1 /* $Id: sounds.h,v 1.5 2003-10-10 09:36:35 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Numbering system for the sounds.
20 * Revision 1.1 1995/05/16 16:03:32 allender
23 * Revision 2.0 1995/02/27 11:27:32 john
24 * New version 2.0, which has no anonymous unions, builds with
25 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
27 * Revision 1.41 1995/02/03 17:08:28 john
28 * Changed sound stuff to allow low memory usage.
29 * Also, changed so that Sounds isn't an array of digi_sounds, it
30 * is a ubyte pointing into GameSounds, this way the digi.c code that
31 * locks sounds won't accidentally unlock a sound that is already playing, but
32 * since it's Sounds[soundno] is different, it would erroneously be unlocked.
34 * Revision 1.40 1995/01/30 21:45:17 adam
35 * added weapon change sounds
37 * Revision 1.39 1995/01/30 21:11:57 mike
38 * Use new weapon selection sounds, different for primary and secondary.
40 * Revision 1.38 1995/01/26 17:02:58 mike
41 * make fusion cannon have more chrome, make fusion, mega rock you!
43 * Revision 1.37 1995/01/18 19:46:15 matt
44 * Added sound for invulnerability wearing off, and voice message for cheating
46 * Revision 1.36 1995/01/18 19:05:04 john
47 * Increased MAX_SOUNDS.
49 * Revision 1.35 1994/12/14 16:57:08 adam
50 * *** empty log message ***
52 * Revision 1.34 1994/12/08 21:31:40 adam
53 * *** empty log message ***
55 * Revision 1.33 1994/12/08 12:33:01 mike
56 * make boss dying more interesting.
58 * Revision 1.32 1994/12/04 21:39:40 matt
59 * Added sound constants for endlevel explosions
61 * Revision 1.31 1994/11/30 14:02:58 mike
62 * see/claw/attack sounds.
64 * Revision 1.30 1994/11/29 20:43:54 matt
65 * Deleted a bunch of unused constants
67 * Revision 1.29 1994/11/29 15:48:11 matt
68 * Cleaned up, & added new sounds
70 * Revision 1.28 1994/11/29 14:35:36 adam
71 * moved lava noise index
73 * Revision 1.27 1994/11/29 13:23:30 matt
74 * Cleaned up sound constants
76 * Revision 1.26 1994/11/29 13:01:04 rob
77 * ADded badass explosion define.
79 * Revision 1.25 1994/11/29 11:34:23 rob
80 * Added new HUD sounds.
82 * Revision 1.24 1994/11/15 16:52:01 mike
83 * hiss sound placeholder.
85 * Revision 1.23 1994/10/25 16:21:45 adam
86 * changed homing sound
88 * Revision 1.22 1994/10/23 00:27:34 matt
89 * Made exploding wall do one long sound, instead of lots of small ones
91 * Revision 1.21 1994/10/22 14:12:35 mike
92 * Add sound for missile tracking player.
94 * Revision 1.20 1994/10/11 12:25:21 matt
95 * Added "hot rocks" that create badass explosion when hit by weapons
97 * Revision 1.19 1994/10/10 20:57:50 matt
98 * Added sound for exploding wall (hostage door)
100 * Revision 1.18 1994/10/04 15:33:31 john
101 * Took out the old PLAY_SOUND??? code and replaced it
102 * with direct calls into digi_link_??? so that all sounds
105 * Revision 1.17 1994/09/29 21:13:41 john
106 * Added Master volumes for digi and midi. Also took out panning,
107 * because it doesn't work with MasterVolume stuff.
109 * Revision 1.16 1994/09/29 00:42:29 matt
110 * Made hitting a locked door play a sound
112 * Revision 1.15 1994/09/20 19:14:34 john
113 * Massaged the sound system; used a better formula for determining
114 * which l/r balance, also, put in Mike's stuff that searches for a connection
115 * between the 2 sounds' segments, stopping for closed doors, etc.
117 * Revision 1.14 1994/07/06 15:23:59 john
118 * Revamped hostage sound.
120 * Revision 1.13 1994/06/21 19:13:27 john
121 * *** empty log message ***
123 * Revision 1.12 1994/06/21 12:09:54 adam
124 * *** empty log message ***
126 * Revision 1.11 1994/06/21 12:03:15 john
129 * Revision 1.10 1994/06/20 22:01:54 matt
130 * Added prototype for Play3D()
132 * Revision 1.9 1994/06/20 21:06:06 yuan
135 * Revision 1.8 1994/06/17 12:21:54 mike
136 * Hook for robot hits player.
138 * Revision 1.7 1994/06/15 19:01:35 john
139 * Added the capability to make 3d sounds play just once for the
140 * laser hit wall effects.
142 * Revision 1.6 1994/06/08 11:43:03 john
145 * Revision 1.5 1994/06/07 18:21:20 john
146 * Start changing sound to the new 3D system.
148 * Revision 1.4 1994/05/16 16:17:41 john
149 * Bunch of stuff on my Inferno Task list May16-23
151 * Revision 1.3 1994/05/09 21:11:38 john
152 * Sound changes; pass index instead of pointer to digi routines.
153 * Made laser sound cut off the last laser sound.
