FS2_Open
Open source remastering of the Freespace 2 engine
gamesnd.h File Reference
#include "mission/missionparse.h"
#include "sound/sound.h"

Go to the source code of this file.

Enumerations

enum  parse_sound_flags { PARSE_SOUND_GENERAL_SOUND = 0, PARSE_SOUND_INTERFACE_SOUND = (1 << 0), PARSE_SOUND_SCP_SOUND_LIST = (1 << 1), PARSE_SOUND_MAX }
 
enum  GameSoundsIndex {
  SND_MISSILE_TRACKING = 0, SND_MISSILE_LOCK = 1, SND_PRIMARY_CYCLE = 2, SND_SECONDARY_CYCLE = 3,
  SND_ENGINE = 4, SND_CARGO_REVEAL = 5, SND_DEATH_ROLL = 6, SND_SHIP_EXPLODE_1 = 7,
  SND_TARGET_ACQUIRE = 8, SND_ENERGY_ADJUST = 9, SND_ENERGY_ADJUST_FAIL = 10, SND_ENERGY_TRANS = 11,
  SND_ENERGY_TRANS_FAIL = 12, SND_FULL_THROTTLE = 13, SND_ZERO_THROTTLE = 14, SND_THROTTLE_UP = 15,
  SND_THROTTLE_DOWN = 16, SND_DOCK_APPROACH = 17, SND_DOCK_ATTACH = 18, SND_DOCK_DETACH = 19,
  SND_DOCK_DEPART = 20, SND_ABURN_ENGAGE = 21, SND_ABURN_LOOP = 22, SND_VAPORIZED = 23,
  SND_ABURN_FAIL = 24, SND_HEATLOCK_WARN = 25, SND_OUT_OF_MISSLES = 26, SND_OUT_OF_WEAPON_ENERGY = 27,
  SND_TARGET_FAIL = 28, SND_SQUADMSGING_ON = 29, SND_SQUADMSGING_OFF = 30, SND_DEBRIS = 31,
  SND_SUBSYS_DIE_1 = 32, SND_MISSILE_START_LOAD = 33, SND_MISSILE_LOAD = 34, SND_SHIP_REPAIR = 35,
  SND_PLAYER_HIT_LASER = 36, SND_PLAYER_HIT_MISSILE = 37, SND_CMEASURE_CYCLE = 38, SND_SHIELD_HIT = 39,
  SND_SHIELD_HIT_YOU = 40, SND_GAME_MOUSE_CLICK = 41, SND_ASPECTLOCK_WARN = 42, SND_SHIELD_XFER_OK = 43,
  SND_ENGINE_WASH = 44, SND_WARP_IN = 45, SND_WARP_OUT = 46, SND_PLAYER_WARP_FAIL = 47,
  SND_STATIC = 48, SND_SHIP_EXPLODE_2 = 49, SND_PLAYER_WARP_OUT = 50, SND_SHIP_SHIP_HEAVY = 51,
  SND_SHIP_SHIP_LIGHT = 52, SND_SHIP_SHIP_SHIELD = 53, SND_THREAT_FLASH = 54, SND_PROXIMITY_WARNING = 55,
  SND_PROXIMITY_ASPECT_WARNING = 56, SND_DIRECTIVE_COMPLETE = 57, SND_SUBSYS_EXPLODE = 58, SND_CAPSHIP_EXPLODE = 59,
  SND_CAPSHIP_SUBSYS_EXPLODE = 60, SND_LARGESHIP_WARPOUT = 61, SND_ASTEROID_EXPLODE_LARGE = 62, SND_ASTEROID_EXPLODE_SMALL = 63,
  SND_CUE_VOICE = 64, SND_END_VOICE = 65, SND_CARGO_SCAN = 66, SND_WEAPON_FLYBY = 67,
  SND_ASTEROID = 68, SND_CAPITAL_WARP_IN = 69, SND_CAPITAL_WARP_OUT = 70, SND_ENGINE_LOOP_LARGE = 71,
  SND_SUBSPACE_LEFT_CHANNEL = 72, SND_SUBSPACE_RIGHT_CHANNEL = 73, SND_MISSILE_EVADED_POPUP = 74, SND_ENGINE_LOOP_HUGE = 75,
  SND_LIGHT_LASER_FIRE = 76, SND_LIGHT_LASER_IMPACT = 77, SND_HVY_LASER_FIRE = 78, SND_HVY_LASER_IMPACT = 79,
  SND_MASSDRV_FIRED = 80, SND_MASSDRV_IMPACT = 81, SND_FLAIL_FIRED = 82, SND_FLAIL_IMPACT = 83,
  SND_NEUTRON_FLUX_FIRED = 84, SND_NEUTRON_FLUX_IMPACT = 85, SND_DEBUG_LASER_FIRED = 86, SND_ROCKEYE_FIRED = 87,
  SND_MISSILE_IMPACT1 = 88, SND_MAG_MISSILE_LAUNCH = 89, SND_FURY_MISSILE_LAUNCH = 90, SND_SHRIKE_MISSILE_LAUNCH = 91,
  SND_ANGEL_MISSILE_LAUNCH = 92, SND_CLUSTER_MISSILE_LAUNCH = 93, SND_CLUSTERB_MISSILE_LAUNCH = 94, SND_STILETTO_MISSILE_LAUNCH = 95,
