/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Numbering system for the sounds. * */ #ifndef _SOUNDS_H #define _SOUNDS_H #include "digi.h" //------------------- List of sound effects -------------------- #define SOUND_LASER_FIRED 10 #define SOUND_WEAPON_HIT_DOOR 27 #define SOUND_WEAPON_HIT_BLASTABLE 11 #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible #define SOUND_ROBOT_HIT_PLAYER 17 #define SOUND_ROBOT_HIT 20 #define SOUND_ROBOT_DESTROYED 21 #define SOUND_VOLATILE_WALL_HIT 21 #define SOUND_LASER_HIT_CLUTTER 30 #define SOUND_CONTROL_CENTER_HIT 30 #define SOUND_EXPLODING_WALL 31 // one long sound #define SOUND_CONTROL_CENTER_DESTROYED 31 #define SOUND_CONTROL_CENTER_WARNING_SIREN 32 #define SOUND_MINE_BLEW_UP 33 #define SOUND_FUSION_WARMUP 34 #ifdef DXX_BUILD_DESCENT_II #define SOUND_ROBOT_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player. #define SOUND_LASER_HIT_WATER 232 #define SOUND_MISSILE_HIT_WATER 233 #define SOUND_DROP_WEAPON 39 #define SOUND_FORCEFIELD_BOUNCE_PLAYER 40 #define SOUND_FORCEFIELD_BOUNCE_WEAPON 41 #define SOUND_FORCEFIELD_HUM 42 #define SOUND_FORCEFIELD_OFF 43 #define SOUND_MARKER_HIT 50 #define SOUND_BUDDY_MET_GOAL 51 #define SOUND_BRIEFING_HUM 94 #define SOUND_BRIEFING_PRINTING 95 #endif #define SOUND_REFUEL_STATION_GIVING_FUEL 62 #define SOUND_PLAYER_HIT_WALL 70 #define SOUND_PLAYER_GOT_HIT 71 #define SOUND_HOSTAGE_RESCUED 91 #define SOUND_COUNTDOWN_0_SECS 100 // countdown 100..114 #define SOUND_COUNTDOWN_13_SECS 113 #define SOUND_COUNTDOWN_29_SECS 114 #define SOUND_HUD_MESSAGE 117 #define SOUND_HUD_KILL 118 #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds. #ifdef DXX_BUILD_DESCENT_II #define SOUND_HUD_JOIN_REQUEST 123 #define SOUND_HUD_BLUE_GOT_FLAG 124 #define SOUND_HUD_RED_GOT_FLAG 125 #define SOUND_HUD_YOU_GOT_FLAG 126 #define SOUND_HUD_BLUE_GOT_GOAL 127 #define SOUND_HUD_RED_GOT_GOAL 128 #define SOUND_HUD_YOU_GOT_GOAL 129 #define SOUND_LAVAFALL_HISS 150 // under a lavafall #define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water #define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall #endif #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here. #define SOUND_BAD_SELECTION 156 #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95 #if defined(DXX_BUILD_DESCENT_I) #define SOUND_GOOD_SELECTION_PRIMARY (PCSharePig?155:153) #define SOUND_GOOD_SELECTION_SECONDARY (PCSharePig?155:154) // Adam: New sound number here! MK, 01/30/95 #define SOUND_CHEATER (PCSharePig?156:200) // moved by Victor Rachels #define SOUND_BOSS_SHARE_ATTACK 184 #define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1 #define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2 #elif defined(DXX_BUILD_DESCENT_II) #define SOUND_GOOD_SELECTION_PRIMARY 153 #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95 #define SOUND_CLOAK_ON 160 // USED FOR WALL CLOAK #endif #define SOUND_CLOAK_OFF 161 // sound when cloak goes away #define SOUND_INVULNERABILITY_OFF 163 // sound when invulnerability goes away #define SOUND_BOSS_SHARE_SEE 183 #define SOUND_BOSS_SHARE_DIE 185 #define ROBOT_SEE_SOUND_DEFAULT 170 #define ROBOT_ATTACK_SOUND_DEFAULT 171 #define ROBOT_CLAW_SOUND_DEFAULT 190 #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL #define SOUND_DROP_BOMB 26 #if defined(DXX_BUILD_DESCENT_I) #define MAX_SOUNDS 250 #elif defined(DXX_BUILD_DESCENT_II) #define SOUND_CHEATER 200 #define SOUND_AMBIENT_LAVA 222 #define SOUND_AMBIENT_WATER 223 #define SOUND_CONVERT_ENERGY 241 #define SOUND_WEAPON_STOLEN 244 #define SOUND_LIGHT_BLOWNUP 157 #define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch. #define SOUND_AFTERBURNER_IGNITE 247 #define SOUND_AFTERBURNER_PLAY 248 #define SOUND_SECRET_EXIT 249 #define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON #define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF #define SOUND_SEISMIC_DISTURBANCE_START 251 #define SOUND_YOU_GOT_ORB 84 #define SOUND_FRIEND_GOT_ORB 85 #define SOUND_OPPONENT_GOT_ORB 86 #define SOUND_OPPONENT_HAS_SCORED 87 //-------------------------------------------------------------- #define MAX_SOUNDS 254 // bad to have sound 255! #endif // I think it would be nice to have a scrape sound... //#define SOUND_PLAYER_SCRAPE_WALL 72 #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) extern ubyte Sounds[MAX_SOUNDS]; extern ubyte AltSounds[MAX_SOUNDS]; #endif #endif /* _SOUNDS_H */