257 lines
8.5 KiB
C
257 lines
8.5 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/sounds.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:42:23 $
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*
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* Numbering system for the sounds.
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*
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* $Log: sounds.h,v $
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* Revision 1.1.1.1 2006/03/17 19:42:23 zicodxx
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* initial import
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*
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* Revision 1.2 2000/04/18 01:18:24 sekmu
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* Changed/fixed altsounds (mostly done)
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*
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* Revision 1.1.1.1 1999/06/14 22:13:10 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:27:32 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.41 1995/02/03 17:08:28 john
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* Changed sound stuff to allow low memory usage.
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* Also, changed so that Sounds isn't an array of digi_sounds, it
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* is a ubyte pointing into GameSounds, this way the digi.c code that
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* locks sounds won't accidentally unlock a sound that is already playing, but
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* since it's Sounds[soundno] is different, it would erroneously be unlocked.
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*
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* Revision 1.40 1995/01/30 21:45:17 adam
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* added weapon change sounds
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*
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* Revision 1.39 1995/01/30 21:11:57 mike
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* Use new weapon selection sounds, different for primary and secondary.
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*
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* Revision 1.38 1995/01/26 17:02:58 mike
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* make fusion cannon have more chrome, make fusion, mega rock you!
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*
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* Revision 1.37 1995/01/18 19:46:15 matt
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* Added sound for invulnerability wearing off, and voice message for cheating
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*
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* Revision 1.36 1995/01/18 19:05:04 john
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* Increased MAX_SOUNDS.
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*
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* Revision 1.35 1994/12/14 16:57:08 adam
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* *** empty log message ***
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*
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* Revision 1.34 1994/12/08 21:31:40 adam
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* *** empty log message ***
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*
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* Revision 1.33 1994/12/08 12:33:01 mike
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* make boss dying more interesting.
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*
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* Revision 1.32 1994/12/04 21:39:40 matt
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* Added sound constants for endlevel explosions
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*
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* Revision 1.31 1994/11/30 14:02:58 mike
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* see/claw/attack sounds.
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*
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* Revision 1.30 1994/11/29 20:43:54 matt
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* Deleted a bunch of unused constants
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*
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* Revision 1.29 1994/11/29 15:48:11 matt
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* Cleaned up, & added new sounds
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*
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* Revision 1.28 1994/11/29 14:35:36 adam
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* moved lava noise index
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*
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* Revision 1.27 1994/11/29 13:23:30 matt
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* Cleaned up sound constants
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*
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* Revision 1.26 1994/11/29 13:01:04 rob
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* ADded badass explosion define.
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*
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* Revision 1.25 1994/11/29 11:34:23 rob
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* Added new HUD sounds.
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*
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* Revision 1.24 1994/11/15 16:52:01 mike
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* hiss sound placeholder.
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*
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* Revision 1.23 1994/10/25 16:21:45 adam
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* changed homing sound
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*
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* Revision 1.22 1994/10/23 00:27:34 matt
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* Made exploding wall do one long sound, instead of lots of small ones
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*
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* Revision 1.21 1994/10/22 14:12:35 mike
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* Add sound for missile tracking player.
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*
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* Revision 1.20 1994/10/11 12:25:21 matt
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* Added "hot rocks" that create badass explosion when hit by weapons
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*
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* Revision 1.19 1994/10/10 20:57:50 matt
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* Added sound for exploding wall (hostage door)
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*
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* Revision 1.18 1994/10/04 15:33:31 john
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* Took out the old PLAY_SOUND??? code and replaced it
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* with direct calls into digi_link_??? so that all sounds
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* can be made 3d.
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*
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* Revision 1.17 1994/09/29 21:13:41 john
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* Added Master volumes for digi and midi. Also took out panning,
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* because it doesn't work with MasterVolume stuff.
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*
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* Revision 1.16 1994/09/29 00:42:29 matt
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* Made hitting a locked door play a sound
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*
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* Revision 1.15 1994/09/20 19:14:34 john
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* Massaged the sound system; used a better formula for determining
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* which l/r balance, also, put in Mike's stuff that searches for a connection
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* between the 2 sounds' segments, stopping for closed doors, etc.
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*
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* Revision 1.14 1994/07/06 15:23:59 john
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* Revamped hostage sound.
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*
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* Revision 1.13 1994/06/21 19:13:27 john
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* *** empty log message ***
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*
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* Revision 1.12 1994/06/21 12:09:54 adam
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* *** empty log message ***
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*
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* Revision 1.11 1994/06/21 12:03:15 john
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* Added more sounds.