  SND_TSUNAMI_MISSILE_LAUNCH = 96, SND_HARBINGER_MISSILE_LAUNCH = 97, SND_MEGAWOKKA_MISSILE_LAUNCH = 98, SND_CMEASURE1_LAUNCH = 99,
  SND_SHIVAN_LIGHT_LASER_FIRE = 100, SND_SHOCKWAVE_EXPLODE = 101, SND_SWARM_MISSILE_LAUNCH = 102, SND_UNDEFINED_103 = 103,
  SND_UNDEFINED_104 = 104, SND_UNDEFINED_105 = 105, SND_UNDEFINED_106 = 106, SND_UNDEFINED_107 = 107,
  SND_UNDEFINED_108 = 108, SND_SHOCKWAVE_IMPACT = 109, SND_UNDEFINED_110 = 110, SND_UNDEFINED_111 = 111,
  SND_UNDEFINED_112 = 112, SND_UNDEFINED_113 = 113, SND_UNDEFINED_114 = 114, SND_TARG_LASER_LOOP = 115,
  SND_FLAK_FIRE = 116, SND_SHIELD_BREAKER = 117, SND_EMP_MISSILE = 118, SND_AUTOCANNON_LOOP = 119,
  SND_AUTOCANNON_SHOT = 120, SND_BEAM_LOOP = 121, SND_BEAM_UP = 122, SND_BEAM_DOWN = 123,
  SND_BEAM_SHOT = 124, SND_BEAM_VAPORIZE = 125, SND_TERRAN_FIGHTER_ENG = 126, SND_TERRAN_BOMBER_ENG = 127,
  SND_TERRAN_CAPITAL_ENG = 128, SND_SPECIESB_FIGHTER_ENG = 129, SND_SPECIESB_BOMBER_ENG = 130, SND_SPECIESB_CAPITAL_ENG = 131,
  SND_SHIVAN_FIGHTER_ENG = 132, SND_SHIVAN_BOMBER_ENG = 133, SND_SHIVAN_CAPITAL_ENG = 134, SND_REPAIR_SHIP_ENG = 135,
  SND_UNDEFINED_136 = 136, SND_UNDEFINED_137 = 137, SND_UNDEFINED_138 = 138, SND_DEBRIS_ARC_01 = 139,
  SND_DEBRIS_ARC_02 = 140, SND_DEBRIS_ARC_03 = 141, SND_DEBRIS_ARC_04 = 142, SND_DEBRIS_ARC_05 = 143,
  SND_UNDEFINED_144 = 144, SND_UNDEFINED_145 = 145, SND_UNDEFINED_146 = 146, SND_UNDEFINED_147 = 147,
  SND_UNDEFINED_148 = 148, SND_UNDEFINED_149 = 149, SND_UNDEFINED_150 = 150, SND_UNDEFINED_151 = 151,
  SND_UNDEFINED_152 = 152, SND_UNDEFINED_153 = 153, SND_UNDEFINED_154 = 154, SND_UNDEFINED_155 = 155,
  SND_UNDEFINED_156 = 156, SND_UNDEFINED_157 = 157, SND_UNDEFINED_158 = 158, SND_UNDEFINED_159 = 159,
  SND_UNDEFINED_160 = 160, SND_UNDEFINED_161 = 161, SND_COPILOT = 162, SND_UNDEFINED_163 = 163,
  SND_UNDEFINED_164 = 164, SND_UNDEFINED_165 = 165, SND_UNDEFINED_166 = 166, SND_UNDEFINED_167 = 167,
  SND_UNDEFINED_168 = 168, SND_UNDEFINED_169 = 169, SND_UNDEFINED_170 = 170, SND_UNDEFINED_171 = 171,
  SND_UNDEFINED_172 = 172, SND_SUPERNOVA_1 = 173, SND_SUPERNOVA_2 = 174, SND_UNDEFINED_175 = 175,
  SND_UNDEFINED_176 = 176, SND_UNDEFINED_177 = 177, SND_UNDEFINED_178 = 178, SND_UNDEFINED_179 = 179,
  SND_LIGHTNING_1 = 180, SND_LIGHTNING_2 = 181, SND_UNDEFINED_182 = 182, SND_UNDEFINED_183 = 183,
  SND_UNDEFINED_184 = 184, SND_UNDEFINED_185 = 185, SND_UNDEFINED_186 = 186, SND_UNDEFINED_187 = 187,
  SND_UNDEFINED_188 = 188, SND_UNDEFINED_189 = 189, SND_UNDEFINED_190 = 190, SND_UNDEFINED_191 = 191,
  SND_UNDEFINED_192 = 192, SND_UNDEFINED_193 = 193, SND_UNDEFINED_194 = 194, SND_UNDEFINED_195 = 195,
  SND_UNDEFINED_196 = 196, SND_UNDEFINED_197 = 197, SND_UNDEFINED_198 = 198, SND_UNDEFINED_199 = 199,
  SND_BALLISTIC_START_LOAD = 200, SND_BALLISTIC_LOAD = 201, MIN_GAME_SOUNDS = 202
}
 
