#Game Sounds Start ; Misc sounds section ** = Aureal 3d support | * = FS = 3D support $Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped) $Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping) $Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon $Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon $Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit) $Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed $Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound) $Name: 7 MV_Boom_3.ogg, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound) $Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried $Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success $Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail $Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success $Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile $Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle $Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle $Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up) $Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down) $Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound) $Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound) $Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound) $Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound) $Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound) $Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped) $Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized) $Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed) $Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning $Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left $Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left $Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens) $Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears $Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears $Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound) $Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship $Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound) $Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound) $Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped) $Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound) $Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound) $Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle $Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound) $Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound) $Name: 41 select.wav, 0, 0.60, 0 ; mouse click $Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning $Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful $Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound $Name: 45 MV_Warp_1.ogg, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound) $Name: 46 MV_Warp_1.ogg, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound) $Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed $Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static $Name: 49 mv_boom_1.ogg, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound) $Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person $Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound) $Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound) $Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound) $Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes $Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker) $Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect) $Name: 57 directive.wav, 0, 0.70, 0 ; directive complete $Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound) $Name: 59 MV_Atomic.ogg, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound) $Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound) $Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound) $Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound) $Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound) $Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start $Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended $Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping) $Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound $Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound) $Name: 69 MV_Warp_Open.ogg, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound) $Name: 70 MV_Warp_Close.ogg, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound) $Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient $Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping) $Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping) $Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup $Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient ; Weapons section $Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired $Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired $Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired $Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired $Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired $Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired $Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired $Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired $Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired $Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact $Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser $Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch $Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1 $Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch $Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch $Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch $Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch $Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch $Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch $Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch $Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch $Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch $Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch $Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch $Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound) $Name: 101 bp_clusterboom.ogg, 