a0b4cac982
* Reverted value of SOUND_MAX_VOLUME
154 lines
6 KiB
C
154 lines
6 KiB
C
/* $Id: sounds.h,v 1.1.1.1 2006/03/17 19:55:23 zicodxx Exp $ */
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/*
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Numbering system for the sounds.
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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_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
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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_WATER 232
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#define SOUND_MISSILE_HIT_WATER 233
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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_DROP_WEAPON 39
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#define SOUND_FORCEFIELD_BOUNCE_PLAYER 40
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#define SOUND_FORCEFIELD_BOUNCE_WEAPON 41
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#define SOUND_FORCEFIELD_HUM 42
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#define SOUND_FORCEFIELD_OFF 43
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#define SOUND_MARKER_HIT 50
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#define SOUND_BUDDY_MET_GOAL 51
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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_BRIEFING_HUM 94
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#define SOUND_BRIEFING_PRINTING 95
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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_HUD_JOIN_REQUEST 123
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#define SOUND_HUD_BLUE_GOT_FLAG 124
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#define SOUND_HUD_RED_GOT_FLAG 125
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#define SOUND_HUD_YOU_GOT_FLAG 126
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#define SOUND_HUD_BLUE_GOT_GOAL 127
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#define SOUND_HUD_RED_GOT_GOAL 128
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#define SOUND_HUD_YOU_GOT_GOAL 129
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#define SOUND_LAVAFALL_HISS 150 // under a lavafall
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#define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
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#define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
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#define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
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#define SOUND_GOOD_SELECTION_PRIMARY 153
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#define SOUND_BAD_SELECTION 156
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#define SOUND_GOOD_SELECTION_SECONDARY 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_CLOAK_ON 160 // USED FOR WALL CLOAK
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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_DIE 185
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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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#define SOUND_CHEATER 200
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#define SOUND_AMBIENT_LAVA 222
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#define SOUND_AMBIENT_WATER 223
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#define SOUND_CONVERT_ENERGY 241
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#define SOUND_WEAPON_STOLEN 244
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#define SOUND_LIGHT_BLOWNUP 157
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#define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch.
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#define SOUND_AFTERBURNER_IGNITE 247
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#define SOUND_AFTERBURNER_PLAY 248
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#define SOUND_SECRET_EXIT 249
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#define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON
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#define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF
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#define SOUND_SEISMIC_DISTURBANCE_START 251
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#define SOUND_YOU_GOT_ORB 84
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#define SOUND_FRIEND_GOT_ORB 85
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#define SOUND_OPPONENT_GOT_ORB 86
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#define SOUND_OPPONENT_HAS_SCORED 87
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//--------------------------------------------------------------
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#define MAX_SOUNDS 254 // bad to have sound 255!
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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 ubyte AltSounds[MAX_SOUNDS];
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#endif /* _SOUNDS_H */
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