enum  InterfaceSoundsIndex {
  SND_IFACE_MOUSE_CLICK =0, SND_ICON_PICKUP =1, SND_ICON_DROP_ON_WING =2, SND_ICON_DROP =3,
  SND_SCREEN_MODE_PRESSED =4, SND_SWITCH_SCREENS =5, SND_HELP_PRESSED =6, SND_COMMIT_PRESSED =7,
  SND_PREV_NEXT_PRESSED =8, SND_SCROLL =9, SND_GENERAL_FAIL =10, SND_SHIP_ICON_CHANGE =11,
  SND_MAIN_HALL_AMBIENT =12, SND_BTN_SLIDE =13, SND_BRIEF_STAGE_CHG =14, SND_BRIEF_STAGE_CHG_FAIL =15,
  SND_BRIEF_ICON_SELECT =16, SND_USER_OVER =17, SND_USER_SELECT =18, SND_RESET_PRESSED =19,
  SND_BRIEF_TEXT_WIPE =20, SND_VASUDAN_PA_1 =21, SND_WEAPON_ANIM_START =22, SND_MAIN_HALL_DOOR_OPEN =23,
  SND_MAIN_HALL_DOOR_CLOSE =24, SND_GLOW_OPEN =25, SND_VASUDAN_PA_2 =26, SND_AMBIENT_MENU =27,
  SND_POPUP_APPEAR =28, SND_POPUP_DISAPPEAR =29, SND_VOICE_SLIDER_CLIP =30, SND_VASUDAN_PA_3 =31,
  SND_MAIN_HALL_GET_PEPSI =32, SND_MAIN_HALL_LIFT_UP =33, SND_MAIN_HALL_WELD1 =34, SND_MAIN_HALL_WELD2 =35,
  SND_MAIN_HALL_WELD3 =36, SND_MAIN_HALL_WELD4 =37, SND_MAIN_HALL_INT1 =38, SND_MAIN_HALL_INT2 =39,
  SND_MAIN_HALL_INT3 =40, SND_ICON_HIGHLIGHT =41, SND_BRIEFING_STATIC =42, SND_MAIN_HALL2_CRANE1_1 =43,
  SND_MAIN_HALL2_CRANE1_2 =44, SND_MAIN_HALL2_CRANE2_1 =45, SND_MAIN_HALL2_CRANE2_2 =46, SND_MAIN_HALL2_CAR1 =47,
  SND_MAIN_HALL2_CAR2 =48, SND_MAIN_HALL2_INT1 =49, SND_MAIN_HALL2_INT2 =50, SND_MAIN_HALL2_INT3 =51,
  SND_INTERFACE_UNDEFINED_52 =52, SND_INTERFACE_UNDEFINED_53 =53, SND_INTERFACE_UNDEFINED_54 =54, SND_INTERFACE_UNDEFINED_55 =55,
  SND_INTERFACE_UNDEFINED_56 =56, SND_INTERFACE_UNDEFINED_57 =57, SND_INTERFACE_UNDEFINED_58 =58, SND_INTERFACE_UNDEFINED_59 =59,
  SND_INTERFACE_UNDEFINED_60 =60, SND_VASUDAN_BUP =61, SND_INTERFACE_UNDEFINED_62 =62, SND_INTERFACE_UNDEFINED_63 =62,
  SND_INTERFACE_UNDEFINED_64 =62, MIN_INTERFACE_SOUNDS =70
}
 

