.  
  3621. Sound_effect_406 [ailswOFF.wav]
  3622. Sound_406_priority  [45]
  3623. Sound_406_3Dtype  [0]
  3624. Sound_406_in_bank [1]
  3625. Sound_406_time  [30]
  3626. Sound_406_Gategroup [198]
  3627. Sound_406_Gatetime [5] 
  3628. *      Alien Switch OFF 
  3629.  
  3630. Sound_effect_407 [frog1.wav]
  3631. Sound_407_priority  [35]
  3632. Sound_407_3Dtype  [0]
  3633. Sound_407_in_bank [1]
  3634. Sound_407_time  [30]
  3635. Sound_407_Gategroup [199]
  3636. Sound_407_Gatetime [5] 
  3637. *        frog1/3                
  3638.  
  3639. Sound_effect_408 [frog2.wav]
  3640. Sound_408_priority  [35]
  3641. Sound_408_3Dtype  [0]
  3642. Sound_408_in_bank [1]
  3643. Sound_408_time  [30]
  3644. Sound_408_Gategroup [199]
  3645. Sound_408_Gatetime [5] 
  3646. *        frog2/3                
  3647.  
  3648. Sound_effect_409 [frog3.wav]
  3649. Sound_409_priority  [35]
  3650. Sound_409_3Dtype  [0]                
  3651. Sound_409_in_bank [1]
  3652. Sound_409_time  [30]
  3653. Sound_409_Gategroup [199]
  3654. Sound_409_Gatetime [5] 
  3655. *           frog3/3            
  3656.  
  3657. Sound_effect_410 [froglick.wav]
  3658. Sound_410_priority  [35]
  3659. Sound_410_3Dtype  [0]        
  3660. Sound_410_in_bank [1]
  3661. Sound_410_time  [30]
  3662. Sound_410_Gategroup [199]
  3663. Sound_410_Gatetime [5] 
  3664. *           froglick              
  3665.  
  3666. Sound_effect_411 [andrevox.wav]
  3667. Sound_411_priority  [45]
  3668. Sound_411_3Dtype  [0]
  3669. Sound_411_in_bank [1]
  3670. Sound_411_time  [30]
  3671. Sound_411_Gategroup [203]
  3672. Sound_411_Gatetime [5] 
  3673. *  Andre vox   big growl                     
  3674.  
  3675. Sound_effect_412 [andrhow1.wav]
  3676. Sound_412_priority  [45]
  3677. Sound_412_3Dtype  [0]
  3678. Sound_412_in_bank [1]
  3679. Sound_412_time  [30]
  3680. Sound_412_Gategroup [204]
  3681. Sound_412_Gatetime [5] 
  3682. * Andre           Distress            
  3683.  
  3684. Sound_effect_413 [andrhow2.wav]
  3685. Sound_413_priority  [45]
  3686. Sound_413_3Dtype  [0]
  3687. Sound_413_in_bank [1]
  3688. Sound_413_time  [30]
  3689. Sound_413_Gategroup [205]
  3690. Sound_413_Gatetime [5] 
  3691. *  Andre  Distress                     
  3692.  
  3693.  
  3694.  
  3695. Sound_effect_414 [bossFlam.wav]
  3696. Sound_414_priority  [35]
  3697. Sound_414_3Dtype  [0]
  3698. Sound_414_in_bank [1]
  3699. Sound_414_time  [30]
  3700. Sound_414_Gategroup [206]
  3701. Sound_414_Gatetime [40] 
  3702. *      Boss fires FLAME         
  3703.         
  3704. Sound_effect_415 [mechFlam.wav]
  3705. Sound_415_priority  [35]
  3706. Sound_415_3Dtype  [0]
  3707. Sound_415_in_bank [1]
  3708. Sound_415_time  [30]
  3709. Sound_415_Gategroup [207]
  3710. Sound_415_Gatetime [40] 
  3711. *  Mechanical      fires FLAME             
  3712.  
