; ; sounds.tbl * ; ; file to specify general game sounds ; ; I M P O R T A N T ; ********************************************************** ; * * ; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====* ; * * ; ********************************************************** ; I M P O R T A N T ; ; If a sound entry appears in this file, there is a hook into the game to ; play the sound. This file can only be modified to change *existing* sounds. ; Talk to a programmer if you want to add brand new sounds. Adding a line to ; this file will not make your sound appear in the game, it will more than ; likely break something. ; ; If you don't want the sound to play, put none.wav as the sound to play. ; ; The fields for a sound entry are: ; 1) unqiue sound signature ; 2) filename of the sound ; 3) flag to indicate sound should always be pre-loaded before a mission ; 4) the default volume (from 0.0 -> 1.0) ; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D ; 6) distance at which sound starts to attenuate (for 3d sounds only) ; 7) distance at which sound is inaudible (for 3d sounds only) ; #Game Sounds Start ; Misc sounds section ** = Aureal 3d support | * = FS = 3D support $Name: 0 TargetTrack.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped) $Name: 1 TargetLock.wav, 0, 0.80, 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 EngineIntTi.wav, 0, 1.00, 0 ; engine sound (as heard in cockpit) ship_p.wav 0.30 $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 ExplosionFighter1.wav, 0, 0.50, 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 AlarmMissile1.wav, 0, 0.90, 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 RearmSmall.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 R2Repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped) $Name: 36 HitHull2.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 HitShield2.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound) $Name: 40 HitShield3.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 Hyperend.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound) $Name: 46 HyperStartImp.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound) $Name: 47 HyperAbort.wav, 0, 0.50, 0 ; player warp has failed $Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static $Name: 49 ExplosionBig1.wav, 0, 0.60, 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 AlarmMissile2.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 ExplosionStarship2.wav, 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 HyperStartImp.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound) $Name: 70 Hyperend.wav, 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 IonCannon.wav, 0, 0.70, 1, 50, 1200 ; Ion Cannon fired $Name: 79 FalconLaserTurbo.wav, 0, 0.70, 1, 50, 1200 ; Falcon Laser Turbo fired $Name: 80 EmpireLaser.wav, 0, 0.70, 1, 50, 1200 ; Empire Laser fired $Name: 81 RebelLaser.wav, 0, 0.80, 1, 50, 1200 ; Rebel Laser 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 RebelLaserStarship.wav, 0, 0.80, 1, 50, 1200 ; Rebel Turbolaser Starship 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 MissileFire.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 TorpedoFire.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 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; 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 boom_4.wav, 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, 0.70, 2, 1500, 3000 ; beam loop $Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up $Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down $Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1 $Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2 ; ; ; ; $Name: 205 MissileFire.wav 0, 0.80, 2, 50, 400 ; Missile fired $Name: 206 TorpedoFire.wav 0, 0.80, 2, 50, 400 ; Proton Torpedo fired $Name: 207 FlybyXW.wav 0, 0.90, 2, 50, 150 ; X Wing Flyby ;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, 0.70, 2, 1500, 3000 ; LTerSlash beam loop $Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop $Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop $Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop $Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop $Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up $Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up $Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up $Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up $Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down $Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down $Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down $Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down $Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down $Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down $Name: 162 Empty, 0, 0.50, 0 $Name: 163 EngineIntAG.wav, 0, 0.90, 0, 200, 400 ; Assault Gunboat engine (3d sound) $Name: 164 EngineIntAW.wav, 0, 0.90, 0, 200, 400 ; A wing engine (3d sound) $Name: 165 EngineIntTi.wav, 0, 0.90, 0, 200, 400 ; Tie engine (3d sound) $Name: 166 EngineIntXW.wav, 0, 0.90, 0, 200, 400 ; X Wing engine (3d sound) $Name: 167 EngineIntYW.wav, 0, 0.90, 0, 200, 400 ; Y Wing engine (3d sound) $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, 0.70, 2, 1500, 3000 ; SRed beam loop $Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop $Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua $Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua $Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 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, 0.70, 2, 2000, 3000 ; SRed warm down $Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down $Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; 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 ; #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 ; ; Each species can have up to 4 different flyby sounds ; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan ; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound #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) $Xwing: 0 FlybyXW.wav, 0, 0.90, 1, 200, 500 ; * X Wing ship1 flyby player sound (3d sound) $Xwing: 1 FlybyXW.wav, 0, 0.90, 1, 200, 500 ; * X Wing ship1 flyby player sound (3d sound) #Flyby Sounds End