Functions

void gamesnd_parse_soundstbl ()
 
void gamesnd_close ()
 
void gamesnd_load_gameplay_sounds ()
 
void gamesnd_unload_gameplay_sounds ()
 
void gamesnd_load_interface_sounds ()
 
void gamesnd_unload_interface_sounds ()
 
void gamesnd_preload_common_sounds ()
 
void gamesnd_play_iface (int n)
 
void gamesnd_play_error_beep ()
 
int gamesnd_get_by_name (const char *name)
 
int gamesnd_get_by_iface_name (const char *name)
 
int gamesnd_get_by_tbl_index (int index)
 
int gamesnd_get_by_iface_tbl_index (int index)
 
void parse_sound (const char *tag, int *idx_dest, const char *object_name, parse_sound_flags=PARSE_SOUND_GENERAL_SOUND)
 
void parse_sound_list (const char *tag, SCP_vector< int > &destination, const char *object_name, parse_sound_flags=PARSE_SOUND_GENERAL_SOUND)
 
void common_play_highlight_sound ()
 

Variables

SCP_vector< game_sndSnds
 
SCP_vector< game_sndSnds_iface
 

Enumeration Type Documentation

symbolic names for misc. game sounds.

The order here must match the order in sounds.tbl

INSTRUCTIONS FOR ADDING A NEW SOUND: Add interface (ie non-gameplay) sounds to the end of the interface list of sounds. Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, Weapons, or Ship).

Then add a symbolic name to the appropriate position in the enum below and add an entry to sounds.tbl. If there is no .wav file for the sound yet, specify sound_hook.wav in sounds.tbl.

Enumerator
SND_MISSILE_TRACKING 

Missle tracking to acquire a lock (looped)

SND_MISSILE_LOCK 

Missle lock (non-looping)

SND_PRIMARY_CYCLE 

cycle primary weapon

SND_SECONDARY_CYCLE 

cycle secondary weapon

SND_ENGINE 

engine sound (as heard in cockpit)

SND_CARGO_REVEAL 

cargo revealed

SND_DEATH_ROLL 

ship death roll

SND_SHIP_EXPLODE_1 

ship explosion 1

SND_TARGET_ACQUIRE 

target acquried

SND_ENERGY_ADJUST 

energy level change success

SND_ENERGY_ADJUST_FAIL 

energy level change fail

SND_ENERGY_TRANS 

energy transfer success

SND_ENERGY_TRANS_FAIL 

energy transfer fail

SND_FULL_THROTTLE 

set full throttle

SND_ZERO_THROTTLE 

set zero throttle

SND_THROTTLE_UP 

set 1/3 or 2/3 throttle (up)

SND_THROTTLE_DOWN 

set 1/3 or 2/3 throttle (down)

SND_DOCK_APPROACH 

dock approach retros

SND_DOCK_ATTACH 

dock attach

SND_DOCK_DETACH 

dock detach

SND_DOCK_DEPART 

dock depart retros

SND_ABURN_ENGAGE 

afterburner engage

SND_ABURN_LOOP 

afterburner burn sound (looped)

SND_VAPORIZED 

Destroyed by a beam (vaporized)

SND_ABURN_FAIL 

afterburner fail (no fuel when aburn pressed)

SND_HEATLOCK_WARN 

heat-seeker launch warning

SND_OUT_OF_MISSLES 

tried to fire a missle when none are left

SND_OUT_OF_WEAPON_ENERGY 

tried to fire lasers when not enough energy left

SND_TARGET_FAIL 

target fail sound (i.e. press targeting key, but nothing happens)

SND_SQUADMSGING_ON 

squadmate message menu appears

SND_SQUADMSGING_OFF 

squadmate message menu disappears

SND_DEBRIS 

debris sound (persistant, looping)

SND_SUBSYS_DIE_1 

subsystem gets destroyed on player ship

SND_MISSILE_START_LOAD 

missle start load (during rearm/repair)

SND_MISSILE_LOAD 

missle load (during rearm/repair)

SND_SHIP_REPAIR 

ship is being repaired (during rearm/repair)

SND_PLAYER_HIT_LASER 

player ship is hit by laser fire

SND_PLAYER_HIT_MISSILE 

player ship is hit by missile

SND_CMEASURE_CYCLE 

countermeasure cycle

SND_SHIELD_HIT 

shield hit

SND_SHIELD_HIT_YOU 

player shield is hit

SND_GAME_MOUSE_CLICK 

mouse click

SND_ASPECTLOCK_WARN 

aspect launch warning

SND_SHIELD_XFER_OK 

shield quadrant transfer successful

SND_ENGINE_WASH 

Engine wash (looped)

SND_WARP_IN 

warp hole opening up for arriving

SND_WARP_OUT 

warp hole opening up for departing (Same as warp in for now)

SND_PLAYER_WARP_FAIL 

player warp has failed

SND_STATIC 

hud gauge static

SND_SHIP_EXPLODE_2 

ship explosion 2

SND_PLAYER_WARP_OUT 

ship is warping out in 3rd person

SND_SHIP_SHIP_HEAVY 

heavy ship-ship collide sound

SND_SHIP_SHIP_LIGHT 

light ship-ship collide sound

SND_SHIP_SHIP_SHIELD 

shield ship-ship collide overlay sound

SND_THREAT_FLASH 

missile threat indicator flashes

SND_PROXIMITY_WARNING 

proximity warning (heat seeker)

