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1 /* $ Id: $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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.
13 */
14
15 #ifndef _SOUNDS_H
16 #define _SOUNDS_H
17
18 #include "vecmat.h"
19 #include "digi.h"
20
21 //------------------- List of sound effects --------------------
22
23 #define SOUND_LASER_FIRED                       10
24
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
28
29 #define SOUND_ROBOT_HIT_PLAYER                  17
30 #define SOUND_ROBOT_SUCKED_PLAYER               SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
31
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
37
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
42
43 #define SOUND_CONTROL_CENTER_WARNING_SIREN      32
44 #define SOUND_MINE_BLEW_UP                      33
45
46 #define SOUND_FUSION_WARMUP                     34
47 #define SOUND_DROP_WEAPON                       39
48
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
53
54 #define SOUND_MARKER_HIT                        50
55 #define SOUND_BUDDY_MET_GOAL                    51
56
57 #define SOUND_REFUEL_STATION_GIVING_FUEL        62
58
59 #define SOUND_PLAYER_HIT_WALL                   70
60 #define SOUND_PLAYER_GOT_HIT                    71
61
62 #define SOUND_HOSTAGE_RESCUED                   91
63
64 #define SOUND_BRIEFING_HUM                      94
65 #define SOUND_BRIEFING_PRINTING                 95
66
67 #define SOUND_COUNTDOWN_0_SECS                  100 // countdown 100..114
68 #define SOUND_COUNTDOWN_13_SECS                 113
69 #define SOUND_COUNTDOWN_29_SECS                 114
70
71 #define SOUND_HUD_MESSAGE                       117
72 #define SOUND_HUD_KILL                          118
73
74 #define SOUND_HOMING_WARNING                    122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
75
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
83
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
88
89 #define SOUND_GOOD_SELECTION_PRIMARY            153
90 #define SOUND_BAD_SELECTION                     156
91
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
94
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
98
99 #define SOUND_BOSS_SHARE_SEE                    183
100 #define SOUND_BOSS_SHARE_DIE                    185
101
102 #define ROBOT_SEE_SOUND_DEFAULT                 170
103 #define ROBOT_ATTACK_SOUND_DEFAULT              171
104 #define ROBOT_CLAW_SOUND_DEFAULT                190
105
106 #define SOUND_BIG_ENDLEVEL_EXPLOSION            SOUND_EXPLODING_WALL
107 #define SOUND_TUNNEL_EXPLOSION                  SOUND_EXPLODING_WALL
108
109 #define SOUND_DROP_BOMB                         26
110
111 #define SOUND_CHEATER                           200
112
113 #define SOUND_AMBIENT_LAVA                      222
114 #define SOUND_AMBIENT_WATER                     223
115
116 #define SOUND_CONVERT_ENERGY                    241
117 #define SOUND_WEAPON_STOLEN                     244
118
119 #define SOUND_LIGHT_BLOWNUP                     157
120
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
124
125 #define SOUND_SECRET_EXIT                       249
126
127 #define SOUND_WALL_CLOAK_ON                     SOUND_CLOAK_ON
128 #define SOUND_WALL_CLOAK_OFF                    SOUND_CLOAK_OFF
129
130 #define SOUND_SEISMIC_DISTURBANCE_START         251
131
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
136
137 //--------------------------------------------------------------
138 #define MAX_SOUNDS  254     //bad to have sound 255!
139
140 //I think it would be nice to have a scrape sound...
141 //#define SOUND_PLAYER_SCRAPE_WALL                72
142
143 extern ubyte Sounds[MAX_SOUNDS];
144 extern ubyte AltSounds[MAX_SOUNDS];
145
146 #endif