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- // The fields for a sound entry are:
- // 1) filename of the sound
- // 2) distance at which sound starts to attenuate (for 3d sounds only)
- // 3) the default volume (from 0.0 -> 1.0)
- // 4) rolloff factor (<1.0 makes sound attenuate quicker, > 1.0 takes longer to attenuate)
- //
- // Note: DO NOT USE TABS. Only use spaces for whitespace.
-
- #Sounds Start
-
- // name min_dist volume rolloff
- "powerup_pickup.wav" 5.0 0.70 1.0 // powerup pickup
- "powerup_respawn.wav" 5.0 0.70 1.0 // powerup respawn
- "negative_Beep.wav" 5.0 0.80 1.0 // negative response beep
- "cue_voice.wav" 2.0 0.80 1.0 // voice start
- "end_voice.wav" 2.0 0.80 1.0 // voice end
- "debris_03.wav" 10.0 0.90 1.0 // debris bouncing
- "geomod_01.wav" 15.0 1.00 1.0 // geomod 1 (rock exploding)
- "geomod_02.wav" 15.0 1.00 1.0 // geomod 2 (rock exploding)
- "geomod_03.wav" 15.0 1.00 1.0 // geomod 3 (rock exploding)
- "shieldhit.wav" 7.0 0.90 1.0 // shield has taken a hit
- "crush_01.wav" 10.0 0.80 1.0 // rock getting smashed by rock crusher
- "crush_02.wav" 10.0 0.80 1.0 // rock getting smashed by rock crusher (alternate)
- "weapon_pickup.wav" 5.0 0.70 1.0 // weapon pickup
- "lavaburn_01.wav" 15.0 0.90 1.0 // entity is burning
- "splash_in.wav" 10.0 0.80 1.0 // generic object going into water sound
- "splash_out.wav" 10.0 0.80 1.0 // generic object cominig out of water sound
- "underwater_01.wav" 10.0 0.80 1.0 // ambient swimming underwater sound
- "swim_01.wav" 10.0 0.80 1.0 // ambient swimming on surface sound
- "jumpland_05.wav" 10.0 0.80 1.0 // grabbing onto a climable fence sound
- "crusher_03.wav" 20.0 0.90 1.0 // debris collapsing
- "Rocket_Scan.wav" 5.0 0.80 1.0 // rocket-launcher locking-on target
- "Rocket_Lock.wav" 5.0 0.80 1.0 // rocket-launcher locked-on target
- "geomod_04.wav" 15.0 0.80 1.0 // geomod 4 (rock exploding underwater)
- "geomod_05.wav" 15.0 0.80 1.0 // geomod 5 (rock exploding underwater)
- "geomod_06.wav" 15.0 0.80 1.0 // geomod 6 (rock exploding underwater)
- "geomod_07.wav" 15.0 0.80 1.0 // geomod 7 (ice exploding)
- "geomod_08.wav" 15.0 0.80 1.0 // geomod 8 (ice exploding)
- "geomod_09.wav" 15.0 0.80 1.0 // geomod 9 (ice exploding)
- "alarm_01.wav" 15.0 0.80 1.0 // alarm sound (non-looping)
- "Beep01.wav" 10.0 0.80 1.0 // Airlock pressurization commencing msg
- "Beep02.wav" 10.0 0.80 1.0 // Airlock depressurization commencing msg
- "Pressure.wav" 20.0 0.80 1.0 // Airlock pressurize/depressurize sound
- "body_lift.wav" 10.0 0.80 1.0 // player picking up a corpse (2D sound)
- "body_drop.wav" 10.0 0.80 1.0 // dropped corpse hitting the ground
- "death_hit1.wav" 20.0 0.80 1.0 // dropped corpse exploding when hitting the ground really hard
- "Jolt_01.wav" 6.0 0.90 1.0 // damage from electricity
- "Jolt_05.wav" 6.0 0.90 1.0 // another damage from electricity