SND_PROXIMITY_ASPECT_WARNING 

proximity warning (aspect)

SND_DIRECTIVE_COMPLETE 

directive complete

SND_SUBSYS_EXPLODE 

other ship subsystem destroyed

SND_CAPSHIP_EXPLODE 

captial ship explosion

SND_CAPSHIP_SUBSYS_EXPLODE 

captial ship subsystem destroyed

SND_LARGESHIP_WARPOUT 

large ship warps out

SND_ASTEROID_EXPLODE_LARGE 

large asteroid blows up

SND_ASTEROID_EXPLODE_SMALL 

small asteroid blows up

SND_CUE_VOICE 

sound to indicate voice is about to start

SND_END_VOICE 

sound to indicate voice has ended

SND_CARGO_SCAN 

cargo scanning (looped)

SND_WEAPON_FLYBY 

weapon flyby sound

SND_ASTEROID 

asteroid sound (persistant, looped)

SND_CAPITAL_WARP_IN 

capital warp hole opening

SND_CAPITAL_WARP_OUT 

capital warp hole closing

SND_ENGINE_LOOP_LARGE 

LARGE engine ambient.

SND_SUBSPACE_LEFT_CHANNEL 

subspace ambient sound (left channel) (looped)

SND_SUBSPACE_RIGHT_CHANNEL 

subspace ambient sound (right channel) (looped)

SND_MISSILE_EVADED_POPUP 

"evaded" HUD popup

SND_ENGINE_LOOP_HUGE 

HUGE engine ambient.

SND_LIGHT_LASER_FIRE 

SD-4 Sidearm laser fired.

SND_LIGHT_LASER_IMPACT 

DR-2 Scalpel fired.

SND_HVY_LASER_FIRE 

Flail II fired.

SND_HVY_LASER_IMPACT 

Prometheus R laser fired.

SND_MASSDRV_FIRED 

Prometheus S laser fired.

SND_MASSDRV_IMPACT 

GTW-66 Newton Cannon fired.

SND_FLAIL_FIRED 

UD-8 Kayser Laser fired.

SND_FLAIL_IMPACT 

GTW-19 Circe laser fired.

SND_NEUTRON_FLUX_FIRED 

GTW-83 Lich laser fired.

SND_NEUTRON_FLUX_IMPACT 

Laser impact.

SND_DEBUG_LASER_FIRED 

Subach-HLV Vasudan laser.

SND_ROCKEYE_FIRED 

rockeye missile launch

SND_MISSILE_IMPACT1 

missile impact 1

SND_MAG_MISSILE_LAUNCH 

mag pulse missile launch

SND_FURY_MISSILE_LAUNCH 

fury missile launch

SND_SHRIKE_MISSILE_LAUNCH 

shrike missile launch

SND_ANGEL_MISSILE_LAUNCH 

angel fire missile launch

SND_CLUSTER_MISSILE_LAUNCH 

cluster bomb launch

SND_CLUSTERB_MISSILE_LAUNCH 

cluster baby bomb launch

SND_STILETTO_MISSILE_LAUNCH 

stiletto bomb launch

SND_TSUNAMI_MISSILE_LAUNCH 

tsunami bomb launch

SND_HARBINGER_MISSILE_LAUNCH 

harbinger bomb launch

SND_MEGAWOKKA_MISSILE_LAUNCH 

mega wokka launch

SND_CMEASURE1_LAUNCH 

countermeasure 1 launch

SND_SHIVAN_LIGHT_LASER_FIRE 

Shivan light laser.

SND_SHOCKWAVE_EXPLODE 

shockwave ignition

SND_SWARM_MISSILE_LAUNCH 

swarm missile sound

SND_UNDEFINED_103 

Shivan heavy laser.

SND_UNDEFINED_104 

Vasudan SuperCap engine.

SND_UNDEFINED_105 

Shivan SuperCap engine.

SND_UNDEFINED_106 

Terran SuperCap engine.

SND_UNDEFINED_107 

Vasudan light laser fired.

SND_UNDEFINED_108 

Shivan heavy laser.

SND_SHOCKWAVE_IMPACT 

shockwave impact

SND_UNDEFINED_110 

TERRAN TURRET 1.

SND_UNDEFINED_111 

TERRAN TURRET 2.

SND_UNDEFINED_112 

VASUDAN TURRET 1.

SND_UNDEFINED_113 

VASUDAN TURRET 2.

SND_UNDEFINED_114 

SHIVAN TURRET 1.