155 * Revision 1.2 1994/04/27 11:47:46 john
158 * Revision 1.1 1994/04/26 10:44:36 john
171 //------------------- List of sound effects --------------------
173 #define SOUND_LASER_FIRED 10
175 #define SOUND_WEAPON_HIT_DOOR 27
176 #define SOUND_WEAPON_HIT_BLASTABLE 11
177 #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
179 #define SOUND_ROBOT_HIT_PLAYER 17
180 #define SOUND_ROBOT_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
182 #define SOUND_ROBOT_HIT 20
183 #define SOUND_ROBOT_DESTROYED 21
184 #define SOUND_VOLATILE_WALL_HIT 21
185 #define SOUND_LASER_HIT_WATER 232
186 #define SOUND_MISSILE_HIT_WATER 233
188 #define SOUND_LASER_HIT_CLUTTER 30
189 #define SOUND_CONTROL_CENTER_HIT 30
190 #define SOUND_EXPLODING_WALL 31 // one long sound
191 #define SOUND_CONTROL_CENTER_DESTROYED 31
193 #define SOUND_CONTROL_CENTER_WARNING_SIREN 32
194 #define SOUND_MINE_BLEW_UP 33
196 #define SOUND_FUSION_WARMUP 34
197 #define SOUND_DROP_WEAPON 39
199 #define SOUND_FORCEFIELD_BOUNCE_PLAYER 40
200 #define SOUND_FORCEFIELD_BOUNCE_WEAPON 41
201 #define SOUND_FORCEFIELD_HUM 42
202 #define SOUND_FORCEFIELD_OFF 43
204 #define SOUND_MARKER_HIT 50
205 #define SOUND_BUDDY_MET_GOAL 51
207 #define SOUND_REFUEL_STATION_GIVING_FUEL 62
209 #define SOUND_PLAYER_HIT_WALL 70
210 #define SOUND_PLAYER_GOT_HIT 71
212 #define SOUND_HOSTAGE_RESCUED 91
214 #define SOUND_BRIEFING_HUM 94
215 #define SOUND_BRIEFING_PRINTING 95
217 #define SOUND_COUNTDOWN_0_SECS 100 // countdown 100..114
218 #define SOUND_COUNTDOWN_13_SECS 113
219 #define SOUND_COUNTDOWN_29_SECS 114
221 #define SOUND_HUD_MESSAGE 117
222 #define SOUND_HUD_KILL 118
224 #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
226 #define SOUND_HUD_JOIN_REQUEST 123
227 #define SOUND_HUD_BLUE_GOT_FLAG 124
228 #define SOUND_HUD_RED_GOT_FLAG 125
229 #define SOUND_HUD_YOU_GOT_FLAG 126
230 #define SOUND_HUD_BLUE_GOT_GOAL 127
231 #define SOUND_HUD_RED_GOT_GOAL 128
232 #define SOUND_HUD_YOU_GOT_GOAL 129
234 #define SOUND_LAVAFALL_HISS 150 // under a lavafall
235 #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
236 #define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
237 #define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
239 #define SOUND_GOOD_SELECTION_PRIMARY 153
240 #define SOUND_BAD_SELECTION 156
242 #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
243 #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
245 #define SOUND_CLOAK_ON 160 // USED FOR WALL CLOAK
246 #define SOUND_CLOAK_OFF 161 // sound when cloak goes away
247 #define SOUND_INVULNERABILITY_OFF 163 // sound when invulnerability goes away
249 #define SOUND_BOSS_SHARE_SEE 183
250 #define SOUND_BOSS_SHARE_DIE 185
252 #define ROBOT_SEE_SOUND_DEFAULT 170
253 #define ROBOT_ATTACK_SOUND_DEFAULT 171
254 #define ROBOT_CLAW_SOUND_DEFAULT 190
256 #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
257 #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
259 #define SOUND_DROP_BOMB 26
261 #define SOUND_CHEATER 200
263 #define SOUND_AMBIENT_LAVA 222
264 #define SOUND_AMBIENT_WATER 223
266 #define SOUND_CONVERT_ENERGY 241
267 #define SOUND_WEAPON_STOLEN 244
269 #define SOUND_LIGHT_BLOWNUP 157
271 #define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch.
272 #define SOUND_AFTERBURNER_IGNITE 247
273 #define SOUND_AFTERBURNER_PLAY 248
275 #define SOUND_SECRET_EXIT 249
277 #define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON
278 #define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF
280 #define SOUND_SEISMIC_DISTURBANCE_START 251
282 #define SOUND_YOU_GOT_ORB 84
283 #define SOUND_FRIEND_GOT_ORB 85
284 #define SOUND_OPPONENT_GOT_ORB 86
285 #define SOUND_OPPONENT_HAS_SCORED 87
287 //--------------------------------------------------------------
288 #define MAX_SOUNDS 254 // bad to have sound 255!
290 // I think it would be nice to have a scrape sound...
291 //#define SOUND_PLAYER_SCRAPE_WALL 72
293 extern ubyte Sounds[MAX_SOUNDS];
294 extern ubyte AltSounds[MAX_SOUNDS];
296 #endif /* _SOUNDS_H */