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*
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* Revision 1.10 1994/06/20 22:01:54 matt
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* Added prototype for Play3D()
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*
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* Revision 1.9 1994/06/20 21:06:06 yuan
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* Fixed up menus.
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*
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* Revision 1.8 1994/06/17 12:21:54 mike
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* Hook for robot hits player.
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*
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* Revision 1.7 1994/06/15 19:01:35 john
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* Added the capability to make 3d sounds play just once for the
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* laser hit wall effects.
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*
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* Revision 1.6 1994/06/08 11:43:03 john
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* Enable 3D sound.
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*
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* Revision 1.5 1994/06/07 18:21:20 john
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* Start changing sound to the new 3D system.
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*
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* Revision 1.4 1994/05/16 16:17:41 john
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* Bunch of stuff on my Inferno Task list May16-23
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*
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* Revision 1.3 1994/05/09 21:11:38 john
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* Sound changes; pass index instead of pointer to digi routines.
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* Made laser sound cut off the last laser sound.
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*
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* Revision 1.2 1994/04/27 11:47:46 john
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* First version.
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*
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* Revision 1.1 1994/04/26 10:44:36 john
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* Initial revision
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*
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*
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*/
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#ifndef _SOUNDS_H
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#define _SOUNDS_H
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#include "vecmat.h"
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#include "digi.h"
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//------------------- List of sound effects --------------------
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#define SOUND_LASER_FIRED 10
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#define SOUND_WEAPON_HIT_DOOR 27
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#define SOUND_WEAPON_HIT_BLASTABLE 11
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#define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
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#define SOUND_ROBOT_HIT_PLAYER 17
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#define SOUND_ROBOT_HIT 20
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#define SOUND_ROBOT_DESTROYED 21
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#define SOUND_VOLATILE_WALL_HIT 21
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#define SOUND_LASER_HIT_CLUTTER 30
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#define SOUND_CONTROL_CENTER_HIT 30
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#define SOUND_EXPLODING_WALL 31 //one long sound
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#define SOUND_CONTROL_CENTER_DESTROYED 31
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#define SOUND_CONTROL_CENTER_WARNING_SIREN 32
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#define SOUND_MINE_BLEW_UP 33
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#define SOUND_FUSION_WARMUP 34
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#define SOUND_REFUEL_STATION_GIVING_FUEL 62
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#define SOUND_PLAYER_HIT_WALL 70
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#define SOUND_PLAYER_GOT_HIT 71
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#define SOUND_HOSTAGE_RESCUED 91
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#define SOUND_COUNTDOWN_0_SECS 100 //countdown 100..114
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#define SOUND_COUNTDOWN_13_SECS 113
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#define SOUND_COUNTDOWN_29_SECS 114
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#define SOUND_HUD_MESSAGE 117
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#define SOUND_HUD_KILL 118
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#define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
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#define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
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#define SOUND_GOOD_SELECTION_PRIMARY (PCSharePig?155:153)
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#define SOUND_BAD_SELECTION 156
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#define SOUND_GOOD_SELECTION_SECONDARY (PCSharePig?155:154) // Adam: New sound number here! MK, 01/30/95
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#define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
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#define SOUND_CHEATER (PCSharePig?156:200) // moved by Victor Rachels
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#define SOUND_CLOAK_OFF 161 //sound when cloak goes away
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#define SOUND_INVULNERABILITY_OFF 163 //sound when invulnerability goes away
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#define SOUND_BOSS_SHARE_SEE 183
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#define SOUND_BOSS_SHARE_ATTACK 184
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#define SOUND_BOSS_SHARE_DIE 185
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#define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1
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#define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2
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#define ROBOT_SEE_SOUND_DEFAULT 170
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#define ROBOT_ATTACK_SOUND_DEFAULT 171
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#define ROBOT_CLAW_SOUND_DEFAULT 190
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#define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
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#define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
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#define SOUND_DROP_BOMB 26
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//--------------------------------------------------------------
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#define MAX_SOUNDS 250
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//I think it would be nice to have a scrape sound...
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//#define SOUND_PLAYER_SCRAPE_WALL 72
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extern ubyte Sounds[MAX_SOUNDS];
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extern digi_sound GameSounds[MAX_SOUNDS];
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extern ubyte AltSounds[MAX_SOUNDS];
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#endif
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