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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
21 //------------------- List of sound effects --------------------
23 #define SOUND_LASER_FIRED 10
25 #define SOUND_WEAPON_HIT_DOOR 27
26 #define SOUND_WEAPON_HIT_BLASTABLE 11
27 #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
29 #define SOUND_ROBOT_HIT_PLAYER 17
30 #define SOUND_ROBOT_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
32 #define SOUND_ROBOT_HIT 20
33 #define SOUND_ROBOT_DESTROYED 21
34 #define SOUND_VOLATILE_WALL_HIT 21
35 #define SOUND_LASER_HIT_WATER 232
36 #define SOUND_MISSILE_HIT_WATER 233
38 #define SOUND_LASER_HIT_CLUTTER 30
39 #define SOUND_CONTROL_CENTER_HIT 30
40 #define SOUND_EXPLODING_WALL 31 // one long sound
41 #define SOUND_CONTROL_CENTER_DESTROYED 31
43 #define SOUND_CONTROL_CENTER_WARNING_SIREN 32
44 #define SOUND_MINE_BLEW_UP 33
46 #define SOUND_FUSION_WARMUP 34
47 #define SOUND_DROP_WEAPON 39
49 #define SOUND_FORCEFIELD_BOUNCE_PLAYER 40
50 #define SOUND_FORCEFIELD_BOUNCE_WEAPON 41
51 #define SOUND_FORCEFIELD_HUM 42
52 #define SOUND_FORCEFIELD_OFF 43
54 #define SOUND_MARKER_HIT 50
55 #define SOUND_BUDDY_MET_GOAL 51
57 #define SOUND_REFUEL_STATION_GIVING_FUEL 62
59 #define SOUND_PLAYER_HIT_WALL 70
60 #define SOUND_PLAYER_GOT_HIT 71
62 #define SOUND_HOSTAGE_RESCUED 91
64 #define SOUND_BRIEFING_HUM 94
65 #define SOUND_BRIEFING_PRINTING 95
67 #define SOUND_COUNTDOWN_0_SECS 100 // countdown 100..114
68 #define SOUND_COUNTDOWN_13_SECS 113
69 #define SOUND_COUNTDOWN_29_SECS 114
71 #define SOUND_HUD_MESSAGE 117
72 #define SOUND_HUD_KILL 118
74 #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
76 #define SOUND_HUD_JOIN_REQUEST 123
77 #define SOUND_HUD_BLUE_GOT_FLAG 124
78 #define SOUND_HUD_RED_GOT_FLAG 125
79 #define SOUND_HUD_YOU_GOT_FLAG 126
80 #define SOUND_HUD_BLUE_GOT_GOAL 127
81 #define SOUND_HUD_RED_GOT_GOAL 128
82 #define SOUND_HUD_YOU_GOT_GOAL 129
84 #define SOUND_LAVAFALL_HISS 150 // under a lavafall
85 #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
86 #define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
87 #define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
89 #define SOUND_GOOD_SELECTION_PRIMARY 153
90 #define SOUND_BAD_SELECTION 156
92 #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
93 #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
95 #define SOUND_CLOAK_ON 160 //USED FOR WALL CLOAK
96 #define SOUND_CLOAK_OFF 161 //sound when cloak goes away
97 #define SOUND_INVULNERABILITY_OFF 163 //sound when invulnerability goes away
99 #define SOUND_BOSS_SHARE_SEE 183
100 #define SOUND_BOSS_SHARE_DIE 185
102 #define ROBOT_SEE_SOUND_DEFAULT 170
103 #define ROBOT_ATTACK_SOUND_DEFAULT 171
104 #define ROBOT_CLAW_SOUND_DEFAULT 190
106 #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
107 #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
109 #define SOUND_DROP_BOMB 26
111 #define SOUND_CHEATER 200
113 #define SOUND_AMBIENT_LAVA 222
114 #define SOUND_AMBIENT_WATER 223
116 #define SOUND_CONVERT_ENERGY 241
117 #define SOUND_WEAPON_STOLEN 244
119 #define SOUND_LIGHT_BLOWNUP 157
121 #define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch.
122 #define SOUND_AFTERBURNER_IGNITE 247
123 #define SOUND_AFTERBURNER_PLAY 248
125 #define SOUND_SECRET_EXIT 249
127 #define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON
128 #define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF
130 #define SOUND_SEISMIC_DISTURBANCE_START 251
132 #define SOUND_YOU_GOT_ORB 84
133 #define SOUND_FRIEND_GOT_ORB 85
134 #define SOUND_OPPONENT_GOT_ORB 86
135 #define SOUND_OPPONENT_HAS_SCORED 87
137 //--------------------------------------------------------------
138 #define MAX_SOUNDS 254 //bad to have sound 255!
140 //I think it would be nice to have a scrape sound...
141 //#define SOUND_PLAYER_SCRAPE_WALL 72
143 extern ubyte Sounds[MAX_SOUNDS];
144 extern ubyte AltSounds[MAX_SOUNDS];