  3713. Sound_effect_416 [alien9.wav]
  3714. Sound_416_priority  [50]
  3715. Sound_416_3Dtype  [0]
  3716. Sound_416_in_bank [1]
  3717. Sound_416_time  [30]
  3718. Sound_416_Gategroup [208]
  3719. Sound_416_Gatetime [180] 
  3720. *      Yetti gets burned  speech                  
  3721.  
  3722.  
  3723.  
  3724.  
  3725.  
  3726.  
  3727.  
  3728.  
  3729.  
  3730.  
  3731.  
  3732.  
  3733.  
  3734. ***************************dummy end of bank*************
  3735.  
  3736. Sound_effect_799 [silence.wav]
  3737. Sound_799_priority  [35]
  3738. Sound_799_3Dtype  [0]
  3739. Sound_799_in_bank [1]
  3740. Sound_799_time  [30]
  3741. Sound_799_Gategroup []
  3742. Sound_799_Gatetime [5] 
  3743. *           dummy sound               
  3744.                                                                                                    
  3745. ******************** Insert  Template ********************************
  3746.  
  3747. *Sound_effect_4 [.wav]
  3748. *Sound_4_priority  [35]
  3749. *Sound_4_3Dtype  [0]
  3750. *Sound_4_in_bank [1]
  3751. *Sound_4_time  [30]
  3752. *Sound_4_Gategroup []
  3753. *Sound_4_Gatetime [5] 
  3754. **                          EVAC1
  3755.  
  3756. *********************************************************************
  3757. *Sound_effect_553        [heloc.wav]
  3758. *Sound_553_3Dtype  [1]
  3759. *Sound_553_priority  [50]
  3760. *Sound_553_in_bank [6]
  3761. * temp helecopter loop NOW DX3D loop   PETER THIS USED *TO BE Sound 53 WHICH IS NOW ELECTRIC ARCING *ARC1.WAV.
  3762.  
  3763. **********************************************************************
  3764. ** SoundS 800 Onwards are Ambiences **
  3765. **************************************
  3766.  
  3767. Sound_effect_800        [silence.wav]
  3768. Sound_800_in_bank [0]
  3769. * Duhh Waddya think
  3770.  
  3771. Sound_effect_801        [genamb2.wav]
  3772. Sound_801_in_bank [0]
  3773. * Low constant tone use as alien structure noise Now used as alien forcefield
  3774.  
  3775. Sound_effect_802        [genamb3.wav]
  3776. Sound_802_in_bank [0]
  3777. * Mechanical repetitions use as alien structure noise
  3778.  
  3779. Sound_effect_803        [truck.wav]
  3780. Sound_803_in_bank [0]
  3781. * engine tickover noise
  3782.  
  3783. Sound_effect_804        [bigwind.wav]
  3784. Sound_804_in_bank [0]
  3785. * Howling gales     on mountain top quuiet version  SFXno857
  3786.  
  3787. Sound_effect_805        [genamb4.wav]
  3788. Sound_805_in_bank [0]
  3789. * computerised kind of loop Sound to attach to buildings or control palnels. 
  3790.  
  3791. *Peter check Sound number 8.0.5. in your scripts as it used to be a Waterfall Sound.!!!
  3792.  
  3793. Sound_effect_806        [plaslp.wav]
  3794. Sound_806_in_bank [0]
  3795. * Mechanical Sound with arcing in foreground.
  3796.  
  3797. Sound_effect_807        [Watetub.wav]
  3798. Sound_807_in_bank [0]
  3799. * This is the Sound of wate moveing in tubing.
  3800. * Peter this was a duplicate Sound biggen so any calls for 807 should be swapped for 813 
  3801.  
  3802. Sound_effect_808        [fire.wav]
  3803. Sound_808_in_bank [0]
  3804. * General fire ambience can be used for damaged buildings / vehicles
  3805.  
  3806. Sound_effect_809        [windlit.wav]
  3807. Sound_809_in_bank [0]
  3808. * light desert wind (farting after some Angel delight) :-) quiet version  SFXno858
  3809.  