SND_TARG_LASER_LOOP 

targeting laser loop sound

SND_FLAK_FIRE 

Flak Gun Launch.

SND_SHIELD_BREAKER 

Flak Gun Impact.

SND_EMP_MISSILE 

EMP Missle.

SND_AUTOCANNON_LOOP 

Escape Pod Drone.

SND_AUTOCANNON_SHOT 

Beam Hit 1.

SND_BEAM_LOOP 

beam loop

SND_BEAM_UP 

beam power up

SND_BEAM_DOWN 

beam power down

SND_BEAM_SHOT 

Beam shot 1.

SND_BEAM_VAPORIZE 

Beam shot 2.

SND_TERRAN_FIGHTER_ENG 

Terran fighter engine.

SND_TERRAN_BOMBER_ENG 

Terran bomber engine.

SND_TERRAN_CAPITAL_ENG 

Terran cruiser engine.

SND_SPECIESB_FIGHTER_ENG 

Vasudan fighter engine.

SND_SPECIESB_BOMBER_ENG 

Vasudan bomber engine.

SND_SPECIESB_CAPITAL_ENG 

Vasudan cruiser engine.

SND_SHIVAN_FIGHTER_ENG 

Shivan fighter engine.

SND_SHIVAN_BOMBER_ENG 

Shivan bomber engine.

SND_SHIVAN_CAPITAL_ENG 

Shivan cruiser engine.

SND_REPAIR_SHIP_ENG 

Repair ship beacon/engine sound.

SND_UNDEFINED_136 

Terran capital engine.

SND_UNDEFINED_137 

Vasudan capital engine.

SND_UNDEFINED_138 

Shivan capital engine.

SND_DEBRIS_ARC_01 

0.10 second spark sound effect

SND_DEBRIS_ARC_02 

0.25 second spark sound effect

SND_DEBRIS_ARC_03 

0.50 second spark sound effect

SND_DEBRIS_ARC_04 

0.75 second spark sound effect

SND_DEBRIS_ARC_05 

1.00 second spark sound effect

SND_UNDEFINED_144 

LTerSlash beam loop.

SND_UNDEFINED_145 

TerSlash beam loop.

SND_UNDEFINED_146 

SGreen beam loop.

SND_UNDEFINED_147 

BGreen beem loop.

SND_UNDEFINED_148 

BFGreen been loop.

SND_UNDEFINED_149 

Antifighter beam loop.

SND_UNDEFINED_150 

1 sec warm up

SND_UNDEFINED_151 

1.5 sec warm up

SND_UNDEFINED_152 

2.5 sec warm up

SND_UNDEFINED_153 

3 sec warm up

SND_UNDEFINED_154 

3.5 sec warm up

SND_UNDEFINED_155 

5 sec warm up

SND_UNDEFINED_156 

LTerSlash warm down.

SND_UNDEFINED_157 

TerSlash warm down.

SND_UNDEFINED_158 

SGreen warm down.

SND_UNDEFINED_159 

BGreen warm down.

SND_UNDEFINED_160 

BFGreen warm down.

SND_UNDEFINED_161 

T_AntiFtr warm down.

SND_COPILOT 

copilot (SCP)

SND_UNDEFINED_163 

(Empty in Retail)

SND_UNDEFINED_164 

(Empty in Retail)

SND_UNDEFINED_165 

(Empty in Retail)

SND_UNDEFINED_166 

(Empty in Retail)

SND_UNDEFINED_167 

(Empty in Retail)

SND_UNDEFINED_168 

(Empty in Retail)

SND_UNDEFINED_169 

(Empty in Retail)

SND_UNDEFINED_170 

(Empty in Retail)

SND_UNDEFINED_171 

(Empty in Retail)

SND_UNDEFINED_172 

(Empty in Retail)

SND_SUPERNOVA_1 

SuperNova (distant)

SND_SUPERNOVA_2 

SuperNova (shockwave)

SND_UNDEFINED_175 

Shivan large engine.

SND_UNDEFINED_176 

Shivan large engine.

SND_UNDEFINED_177 

SRed beam loop.

SND_UNDEFINED_178 

LRed beam loop.

SND_UNDEFINED_179 

Antifighter beam loop.

SND_LIGHTNING_1 

Thunder 1 sound in neblua.

SND_LIGHTNING_2 

Thunder 2 sound in neblua.

SND_UNDEFINED_182 

1 sec warm up

SND_UNDEFINED_183 

1.5 sec warm up

SND_UNDEFINED_184 

3 sec warm up

SND_UNDEFINED_185 

Shivan Commnode.

SND_UNDEFINED_186 

Volition PirateShip.

SND_UNDEFINED_187 

SRed warm down.

SND_UNDEFINED_188 

LRed warm down.

SND_UNDEFINED_189 

AntiFtr warm down.

