//===========================================================================
//
// Name: sounds.c
// Function: sound configuration
// Programmer: Mr Elusive (MrElusive@demigod.demon.nl)
// Last update: 1999-02-03
// Tab Size: 3 (real tabs)
//
// Xatrix Weapon & Powerup sounds
// Rogue Weapon & Powerup sounds
//===========================================================================
#define SOUNDTYPE_IGNORE 0 //ignore this sound
#define SOUNDTYPE_PLAYER 1 //some sound caused by a player
#define SOUNDTYPE_PLAYERSTEPS 2 //walking
#define SOUNDTYPE_PLAYERJUMP 3 //jumping
#define SOUNDTYPE_PLAYERWATERIN 4 //entering water
#define SOUNDTYPE_PLAYERWATEROUT 5 //getting out of the water
#define SOUNDTYPE_PLAYERFALL 6 //falling
#define SOUNDTYPE_FIRINGWEAPON 7 //firing weapon
#define SOUNDTYPE_USINGPOWERUP 8 //using a powerup
#define SOUNDTYPE_PICKUPWEAPON 9 //picking up weapon
#define SOUNDTYPE_PICKUPAMMO 10 //picking up ammo
#define SOUNDTYPE_PICKUPARMOR 11 //pickup armor
#define SOUNDTYPE_PICKUPARMORSHARD 12 //pickup armor shard
#define SOUNDTYPE_PICKUPPOWERUP 13 //pickup powerup
#define SOUNDTYPE_PICKUPHEALTH_S 14 //pickup small health
#define SOUNDTYPE_PICKUPHEALTH_N 15 //pickup normal health
#define SOUNDTYPE_PICKUPHEALTH_L 16 //pickup large health
#define SOUNDTYPE_PICKUPHEALTH_M 17 //pickup mega health
#define SOUNDTYPE_DOOR 18 //door
#define SOUNDTYPE_ELEVATOR 19 //elevator
#define SOUNDTYPE_TELEPORT 20 //teleportation
/*
soundinfo
{
name
volume
duration
type
recognition
string
}
*/
//==========================
// Player sounds
//==========================
soundinfo //player foot steps
{
name "player/step1.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player foot steps
{
name "player/step2.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player foot steps
{
name "player/step3.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player foot steps
{
name "player/step4.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player fall
{
name "player/fall1.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player fall
{
name "player/fall2.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player water in
{
name "player/watr_in.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player water out
{
name "player/watr_out.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player under water
{
name "player/watr_un.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
soundinfo //player fry in lava or slime
{
name "player/fry.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_PLAYER
recognition 0
string ""
}
//==========================
// Weapon sounds
//==========================
soundinfo //BLASTer Fire, muzzle flash sound
{
name "weapons/blastf1a.wav"
volume 80.0
duration 0.47 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Blaster"
}
soundinfo //SHOTGun Fire 1b, muzzle flash sound
{
name "weapons/shotgf1b.wav"
volume 80.0
duration 0.58 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Shotgun"
}
soundinfo //SHOTGun Reload 1b, muzzle flash sound
{
name "weapons/shotgr1b.wav"
volume 80.0
duration 0.66 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Shotgun"
}
soundinfo //Super SHOTgun Fire 1b, muzzle flash sound (contains reload sound)
{
name "weapons/sshotf1b.wav"
volume 80.0
duration 0.96 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Super Shotgun"
}
soundinfo //Super SHOTgun Reload 1b, (not used by Quake2)
{
name "weapons/sshotr1b.wav"
volume 80.0
duration 0.39 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Super Shotgun"
}
soundinfo //MACHineGun Fire 1b, muzzle flash sound
{
name "weapons/machgf1b.wav"
volume 80.0
duration 0.31 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Machinegun"
}
soundinfo //MACHineGun Fire 2b, muzzle flash sound
{
name "weapons/machgf2b.wav"
volume 80.0
duration 0.31 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Machinegun"
}
soundinfo //MACHineGun Fire 3b, muzzle flash sound
{
name "weapons/machgf3b.wav"
volume 80.0
duration 0.31 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Machinegun"
}
soundinfo //MACHineGun Fire 4b, muzzle flash sound
{
name "weapons/machgf4b.wav"
volume 80.0
duration 0.31 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Machinegun"
}
soundinfo //MACHineGun Fire 5b, muzzle flash sound
{
name "weapons/machgf5b.wav"
volume 80.0
duration 0.31 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Machinegun"