  3810. Sound_effect_810        [tunlntry.wav]
  3811. Sound_810_in_bank [0]
  3812. * Dripping damp tunnel ambience
  3813.  
  3814. Sound_effect_811        [windfarm.wav]
  3815. Sound_811_in_bank [0]
  3816. * big propeller Sound
  3817.  
  3818. Sound_effect_812        [siren.wav]
  3819. Sound_812_in_bank [0]
  3820. *alien alarm 
  3821.  
  3822. Sound_effect_813        [biggen.wav]
  3823. Sound_813_in_bank [0]
  3824. *pulsing low electric motor Sound
  3825.  
  3826. Sound_effect_814        [genamb1.wav]
  3827. Sound_814_in_bank [0]
  3828. * medium pitched /c3 pulsing electric machine noise
  3829.  
  3830. Sound_effect_815        [intunnel.wav]
  3831. Sound_815_in_bank [0]
  3832. *dripping Ambience layered with Genamb1 
  3833.  
  3834. Sound_effect_816        [waterwnd.wav]
  3835. Sound_816_in_bank [0]
  3836. *Wind light layered with lapping water
  3837.  
  3838. Sound_effect_817        [Wbrook.wav]
  3839. Sound_817_in_bank [0]
  3840. *lapping water        quiet version is No 833
  3841.  
  3842. *Sound_effect_818        [drop.wav]
  3843. *Sound_818_in_bank [0]
  3844. * dropship thrusters        *****  moved into cache bank********unused
  3845.  
  3846. Sound_effect_819        [RAIN1.wav]
  3847. Sound_819_in_bank [0]
  3848. * LIGHT  RAIN 
  3849.  
  3850. Sound_effect_820        [RAIN2.wav]
  3851. Sound_820_in_bank [0]
  3852. * HEAVY  RAIN 
  3853.  
  3854. Sound_effect_821        [machine.wav]
  3855. Sound_821_in_bank [0]
  3856. * machine 
  3857.  
  3858. Sound_effect_822        [machine2.wav]
  3859. Sound_822_in_bank [0]
  3860. * Machine2
  3861.  
  3862. Sound_effect_823        [machine3.wav]
  3863. Sound_823_in_bank [0]
  3864. * machine3
  3865.  
  3866. Sound_effect_824        [TRAIN.wav]
  3867. Sound_824_in_bank [0]
  3868. * train his with machine noise
  3869.  
  3870. Sound_effect_825        [WHydro.wav]
  3871. Sound_825_in_bank [0]
  3872. * big heavy waterfall like white noise
  3873.  
  3874. Sound_effect_826        [Waterfl.wav]
  3875. Sound_826_in_bank [0]
  3876. * big heavy waterfall in distance with  small(watrfl.wav NO 805 ) in the foreground. 
  3877.  
  3878. Sound_effect_827        [WriverP.wav]
  3879. Sound_827_in_bank [0]
  3880. * River bubbling      Parnter Sound to 841 loud version
  3881.  
  3882. Sound_effect_828        [frest.wav]
  3883. Sound_828_in_bank [0]
  3884. *  Alien forest scene
  3885.  
  3886. Sound_effect_829        [frest1.wav]
  3887. Sound_829_in_bank [0]
  3888. * variation, more dense  Alien forest scene
  3889.  
  3890. Sound_effect_830        [frest2.wav]
  3891. Sound_830_in_bank [0]
  3892. * variation 2 of Alien forest scene     Quiet version is 843
  3893.  
  3894. Sound_effect_831        [rumble.wav]
  3895. Sound_831_in_bank [0]
  3896. * Generic low rumble loop.        
  3897.  
  3898. Sound_effect_832        [WHydroP.wav]
  3899. Sound_832_in_bank [0]
  3900. * Waterfall middle distance                                                                    
  3901.             
  3902. Sound_effect_833        [WBrookP.wav]
  3903. Sound_833_in_bank [0]
  3904. * lappin brook loud version is No 817
  3905.  