0, 1.20, 1, 750, 1700 ; shockwave ignition (3d sound) $Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound) $Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound) $Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound) $Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound) $Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound) $Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound) $Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound) $Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound) $Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1 $Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2 $Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1 $Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2 $Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1 $Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound $Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch $Name: 117 MV_Boom_4.ogg, 0, 0.80, 1, 400, 800 ; Flak Gun Impact $Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle $Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone $Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1 $Name: 121 beam_loop.wav, 0, 0.50, 2, 1500, 3000 ; beam loop $Name: 122 beam_up.wav, 0, 0.50, 2, 200, 1000 ; beam power up $Name: 123 beam_down.wav, 0, 0.50, 2, 200, 1000 ; beam power down $Name: 124 beam_shot1.wav, 0, 0.50, 2, 1500, 2500 ; Beam shot 1 $Name: 125 beam_shot2.wav, 0, 0.50, 2, 1500, 2500 ; Beam shot 2 ; Ship Engine Sounds section $Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound) $Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound) $Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound) $Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound) $Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound) $Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound) $Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound) $Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound) $Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound) $Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound) $Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound) $Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound) $Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound) ; Electrical arc sound fx on the debris pieces $Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound) $Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound) $Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound) $Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound) $Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound) ; Beam Sounds $Name: 144 BT_LTerSlash.wav, 0, 0.50, 2, 1500, 3000 ; LTerSlash beam loop $Name: 145 BT_TerSlash.wav, 0, 0.50, 2, 1500, 3000 ; TerSlash beam loop $Name: 146 BT_SGreen.wav, 0, 0.50, 2, 1500, 3000 ; SGreen beam loop $Name: 147 BT_BGreen.wav, 0, 0.50, 2, 1500, 3000 ; BGreen beam loop $Name: 148 BT_BFGreen.wav, 0, 0.50, 2, 1500, 3000 ; BFGreen beam loop $Name: 149 BT_AntiFtr.wav, 0, 0.50, 2, 1500, 3000 ; Antifighter beam loop $Name: 150 BT_up_1.wav, 0, 0.50, 2, 200, 1000 ; 1 sec warm up $Name: 151 BT_up_1.5.wav, 0, 0.50, 2, 200, 1000 ; 1.5 sec warm up $Name: 152 BT_up_2.5.wav, 0, 0.50, 2, 200, 1000 ; 2.5 sec warm up $Name: 153 BT_up_3.wav, 0, 0.50, 2, 200, 1000 ; 3 sec warm up $Name: 154 BT_up_3.5.wav, 0, 0.50, 2, 200, 1000 ; 3.5 sec warm up $Name: 155 BT_up_5.wav, 0, 0.50, 2, 200, 1000 ; 5 sec warm up $Name: 156 BT_dwn_1.wav, 0, 0.50, 2, 200, 1000 ; LTerSlash warm down $Name: 157 BT_dwn_2.wav, 0, 0.50, 2, 200, 1000 ; TerSlash warm down $Name: 158 BT_dwn_3.wav, 0, 0.50, 2, 200, 1000 ; SGreen warm down $Name: 159 BT_dwn_4.wav, 0, 0.50, 2, 200, 1000 ; BGreen warm down $Name: 160 BT_dwn_5.wav, 0, 0.50, 2, 200, 1000 ; BFGreen warm down $Name: 161 BT_dwn_6.wav, 0, 0.50, 2, 200, 1000 ; T_AntiFtr warm down $Name: 162 Empty, 0, 0.50, 0 $Name: 163 Empty, 0, 0.50, 0 $Name: 164 Empty, 0, 0.50, 0 $Name: 165 Empty, 0, 0.50, 0 $Name: 166 Empty, 0, 0.50, 0 $Name: 167 Empty, 0, 0.50, 0 $Name: 168 Empty, 0, 0.50, 0 $Name: 169 Empty, 0, 0.50, 0 $Name: 170 Empty, 0, 0.50, 0 $Name: 171 Empty, 0, 0.50, 0 $Name: 172 Empty, 0, 0.50, 0 $Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant) $Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave) $Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound) $Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound) $Name: 177 BS_SRed.wav, 0, 0.50, 2, 1500, 3000 ; SRed beam loop $Name: 178 BS_LRed.wav, 0, 0.50, 2, 1500, 3000 ; LRed beam loop $Name: 179 BS_AntiFtr.wav, 0, 0.50, 2, 1500, 3000 ; Antifighter beam loop $Name: 180 MV_Thunder_01.ogg, 0, 0.70, 0 ; Thunder 1 sound in neblua $Name: 181 MV_Thunder_02.ogg, 0, 0.70, 0 ; Thunder 2 sound in neblua $Name: 182 BS_up_1.wav, 0, 0.50, 2, 200, 1000 ; 1 sec warm up $Name: 183 BS_up_1.5.wav, 0, 0.50, 2, 200, 1000 ; 1.5 sec warm up $Name: 184 BS_up_3.wav, 0, 0.50, 2, 200, 1000 ; 3 sec warm up $Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode $Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip $Name: 187 BS_dwn_1.wav, 0, 0.50, 2, 200, 1000 ; SRed warm down $Name: 188 BS_dwn_2.wav, 0, 0.50, 2, 200, 1000 ; LRed warm down $Name: 189 BS_dwn_3.wav, 0, 0.50, 2, 200, 1000 ; AntiFtr warm down $Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1 $Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2 ; Turret rotation and elevation $Name: 250 smallturret_rot.ogg, 0, 0.40, 1, 50, 100 ; Very small turret base rotation $Name: 251 smallturret_elev.ogg, 0, 0.40, 1, 50, 100 ; Very small turret barrel elevation $Name: 252 smallturret_rot.ogg, 0, 0.50, 1, 100, 200 ; Small turret base rotation $Name: 253 smallturret_elev.ogg, 0, 0.50, 1, 100, 200 ; Small turret barrel elevation $Name: 254 largeturret_rot.ogg, 0, 0.60, 1, 200, 400 ; Large turret base rotation $Name: 255 largeturret_elev.ogg, 0, 0.60, 1, 200, 400 ; Large turret barrel elevation $Name: 256 largeturret_rot.ogg, 0, 0.70, 1, 400, 800 ; Very large turret base rotation $Name: 257 largeturret_elev.ogg, 0, 0.70, 1, 400, 800 ; Very large turret barrel elevation ; BP1 sounds $Name: 300 PS_AAA_wu.ogg, 0, 0.60, 2, 2000, 3000 $Name: 301 PS_AAA_loop.ogg, 0, 0.60, 2, 2000, 3000 $Name: 302 PS_AAA_wd.ogg, 