SND_UNDEFINED_190 

Instellation 1.

SND_UNDEFINED_191 

Instellation 2.

SND_UNDEFINED_192 

(Undefined in Retail)

SND_UNDEFINED_193 

(Undefined in Retail)

SND_UNDEFINED_194 

(Undefined in Retail)

SND_UNDEFINED_195 

(Undefined in Retail)

SND_UNDEFINED_196 

(Undefined in Retail)

SND_UNDEFINED_197 

(Undefined in Retail)

SND_UNDEFINED_198 

(Undefined in Retail)

SND_UNDEFINED_199 

(Undefined in Retail)

SND_BALLISTIC_START_LOAD 

(SCP)

SND_BALLISTIC_LOAD 

(SCP)

MIN_GAME_SOUNDS 

Keep this below all defined enum values

Definition at line 67 of file gamesnd.h.

Interface sounds

Enumerator
SND_IFACE_MOUSE_CLICK 

mouse click

SND_ICON_PICKUP 

pick up a ship icon (Empty in Retail)

SND_ICON_DROP_ON_WING 

drop a ship icon on a wing slot

SND_ICON_DROP 

drop a ship icon back to the list

SND_SCREEN_MODE_PRESSED 

press briefing, ship selection or weapons bar (top-left)

SND_SWITCH_SCREENS 

Switching to a new screen, but not commit.

SND_HELP_PRESSED 

help pressed

SND_COMMIT_PRESSED 

commit pressed

SND_PREV_NEXT_PRESSED 

prev/next pressed

SND_SCROLL 

scroll pressed (and scroll)

SND_GENERAL_FAIL 

general failure sound for any event

SND_SHIP_ICON_CHANGE 

ship animation starts (ie text and ship first appear)

SND_MAIN_HALL_AMBIENT 

ambient sound for the Terran main hall (looping)

SND_BTN_SLIDE 

ambient sound for the Vasudan main hall (looping)

SND_BRIEF_STAGE_CHG 

brief stage change

SND_BRIEF_STAGE_CHG_FAIL 

brief stage change fail

SND_BRIEF_ICON_SELECT 

selet brief icon

SND_USER_OVER 

user_over (mouse over a control)

SND_USER_SELECT 

user_click (mouse selects a control)

SND_RESET_PRESSED 

reset (or similar button) pressed

SND_BRIEF_TEXT_WIPE 

briefing text wipe

SND_VASUDAN_PA_1 

main hall - elevator

SND_WEAPON_ANIM_START 

weapon animation starts

SND_MAIN_HALL_DOOR_OPEN 

door in main hall opens

SND_MAIN_HALL_DOOR_CLOSE 

door in main hall closes

SND_GLOW_OPEN 

glow in main hall opens

SND_VASUDAN_PA_2 

main hall - crane 1

SND_AMBIENT_MENU 

ambient sound for menus off the main hall (looping)