- "switch_01.wav" 6.0 0.90 1.0 // button has been pressed
- "crusher_02.wav" 10.0 1.00 1.0 // sound of driller vehicle drilling
- "drill_grind.wav" 10.0 0.90 1.0 // sound of driller vehicle trying to drill with worn down drill bits
- "menu_highlight.wav" 10.0 1.0 1.0 // menu button highlighted
- "menu_select.wav" 10.0 0.8 1.0 // menu button clicked
- "panel_highlight.wav" 10.0 1.0 1.0 // panel control highlighted
- "panel_button_click.wav" 10.0 1.0 1.0 // panel control clicked
- "checkbox_on.wav" 10.0 1.0 1.0 // checkbox checked
- "checkbox_off.wav" 10.0 1.0 1.0 // checkbox unchecked
- "panel_scroll_up.wav" 10.0 1.0 1.0 // scrollbar up
- "panel_scroll_down.wav" 10.0 1.0 1.0 // scrollbar down
- "sweep_in.wav" 10.0 1.0 1.0 // panel sliding in
- "sweep_out.wav" 10.0 1.0 1.0 // panel sliding out
- "gasp_01.wav" 5.0 0.6 1.0 // looping sound played when taking damage outside without envirosuit
- "alarm_loop.wav" 15.0 0.9 1.0 // looping sound used for alarm in undercover levels
- "bomb_sym_highlight.wav" 10.0 0.8 1.0 // SND_BOMB_CORRECT_DIGIT
- "bomb_select_negative.wav" 10.0 0.8 1.0 // SND_BOMB_WRONG_DIGIT
- "bomb_select_positive.wav" 10.0 0.8 1.0 // SND_BOMB_ACCESS_COMPLETE
- "bomb_tick.wav" 10.0 0.8 1.0 // SND_BOMB_TICK_LOOP
- "bomb_door.wav" 10.0 0.8 1.0 // SND_BOMB_DOOR
- "bomb_beep_disarm.wav" 10.0 0.8 1.0 // SND_BOMB_DISARMED
- "player_respawn.wav" 10.0 0.8 1.0 // SND_RESPAWN used in multi
- "weap_disp_on.wav" 10.0 0.5 1.0 // weapon switching sounds
- "weap_disp_off.wav" 10.0 0.5 1.0 // weapon switching sounds
- "weap_disp_scroll.wav" 10.0 0.5 1.0 // weapon switching sounds
- "weap_disp_sel.wav" 10.0 0.5 1.0 // weapon switching sounds
- "Flag_Capture.wav" 30.0 1.0 1.0 // flag was captured
- "Flag_Pickup.wav" 30.0 1.0 1.0 // flag was picked up by you
- "Flag_Respawn.wav" 30.0 1.0 1.0 // flag respawned
- "Flag_Return.wav" 30.0 1.0 1.0 // flag was returned
- "Flag_Steal.wav" 30.0 1.0 1.0 // flag was picked up by an enemy player
- "MP_ANN-01.wav" 10.0 1.0 1.0 // "one"
- "MP_ANN-02.wav" 10.0 1.0 1.0 // "two"
- "MP_ANN-03.wav" 10.0 1.0 1.0 // "three"
- "MP_ANN-04.wav" 10.0 1.0 1.0 // "four"
- "MP_ANN-05.wav" 10.0 1.0 1.0 // "five"
- "MP_ANN-06.wav" 10.0 1.0 1.0 // "six"
- "MP_ANN-07.wav" 10.0 1.0 1.0 // "seven"
- "MP_ANN-08.wav" 10.0 1.0 1.0 // "eight"
- "MP_ANN-09.wav" 10.0 1.0 1.0 // "nine"
- "MP_ANN-10.wav" 10.0 1.0 1.0 // "ten"
- "MP_ANN-GO.wav" 10.0 1.0 1.0 // "game over"
- "Alarm_05.wav" 10.0 1.0 1.0 // alarm sound (non-looping)
- "MP_ANN_ALLYOURBASE.wav" 10.0 1.0 1.0 // "A winner is you"
- "JumpPad.wav" 10.0 1.0 1.0 // jump pad sound
- "damage_pickup.wav" 10.0 1.0 1.0 // pickup damage amplifier
- "damage_shoot.wav" 10.0 1.0 1.0 // shoot with damage amplifier
- "shield_pickup.wav" 10.0 1.0 1.0 // pickup invulnerability
- "shield_shot.wav" 10.0 1.0 1.0 // shot while invulnerable
- #Sounds End
-