149 lines
4.9 KiB
C
149 lines
4.9 KiB
C
/*
|
|
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.
|
|
*/
|
|
|
|
#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_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
|
|
|
|
#define SOUND_ROBOT_HIT 20
|
|
#define SOUND_ROBOT_DESTROYED 21
|
|
#define SOUND_VOLATILE_WALL_HIT 21
|
|
#define SOUND_LASER_HIT_WATER 232
|
|
#define SOUND_MISSILE_HIT_WATER 233
|
|
|
|
#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_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_REFUEL_STATION_GIVING_FUEL 62
|
|
|
|
#define SOUND_PLAYER_HIT_WALL 70
|
|
#define SOUND_PLAYER_GOT_HIT 71
|
|
|
|
#define SOUND_HOSTAGE_RESCUED 91
|
|
|
|
#define SOUND_BRIEFING_HUM 94
|
|
#define SOUND_BRIEFING_PRINTING 95
|
|
|
|
#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_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_VOLATILE_WALL_HISS 151 // need a hiss sound here.
|
|
#define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
|
|
#define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
|
|
|
|
#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_CLOAK_ON 160 //USED FOR WALL CLOAK
|
|
#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
|
|
|
|
#if defined(SHAREWARE) || defined(NMOVIES)
|
|
#define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
|
|
#define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
|
|
#endif
|
|
|
|
#define SOUND_DROP_BOMB 26
|
|
|
|
#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!
|
|
|
|
//I think it would be nice to have a scrape sound...
|
|
//#define SOUND_PLAYER_SCRAPE_WALL 72
|
|
|
|
extern ubyte Sounds[MAX_SOUNDS];
|
|
extern ubyte AltSounds[MAX_SOUNDS];
|
|
|
|
#endif
|
|
|