}
soundinfo //GRENade Launcher Fire 1a, muzzle flash sound
{
name "weapons/grenlf1a.wav"
volume 80.0
duration 1.09 //correct, but no sound for last .5 seconds
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Grenade Launcher"
}
soundinfo //GRENade Launcher Reload 1a, muzzle flash sound
{
name "weapons/grenlr1a.wav"
volume 80.0
duration 0.74 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Grenade Launcher"
}
soundinfo //ROCKet Launcher Fire 1a, muzzle flash sound
{
name "weapons/rocklf1a.wav"
volume 80.0
duration 1.2 //correct, but no sound for last .5 seconds
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Rocket Launcher"
}
soundinfo //ROCKet Launcher Reload 1a, muzzle flash sound
{
name "weapons/rocklr1a.wav"
volume 80.0
duration 0.73 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Rocket Launcher"
}
soundinfo //HYPeRBlaster Fire 1a, muzzle flash sound
{
name "weapons/hyprbf1a.wav"
volume 80.0
duration 0.09 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "HyperBlaster"
}
soundinfo //RAILGun Fire 1a, muzzle flash sound
{
name "weapons/railgf1a.wav"
volume 80.0
duration 1.5 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Railgun"
}
soundinfo //RAILGun Reload 1a (this sound is not used by Quake2)
{
name "weapons/railgr1a.wav"
volume 80.0
duration 1.16 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "Railgun"
}
soundinfo //BFG Fire 1y, muzzle flash sound
{
name "weapons/bfg__f1y.wav"
volume 80.0
duration 2.39 //correct
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string "BFG10K"
}
soundinfo //Respawn, muzzle flash sound
{
name "misc/tele1.wav"
volume 50.0
duration 0.59
type SOUNDTYPE_FIRINGWEAPON
recognition 0
string ""
}
//==========================
// Using item sounds
//==========================
soundinfo //Quad Damage activate
{
name "items/damage.wav"
volume 80.0
duration 2.11
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Quad Damage wearing off
{
name "items/damage2.wav"
volume 80.0
duration 2.98
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Quad Damage attack
{
name "items/damage3.wav"
volume 80.0
duration 1.14
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Invulnerability activate
{
name "items/protect.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Invulnerability wearing off
{
name "items/protect2.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Invulnerability protecting
{
name "items/protect3.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Invulnerability protecting?
{
name "items/protect4.wav"
volume 80.0
duration 0.3
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Power Armor activate
{
name "misc/power1.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
soundinfo //Power Armor wearing off
{
name "misc/power2.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_USINGPOWERUP
recognition 0
string ""
}
//==========================
// Pickup sounds
//==========================
soundinfo //pickup Armor
{
name "misc/ar1_pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPARMOR
recognition 0
string "Body Armor"
}
soundinfo //pickup Armor Shard
{
name "misc/ar2_pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPARMORSHARD
recognition 0
string "Armor Shard"
}
soundinfo //pickup Power Shield
{
name "misc/ar3_pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPPOWERUP
recognition 0
string "Power Shield"
}
soundinfo //pickup Weapon
{
name "misc/w_pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPWEAPON
recognition 0
string "Weapon"
}
soundinfo //pickup Ammo
{
name "misc/am_pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPAMMO
recognition 0
string "Ammo"
}
soundinfo //pickup Powerup
{
name "items/pkup.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPPOWERUP
recognition 0
string "Powerup"
}
soundinfo //pickup Small Health
{
name "items/s_health.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPHEALTH_S
recognition 0
string "Health"
}
soundinfo //pickup Normal Health
{
name "items/n_health.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPHEALTH_N
recognition 0
string "Health"
}
soundinfo //pickup Large Health
{
name "items/l_health.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPHEALTH_L
recognition 0
string "Health"
}
soundinfo //pickup Mega Health
{
name "items/m_health.wav"
volume 80.0
duration 0.2
type SOUNDTYPE_PICKUPHEALTH_M
recognition 0
string "Health"
}