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10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 //------------------- List of sound effects --------------------
22 #define SOUND_LASER_FIRED 10
24 #define SOUND_WEAPON_HIT_DOOR 27
25 #define SOUND_WEAPON_HIT_BLASTABLE 11
26 #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
28 #define SOUND_ROBOT_HIT_PLAYER 17
29 #define SOUND_ROBOT_SUCKED_PLAYER SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
31 #define SOUND_ROBOT_HIT 20
32 #define SOUND_ROBOT_DESTROYED 21
33 #define SOUND_VOLATILE_WALL_HIT 21
34 #define SOUND_LASER_HIT_WATER 232
35 #define SOUND_MISSILE_HIT_WATER 233
37 #define SOUND_LASER_HIT_CLUTTER 30
38 #define SOUND_CONTROL_CENTER_HIT 30
39 #define SOUND_EXPLODING_WALL 31 //one long sound
40 #define SOUND_CONTROL_CENTER_DESTROYED 31
42 #define SOUND_CONTROL_CENTER_WARNING_SIREN 32
43 #define SOUND_MINE_BLEW_UP 33
45 #define SOUND_FUSION_WARMUP 34
46 #define SOUND_DROP_WEAPON 39
48 #define SOUND_FORCEFIELD_BOUNCE_PLAYER 40
49 #define SOUND_FORCEFIELD_BOUNCE_WEAPON 41
50 #define SOUND_FORCEFIELD_HUM 42
51 #define SOUND_FORCEFIELD_OFF 43
53 #define SOUND_MARKER_HIT 50
54 #define SOUND_BUDDY_MET_GOAL 51
56 #define SOUND_REFUEL_STATION_GIVING_FUEL 62
58 #define SOUND_PLAYER_HIT_WALL 70
59 #define SOUND_PLAYER_GOT_HIT 71
61 #define SOUND_HOSTAGE_RESCUED 91
63 #define SOUND_BRIEFING_HUM 94
64 #define SOUND_BRIEFING_PRINTING 95
66 #define SOUND_COUNTDOWN_0_SECS 100 //countdown 100..114
67 #define SOUND_COUNTDOWN_13_SECS 113
68 #define SOUND_COUNTDOWN_29_SECS 114
70 #define SOUND_HUD_MESSAGE 117
71 #define SOUND_HUD_KILL 118
73 #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
75 #define SOUND_HUD_JOIN_REQUEST 123
76 #define SOUND_HUD_BLUE_GOT_FLAG 124
77 #define SOUND_HUD_RED_GOT_FLAG 125
78 #define SOUND_HUD_YOU_GOT_FLAG 126
79 #define SOUND_HUD_BLUE_GOT_GOAL 127
80 #define SOUND_HUD_RED_GOT_GOAL 128
81 #define SOUND_HUD_YOU_GOT_GOAL 129
83 #define SOUND_LAVAFALL_HISS 150 // under a lavafall
84 #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
85 #define SOUND_SHIP_IN_WATER 152 // sitting (or moving though) water
86 #define SOUND_SHIP_IN_WATERFALL 158 // under a waterfall
88 #define SOUND_GOOD_SELECTION_PRIMARY 153
89 #define SOUND_BAD_SELECTION 156
91 #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
92 #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
94 #define SOUND_CLOAK_ON 160 //USED FOR WALL CLOAK
95 #define SOUND_CLOAK_OFF 161 //sound when cloak goes away
96 #define SOUND_INVULNERABILITY_OFF 163 //sound when invulnerability goes away
98 #define SOUND_BOSS_SHARE_SEE 183
99 #define SOUND_BOSS_SHARE_DIE 185
101 #define ROBOT_SEE_SOUND_DEFAULT 170
102 #define ROBOT_ATTACK_SOUND_DEFAULT 171
103 #define ROBOT_CLAW_SOUND_DEFAULT 190
105 #if defined(SHAREWARE) || defined(NMOVIES)
106 #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
107 #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
110 #define SOUND_DROP_BOMB 26
112 #define SOUND_CHEATER 200
114 #define SOUND_AMBIENT_LAVA 222
115 #define SOUND_AMBIENT_WATER 223
117 #define SOUND_CONVERT_ENERGY 241
118 #define SOUND_WEAPON_STOLEN 244
120 #define SOUND_LIGHT_BLOWNUP 157
122 #define SOUND_WALL_REMOVED 246 // Wall removed, probably due to a wall switch.
123 #define SOUND_AFTERBURNER_IGNITE 247
124 #define SOUND_AFTERBURNER_PLAY 248
126 #define SOUND_SECRET_EXIT 249
128 #define SOUND_WALL_CLOAK_ON SOUND_CLOAK_ON
129 #define SOUND_WALL_CLOAK_OFF SOUND_CLOAK_OFF
131 #define SOUND_SEISMIC_DISTURBANCE_START 251
133 #define SOUND_YOU_GOT_ORB 84
134 #define SOUND_FRIEND_GOT_ORB 85
135 #define SOUND_OPPONENT_GOT_ORB 86
136 #define SOUND_OPPONENT_HAS_SCORED 87
138 //--------------------------------------------------------------
139 #define MAX_SOUNDS 254 //bad to have sound 255!
141 //I think it would be nice to have a scrape sound...
142 //#define SOUND_PLAYER_SCRAPE_WALL 72
144 extern ubyte Sounds[MAX_SOUNDS];
145 extern ubyte AltSounds[MAX_SOUNDS];