/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/sounds.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:23 $ * * Numbering system for the sounds. * * $Log: sounds.h,v $ * Revision 1.1.1.1 2006/03/17 19:42:23 zicodxx * initial import * * Revision 1.2 2000/04/18 01:18:24 sekmu * Changed/fixed altsounds (mostly done) * * Revision 1.1.1.1 1999/06/14 22:13:10 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:27:32 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.41 1995/02/03 17:08:28 john * Changed sound stuff to allow low memory usage. * Also, changed so that Sounds isn't an array of digi_sounds, it * is a ubyte pointing into GameSounds, this way the digi.c code that * locks sounds won't accidentally unlock a sound that is already playing, but * since it's Sounds[soundno] is different, it would erroneously be unlocked. * * Revision 1.40 1995/01/30 21:45:17 adam * added weapon change sounds * * Revision 1.39 1995/01/30 21:11:57 mike * Use new weapon selection sounds, different for primary and secondary. * * Revision 1.38 1995/01/26 17:02:58 mike * make fusion cannon have more chrome, make fusion, mega rock you! * * Revision 1.37 1995/01/18 19:46:15 matt * Added sound for invulnerability wearing off, and voice message for cheating * * Revision 1.36 1995/01/18 19:05:04 john * Increased MAX_SOUNDS. * * Revision 1.35 1994/12/14 16:57:08 adam * *** empty log message *** * * Revision 1.34 1994/12/08 21:31:40 adam * *** empty log message *** * * Revision 1.33 1994/12/08 12:33:01 mike * make boss dying more interesting. * * Revision 1.32 1994/12/04 21:39:40 matt * Added sound constants for endlevel explosions * * Revision 1.31 1994/11/30 14:02:58 mike * see/claw/attack sounds. * * Revision 1.30 1994/11/29 20:43:54 matt * Deleted a bunch of unused constants * * Revision 1.29 1994/11/29 15:48:11 matt * Cleaned up, & added new sounds * * Revision 1.28 1994/11/29 14:35:36 adam * moved lava noise index * * Revision 1.27 1994/11/29 13:23:30 matt * Cleaned up sound constants * * Revision 1.26 1994/11/29 13:01:04 rob * ADded badass explosion define. * * Revision 1.25 1994/11/29 11:34:23 rob * Added new HUD sounds. * * Revision 1.24 1994/11/15 16:52:01 mike * hiss sound placeholder. * * Revision 1.23 1994/10/25 16:21:45 adam * changed homing sound * * Revision 1.22 1994/10/23 00:27:34 matt * Made exploding wall do one long sound, instead of lots of small ones * * Revision 1.21 1994/10/22 14:12:35 mike * Add sound for missile tracking player. * * Revision 1.20 1994/10/11 12:25:21 matt * Added "hot rocks" that create badass explosion when hit by weapons * * Revision 1.19 1994/10/10 20:57:50 matt * Added sound for exploding wall (hostage door) * * Revision 1.18 1994/10/04 15:33:31 john * Took out the old PLAY_SOUND??? code and replaced it * with direct calls into digi_link_??? so that all sounds * can be made 3d. * * Revision 1.17 1994/09/29 21:13:41 john * Added Master volumes for digi and midi. Also took out panning, * because it doesn't work with MasterVolume stuff. * * Revision 1.16 1994/09/29 00:42:29 matt * Made hitting a locked door play a sound * * Revision 1.15 1994/09/20 19:14:34 john * Massaged the sound system; used a better formula for determining * which l/r balance, also, put in Mike's stuff that searches for a connection * between the 2 sounds' segments, stopping for closed doors, etc. * * Revision 1.14 1994/07/06 15:23:59 john * Revamped hostage sound. * * Revision 1.13 1994/06/21 19:13:27 john * *** empty log message *** * * Revision 1.12 1994/06/21 12:09:54 adam * *** empty log message *** * * Revision 1.11 1994/06/21 12:03:15 john * Added more sounds. * * Revision 1.10 1994/06/20 22:01:54 matt * Added prototype for Play3D() * * Revision 1.9 1994/06/20 21:06:06 yuan * Fixed up menus. * * Revision 1.8 1994/06/17 12:21:54 mike * Hook for robot hits player. * * Revision 1.7 1994/06/15 19:01:35 john * Added the capability to make 3d sounds play just once for the * laser hit wall effects. * * Revision 1.6 1994/06/08 11:43:03 john * Enable 3D sound. * * Revision 1.5 1994/06/07 18:21:20 john * Start changing sound to the new 3D system. * * Revision 1.4 1994/05/16 16:17:41 john * Bunch of stuff on my Inferno Task list May16-23 * * Revision 1.3 1994/05/09 21:11:38 john * Sound changes; pass index instead of pointer to digi routines. * Made laser sound cut off the last laser sound. * * Revision 1.2 1994/04/27 11:47:46 john * First version. * * Revision 1.1 1994/04/26 10:44:36 john * Initial revision * * */ #ifndef _SOUNDS_H #define _SOUNDS_H #include "vecmat.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 #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. #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here. #ifdef SHAREWARE #define SOUND_GOOD_SELECTION_PRIMARY 155 #define SOUND_GOOD_SELECTION_SECONDARY 155 #define SOUND_ALREADY_SELECTED 155 #define SOUND_BAD_SELECTION 156 #define SOUND_CHEATER 156 // added by Victor Rachels #else #define SOUND_GOOD_SELECTION_PRIMARY 153 #define SOUND_BAD_SELECTION 156 #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95 #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95 #define SOUND_CHEATER 200 // moved by Victor Rachels #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_ATTACK 184 #define SOUND_BOSS_SHARE_DIE 185 #define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1 #define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2 #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 //-------------------------------------------------------------- #define MAX_SOUNDS 250 //I think it would be nice to have a scrape sound... //#define SOUND_PLAYER_SCRAPE_WALL 72 extern ubyte Sounds[MAX_SOUNDS]; extern digi_sound GameSounds[MAX_SOUNDS]; extern ubyte AltSounds[MAX_SOUNDS]; #endif