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-
- (*
- Feb18/96 - DN
-
- The following code is the function to play a sound effect based on
- what the game sends out to the remote ansi terminal. The terminal
- reads a special code and plays the according sound effect based on
- that code.
-
- Notice that the names of the sound effects are hard-coded. However,
- new sound effects could be implemented by using the same names listed
- below. Included with this code is a utility called FX-LIB, and a
- sample batch file of how to build a SOUND.FX library.
- *)
-
- CASE CodeS[1] OF
- '1' : VocPlay('WELCOME');
- '2' : VocPlay('EXPLODE');
- '3' : BEGIN
- VocPlay('COUNTDN');
- VocPlay('EXPLODE');
- END;
- '4' : VocPlay('CLONE');
- '5' : BEGIN
- RANDOMIZE;
- CASE RANDOM(2) OF
- 0 : VocPlay('DANGER1');
- 1 : VocPlay('DANGER2');
- END;
- END;
- '6' : VocPlay('STEAM');
- '7' : VocPlay('SCREAM1');
- '8' : VocPlay('WATCH');
- '9' : VocPlay('LEVELUP');
- 'A' : VocPlay('INFLAME');
- 'B' : BEGIN
- RANDOMIZE;
- CASE RANDOM(3) OF
- 0 : VocPlay('HIT1');
- 1 : VocPlay('HIT2');
- 2 : VocPlay('HIT3');
- END;
- END;
- 'C' : VocPlay('TIMEISUP');
- 'D' : VocPlay('HEALING');
- 'E' : VocPlay('LRANGE2');
- 'F' : VocPlay('CACKLE');
- 'G' : VocPlay('TELEPORT');
- 'H' : VocPlay('GENETICS');
- 'I' : VocPlay('REMOTE');
- 'J' : VocPlay('AFBDOOR');
- 'K' : VocPlay('ALARM');
- 'L' : VocPlay('REVERSE');
- 'M' : VocPlay('AERIAL');
- 'N' : VocPlay('PHASER');
- 'O' : BEGIN
- RANDOMIZE;
- CASE RANDOM(3) OF
- 0 : VocPlay('MISS1');
- 1 : VocPlay('MISS2');
- 2 : VocPlay('MISS3');
- END;
- END;
- 'P' : BEGIN
- RANDOMIZE;
- CASE RANDOM(2) OF
- 0 : VocPlay('MUSIC1');
- 1 : VocPlay('MUSIC2');
- END;
- END;
- 'Q' : VocPlay('DEVICE');
- 'R' : VocPlay('DEATH');
- 'S' : VocPlay('GOOD');
- 'T' : VocPlay('YAHOO');
- 'U' : VocPlay('SCREAM2');
- 'V' : VocPlay('WAP');
- 'W' : VocPlay('ZIP');
- 'X' : VocPlay('LRANGE3');
- 'Y' : VocPlay('SNIP');
- 'Z' : VocPlay('POW');
-
-
-