  3906.  
  3907. Sound_effect_834        [waterflP.wav]
  3908. Sound_834_in_bank [0]
  3909. * Water lapping distant
  3910.  
  3911. Sound_effect_835        [waterfl2.wav]
  3912. Sound_835_in_bank [0]
  3913. * Bigger than Waterfl 
  3914.  
  3915. Sound_effect_836        [waterf2P.wav]
  3916. Sound_836_in_bank [0]
  3917. * Bigger than Waterfl middle distance
  3918.  
  3919.  
  3920. Sound_effect_837        [crysroom.wav]
  3921. Sound_837_in_bank [0]
  3922. *room end of       Arch2       
  3923.  
  3924.  
  3925. Sound_effect_838        [frest3.wav]
  3926. Sound_838_in_bank [0]
  3927. *  Thicker forest ambiance 1 of 3   forest with background alien animals
  3928.  
  3929. Sound_effect_839        [frest4.wav]
  3930. Sound_839_in_bank [0]
  3931. *  Thicker forest ambiance 2 of 3 
  3932.  
  3933. Sound_effect_840        [frest5.wav]
  3934. Sound_840_in_bank [0]
  3935. *  Thicker forest ambiance 3 of 3 
  3936.  
  3937. Sound_effect_841        [Wriver.wav]
  3938. Sound_841_in_bank [0]
  3939. * River bubbling  partner Sound to 827 [p] version
  3940.  
  3941. Sound_effect_842        [ventfan.wav]
  3942. Sound_842_in_bank [0]
  3943. * Ventilator fan rotor (mono now as it may be 3D Later
  3944.  
  3945. Sound_effect_843        [frest2p.wav]
  3946. Sound_843_in_bank [0]
  3947. * variation  of Alien forest scene     loud version is 830
  3948.  
  3949. Sound_effect_844        [steam.wav]
  3950. Sound_844_in_bank [0]
  3951. * steamvents
  3952.  
  3953. Sound_effect_845        [steamp.wav]
  3954. Sound_845_in_bank [0]
  3955. * steamvents  quiet
  3956.  
  3957. Sound_effect_846        [wrivrpm2.wav]
  3958. Sound_846_in_bank [0]
  3959. * river quiet mixed with machine2.wav ref snd 822
  3960.  
  3961. Sound_effect_847 [vntfanm2.wav]
  3962. Sound_847_in_bank [0]
  3963.  
  3964.  
  3965. Sound_effect_848        [steammc2.wav]
  3966. Sound_848_in_bank [0]
  3967. * steamvents  + Machine2   ref snd 822
  3968.                                  
  3969. Sound_effect_849        [RBIGGEN.wav]
  3970. Sound_849_in_bank [0]
  3971. * RAIN + MachinE Ambiance  ref snd 822
  3972.  
  3973. Sound_effect_850        [Rfrest.wav]
  3974. Sound_850_in_bank [0]
  3975. * FOREST  + Heavy Rain 
  3976.  
  3977. Sound_effect_851        [Rfrest1.wav]
  3978. Sound_851_in_bank [0]
  3979. * FOREST1 variation  + Heavy Rain
  3980.  
  3981. Sound_effect_852        [Rfrest2.wav]
  3982. Sound_852_in_bank [0]
  3983. * FOREST  + Heavy Rain
  3984.  
  3985. Sound_effect_853        [Rfrest2p.wav]
  3986. Sound_853_in_bank [0]
  3987. * FOREST2  quiet version  + Heavy Rain
  3988.  
  3989. Sound_effect_854        [Rfrest3.wav]
  3990. Sound_854_in_bank [0]
  3991. * FOREST3 snd838 more dense alien  + Heavy Rain       
  3992.  
  3993. Sound_effect_855        [Rfrest4.wav]
  3994. Sound_855_in_bank [0]
  3995. * FOREST4 snd839 more dense alien   + Heavy Rain
  3996.  