SND_POPUP_APPEAR 

popup dialog box appeared

SND_POPUP_DISAPPEAR 

popup dialog box goes away

SND_VOICE_SLIDER_CLIP 

voice clip played when volume slider changes

SND_VASUDAN_PA_3 

main hall - crane 2

SND_MAIN_HALL_GET_PEPSI 

main hall options - mouse on

SND_MAIN_HALL_LIFT_UP 

main hall options - mouse off

SND_MAIN_HALL_WELD1 

main hall tech room - mouse on

SND_MAIN_HALL_WELD2 

main hall tech room - mouse off

SND_MAIN_HALL_WELD3 

main hall exit open

SND_MAIN_HALL_WELD4 

main hall exit close

SND_MAIN_HALL_INT1 

main hall random intercom 1

SND_MAIN_HALL_INT2 

main hall random intercom 2

SND_MAIN_HALL_INT3 

main hall random intercom 3

SND_ICON_HIGHLIGHT 

spinning highlight in briefing

SND_BRIEFING_STATIC 

static in a briefing stage cut

SND_MAIN_HALL2_CRANE1_1 

main hall campaign - mouse on

SND_MAIN_HALL2_CRANE1_2 

main hall campaign - mouse off

SND_MAIN_HALL2_CRANE2_1 

vasudan hall - hatch open

SND_MAIN_HALL2_CRANE2_2 

vasudan hall - hatch close

SND_MAIN_HALL2_CAR1 

vasudan hall - roll open

SND_MAIN_HALL2_CAR2 

vasudan hall - roll close

SND_MAIN_HALL2_INT1 

vasudan hall - lift up

SND_MAIN_HALL2_INT2 

vasudan hall - lift down

SND_MAIN_HALL2_INT3 

vasudan hall - glow on

SND_INTERFACE_UNDEFINED_52 

vasudan hall - glow off

SND_INTERFACE_UNDEFINED_53 

vasudan hall - skiff loop

SND_INTERFACE_UNDEFINED_54 

vasudan hall - screen on

SND_INTERFACE_UNDEFINED_55 

vasudan hall - screen off

SND_INTERFACE_UNDEFINED_56 

vasudan hall - vasudan greeting

SND_INTERFACE_UNDEFINED_57 

vasudan hall - vasudan bye

SND_INTERFACE_UNDEFINED_58 

vasudan hall - vasudan pa 1

SND_INTERFACE_UNDEFINED_59 

vasudan hall - vasudan pa 2

SND_INTERFACE_UNDEFINED_60 

vasudan hall - vasudan pa 3

SND_VASUDAN_BUP 

bup bup bup-bup bup bup

SND_INTERFACE_UNDEFINED_62 

thankyou

SND_INTERFACE_UNDEFINED_63 

vasudan hall - exit open

SND_INTERFACE_UNDEFINED_64 

vasudan hall - exit close

MIN_INTERFACE_SOUNDS 

MIN_INTERFACE_SOUNDS.

Keep this below all defined enum values

Definition at line 286 of file gamesnd.h.

Enumerator
PARSE_SOUND_GENERAL_SOUND 

search for sound in the general table in sound.tbl

PARSE_SOUND_INTERFACE_SOUND 

Search for sound in the interface part of sounds.tbl.

PARSE_SOUND_SCP_SOUND_LIST 

Parse the list of sounds SCP style (just indexes and/or files names, no count first)

PARSE_SOUND_MAX 

Definition at line 36 of file gamesnd.h.

Function Documentation

void common_play_highlight_sound ( )

Callback function for the UI code to call when the mouse first goes over a button.

Definition at line 1151 of file gamesnd.cpp.

void gamesnd_close ( )

Close out gamesnd, ONLY CALL FROM game_shutdown()!!!!

Definition at line 1141 of file gamesnd.cpp.

int gamesnd_get_by_iface_name ( const char *  name)

Definition at line 334 of file gamesnd.cpp.

int gamesnd_get_by_iface_tbl_index ( int  index)

Definition at line 376 of file gamesnd.cpp.

int gamesnd_get_by_name ( const char *  name)

Definition at line 301 of file gamesnd.cpp.

int gamesnd_get_by_tbl_index ( int  index)

Definition at line 368 of file gamesnd.cpp.

void gamesnd_load_gameplay_sounds ( )

Load the ingame sounds into memory

Definition at line 529 of file gamesnd.cpp.

void gamesnd_load_interface_sounds ( )

Load the interface sounds into memory

Definition at line 562 of file gamesnd.cpp.

void gamesnd_parse_soundstbl ( )

Parse the sounds.tbl file, and load the specified sounds.

Definition at line 1116 of file gamesnd.cpp.

void gamesnd_play_error_beep ( )

Callback function for the UI code to call when an error beep needed.

Definition at line 1159 of file gamesnd.cpp.

void gamesnd_play_iface ( int  n)

Definition at line 260 of file gamesnd.cpp.

void gamesnd_preload_common_sounds ( )

Load in sounds that we expect will get played

The method currently used is to load all those sounds that have the hardware flag set. This works well since we don't want to try and load hardware sounds in on the fly (too slow).

Definition at line 510 of file gamesnd.cpp.

void gamesnd_unload_gameplay_sounds ( )

Unload the ingame sounds from memory

Definition at line 548 of file gamesnd.cpp.

void gamesnd_unload_interface_sounds ( )

Unload the interface sounds from memory

Definition at line 578 of file gamesnd.cpp.

void parse_sound ( const char *  tag,
int idx_dest,
const char *  object_name,
parse_sound_flags  flags 
)

Parse a sound. When using this function for a table entry, required_string and optional_string aren't needed, as this function deals with that as its tag parameter, just make sure that the destination sound index can handle -1 if things don't work out.

Parameters
tagTag
idx_destSound index destination
object_nameObject name being parsed
flagsSee the parse_sound_flags enum

Definition at line 445 of file gamesnd.cpp.

void parse_sound_list ( const char *  tag,
SCP_vector< int > &  destination,
const char *  object_name,
parse_sound_flags  flags 
)

CommanderDJ - Parse a list of sounds. When using this function for a table entry, required_string and optional_string aren't needed, as this function deals with that as its tag parameter, just make sure that the destination sound index(es) can handle -1 if things don't work out.

Parameters
destinationVector where sound indexes are to be stored
tagTag
object_nameName of object being parsed
flagsSee the parse_sound_flags enum

Definition at line 468 of file gamesnd.cpp.

Variable Documentation

Definition at line 19 of file gamesnd.cpp.

SCP_vector<game_snd> Snds_iface

Definition at line 20 of file gamesnd.cpp.