0, 0.60, 2, 2000, 3000 $Name: 303 PS_beam_wu.ogg, 0, 0.60, 2, 2000, 3000 $Name: 304 PS_beam01.ogg, 0, 0.60, 2, 2000, 3000 $Name: 305 PS_beam01_down.ogg, 0, 0.60, 2, 2000, 3000 $Name: 306 cannon.ogg, 0, 0.50, 1, 50, 400 $Name: 307 Cannon3.ogg, 0, 0.50, 1, 50, 400 $Name: 308 heavy_plasma.ogg, 0, 0.50, 1, 2000, 3000 $Name: 309 MixerGun.ogg, 0, 0.50, 1, 250, 1000 $Name: 310 machx.ogg, 0, 0.50, 1, 250, 1000 ; BP2 sounds $Name: 316 archer.ogg, 0, 0.60, 0, 75, 600 $Name: 317 Cannon2.ogg, 0, 0.50, 1, 50, 400 $Name: 318 PlasmaPulse1.ogg, 0, 0.50, 1, 50, 400 $Name: 319 L_SBreaker.ogg, 0, 0.50, 1, 50, 400 $Name: 320 Rapier.ogg, 0, 0.50, 1, 50, 400 $Name: 321 massdriver.ogg, 0, 0.70, 1, 2000, 3000 $Name: 322 Cannon2.ogg, 0, 0.40, 1, 500, 1000 $Name: 323 machx.ogg, 0, 0.50, 1, 50, 400 $Name: 324 archer.ogg, 0, 0.70, 0, 250, 1000 $Name: 325 detach.wav, 0, 0.70, 1, 200, 800 $Name: 326 m_angel.wav, 0, 0.80, 1, 200, 800 ; Bitching Betty $Name: 500 bettycomms.ogg, 0, 1.0, 0 $Name: 501 bettyengine.ogg, 0, 1.0, 0 $Name: 502 bettynav.ogg, 0, 1.0, 0 $Name: 503 bettysensors.ogg, 0, 1.0, 0 $Name: 504 bettyweapons.ogg, 0, 1.0, 0 $Name: 505 bettyhull.ogg, 0, 1.0, 0 $Name: 506 bettyeject.ogg, 0, 1.0, 0 $Name: 507 bettyprimaryammo1.ogg, 0, 1.0, 0 $Name: 508 bettyprimaryammo2.ogg, 0, 1.0, 0 $Name: 509 bettyprimaryammo3.ogg, 0, 1.0, 0 $Name: 510 bettysecondaryammo1.ogg, 0, 1.0, 0 $Name: 511 bettysecondaryammo2.ogg, 0, 0.50, 0 $Name: 512 bettysecondaryammo3.ogg, 0, 0.50, 0 $Name: 513 bettysecondaryammo4.ogg, 0, 0.50, 0 $Name: 514 bettysecondaryempty1.ogg, 0, 1.0, 0 $Name: 515 bettysecondaryempty2.ogg, 0, 0.50, 0 $Name: 516 bettysecondaryempty3.ogg, 0, 0.50, 0 $Name: 517 bettysecondaryempty4.ogg, 0, 1.0, 0 $Name: 518 bettyprimaryempty1.ogg, 0, 0.50, 0 $Name: 519 bettyprimaryempty2.ogg, 0, 0.50, 0 $Name: 520 bettyprimaryempty3.ogg, 0, 0.50, 0 $Name: 521 bettysubspace.ogg, 0, 0.50, 0 #Game Sounds End #Interface Sounds Start $Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click $Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used) $Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot $Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list $Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left) $Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit $Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed $Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed $Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed $Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll) $Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event $Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear) $Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping) $Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping) $Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change $Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail $Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon $Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control) $Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control) $Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed $Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe $Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator $Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts $Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens $Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes $Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens $Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1 $Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping) $Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared $Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away $Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes $Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2 $Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on $Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off $Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on $Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off $Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open $Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close $Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1 $Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2 $Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3 $Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing $Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut $Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on $Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off $Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open $Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close $Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open $Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close $Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up $Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down $Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on $Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off $Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop $Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on $Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off $Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting $Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye $Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1 $Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2 $Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3 $Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup $Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou $Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open $Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close #Interface Sounds End #Flyby Sounds Start $Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) $Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) $Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound) $Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound) $Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound) $Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound) $UEF: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) $UEF: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound) #Flyby Sounds End