  3997. Sound_effect_856        [Rfrest5.wav]
  3998. Sound_856_in_bank [0]
  3999. * FOREST5 snd840  more dense alien + Heavy Rain
  4000.  
  4001. Sound_effect_857        [bigwindP.wav]
  4002. Sound_857_in_bank [0]
  4003. * Quiet version of bigwind.wav SFXno804
  4004.  
  4005. Sound_effect_858        [windlitP.wav]
  4006. Sound_858_in_bank [0]
  4007. * Quiet version of windlit.wav SFXno809
  4008.  
  4009. Sound_effect_859        [gas1.wav]
  4010. Sound_859_in_bank [0]
  4011. * Leaky gas pipe
  4012.  
  4013.  
  4014. Sound_effect_860        [sirenrv.wav]
  4015. Sound_860_in_bank [0]
  4016. * Alien air raid siren loop     was cache sound 200 now remed out
  4017.  
  4018.  
  4019. Sound_effect_861        [fire12.wav]
  4020. Sound_861_in_bank [0]
  4021. * Alternate fire ambiance
  4022.  
  4023.  
  4024. Sound_effect_862        [slbell.wav]
  4025. Sound_862_in_bank [0]
  4026. * sleigh bell for Snow1
  4027.  
  4028.  
  4029. Sound_effect_863        [watetubp.wav]
  4030. Sound_863_in_bank [0]
  4031. * This is the quiet [p] Sound of wate moveing in tubing. It's loud counterpart Sound is 807
  4032.  
  4033. Sound_effect_864        [waterlap.wav]
  4034. Sound_864_in_bank [0]
  4035. * water lapping
  4036.  
  4037.  
  4038. Sound_effect_865        [seashore.wav]
  4039. Sound_865_in_bank [0]
  4040. *  Seashore water lapping surf
  4041.  
  4042.  
  4043. *Sound_effect_866        [ambijaz.wav]
  4044. *Sound_866_in_bank [0]
  4045. **      Jazz in background for outside bar
  4046.  
  4047.  
  4048. Sound_effect_867        [teleloop.wav]
  4049. Sound_868_in_bank [0]
  4050. *      Teleporter room ambience    
  4051.  
  4052. Sound_effect_868        [seashor2.wav]
  4053. Sound_868_in_bank [0]
  4054. *  Seashore water lapping surf
  4055.  
  4056. Sound_effect_869        [ailship.wav]
  4057. Sound_869_in_bank [0]
  4058. * Alien Ship  onboard ambiance
  4059.  
  4060.  
  4061. Sound_effect_870        [drill1.wav]
  4062. Sound_870_in_bank [0]                                     
  4063. * laser drill loop
  4064.  
  4065. Sound_effect_871        [drill2.wav]
  4066. Sound_871_in_bank [0]
  4067. * Alien Ship  onboard ambiance
  4068.  
  4069.  
  4070. Sound_effect_872        [sticky.wav]
  4071. Sound_872_in_bank [0]
  4072. *         scum1 ambi 
  4073.  
  4074. Sound_effect_873        [breath.wav]
  4075. Sound_873_in_bank [0]
  4076. *         scum1 horror ambi
  4077.  
  4078.  
  4079.  
  4080.  
  4081.  
  4082.  
  4083.  
  4084.  
  4085.  
  4086. * removed  6/8/98 Sound_effect_950        *[menuloop.wav]              
  4087. * loop 8bars of psx uptempo theme 1.339 MEG
  4088.  
  4089.  
  4090.  
  4091.  
  4092.  
  4093.  
  4094.  
  4095.  
  4096.  
  4097.  
  4098.  
  4099.  
  4100.  
  4101.  
  4102.  
  4103.  
  4104.  
  4105.  
  4106.  
  4107.  
  4108.  
  4109.  
  4110.  
  4111.  
  4112.  
  4113.  
  4114.  
  4115.  
  4116.  
  4117.  
  4118.  
  4119.  
  4120.