]> icculus.org git repositories - btb/d2x.git/blob - main/sounds.h
remove rcs tags
[btb/d2x.git] / main / sounds.h
1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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.
12 */
13
14 /*
15  *
16  * Numbering system for the sounds.
17  *
18  */
19
20
21 #ifndef _SOUNDS_H
22 #define _SOUNDS_H
23
24 #include "vecmat.h"
25 #include "digi.h"
26
27 //------------------- List of sound effects --------------------
28
29 #define SOUND_LASER_FIRED                       10
30
31 #define SOUND_WEAPON_HIT_DOOR                   27
32 #define SOUND_WEAPON_HIT_BLASTABLE              11
33 #define SOUND_BADASS_EXPLOSION                  11  // need something different for this if possible
34
35 #define SOUND_ROBOT_HIT_PLAYER                  17
36 #define SOUND_ROBOT_SUCKED_PLAYER               SOUND_ROBOT_HIT_PLAYER // Robot sucked energy from player.
37
38 #define SOUND_ROBOT_HIT                         20
39 #define SOUND_ROBOT_DESTROYED                   21
40 #define SOUND_VOLATILE_WALL_HIT                 21
41 #define SOUND_LASER_HIT_WATER                   232
42 #define SOUND_MISSILE_HIT_WATER                 233
43
44 #define SOUND_LASER_HIT_CLUTTER                 30
45 #define SOUND_CONTROL_CENTER_HIT                30
46 #define SOUND_EXPLODING_WALL                    31  // one long sound
47 #define SOUND_CONTROL_CENTER_DESTROYED          31
48
49 #define SOUND_CONTROL_CENTER_WARNING_SIREN      32
50 #define SOUND_MINE_BLEW_UP                      33
51
52 #define SOUND_FUSION_WARMUP                     34
53 #define SOUND_DROP_WEAPON                       39
54
55 #define SOUND_FORCEFIELD_BOUNCE_PLAYER          40
56 #define SOUND_FORCEFIELD_BOUNCE_WEAPON          41
57 #define SOUND_FORCEFIELD_HUM                    42
58 #define SOUND_FORCEFIELD_OFF                    43
59
60 #define SOUND_MARKER_HIT                        50
61 #define SOUND_BUDDY_MET_GOAL                    51
62
63 #define SOUND_REFUEL_STATION_GIVING_FUEL        62
64
65 #define SOUND_PLAYER_HIT_WALL                   70
66 #define SOUND_PLAYER_GOT_HIT                    71
67
68 #define SOUND_HOSTAGE_RESCUED                   91
69
70 #define SOUND_BRIEFING_HUM                      94
71 #define SOUND_BRIEFING_PRINTING                 95
72
73 #define SOUND_COUNTDOWN_0_SECS                  100 // countdown 100..114
74 #define SOUND_COUNTDOWN_13_SECS                 113
75 #define SOUND_COUNTDOWN_29_SECS                 114
76
77 #define SOUND_HUD_MESSAGE                       117
78 #define SOUND_HUD_KILL                          118
79
80 #define SOUND_HOMING_WARNING                    122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
81
82 #define SOUND_HUD_JOIN_REQUEST                  123
83 #define SOUND_HUD_BLUE_GOT_FLAG                 124
84 #define SOUND_HUD_RED_GOT_FLAG                  125
85 #define SOUND_HUD_YOU_GOT_FLAG                  126
86 #define SOUND_HUD_BLUE_GOT_GOAL                 127
87 #define SOUND_HUD_RED_GOT_GOAL                  128
88 #define SOUND_HUD_YOU_GOT_GOAL                  129
89
90 #define SOUND_LAVAFALL_HISS                     150 // under a lavafall
91 #define SOUND_VOLATILE_WALL_HISS                151 // need a hiss sound here.
92 #define SOUND_SHIP_IN_WATER                     152 // sitting (or moving though) water
93 #define SOUND_SHIP_IN_WATERFALL                 158 // under a waterfall
94
95 #define SOUND_GOOD_SELECTION_PRIMARY            153
96 #define SOUND_BAD_SELECTION                     156
97
98 #define SOUND_GOOD_SELECTION_SECONDARY          154 // Adam: New sound number here! MK, 01/30/95
99 #define SOUND_ALREADY_SELECTED                  155 // Adam: New sound number here! MK, 01/30/95
100
101 #define SOUND_CLOAK_ON                          160 // USED FOR WALL CLOAK
102 #define SOUND_CLOAK_OFF                         161 // sound when cloak goes away
103 #define SOUND_INVULNERABILITY_OFF               163 // sound when invulnerability goes away
104
105 #define SOUND_BOSS_SHARE_SEE                    183
106 #define SOUND_BOSS_SHARE_DIE                    185
107
108 #define ROBOT_SEE_SOUND_DEFAULT                 170
109 #define ROBOT_ATTACK_SOUND_DEFAULT              171
110 #define ROBOT_CLAW_SOUND_DEFAULT                190
111
112 #define SOUND_BIG_ENDLEVEL_EXPLOSION            SOUND_EXPLODING_WALL
113 #define SOUND_TUNNEL_EXPLOSION                  SOUND_EXPLODING_WALL
114
115 #define SOUND_DROP_BOMB                         26
116
117 #define SOUND_CHEATER                           200
118
119 #define SOUND_AMBIENT_LAVA                      222
120 #define SOUND_AMBIENT_WATER                     223
121
122 #define SOUND_CONVERT_ENERGY                    241
123 #define SOUND_WEAPON_STOLEN                     244
124
125 #define SOUND_LIGHT_BLOWNUP                     157
126
127 #define SOUND_WALL_REMOVED                      246 // Wall removed, probably due to a wall switch.
128 #define SOUND_AFTERBURNER_IGNITE                247
129 #define SOUND_AFTERBURNER_PLAY                  248
130
131 #define SOUND_SECRET_EXIT                       249
132
133 #define SOUND_WALL_CLOAK_ON                     SOUND_CLOAK_ON
134 #define SOUND_WALL_CLOAK_OFF                    SOUND_CLOAK_OFF
135
136 #define SOUND_SEISMIC_DISTURBANCE_START         251
137
138 #define SOUND_YOU_GOT_ORB                       84
139 #define SOUND_FRIEND_GOT_ORB                    85
140 #define SOUND_OPPONENT_GOT_ORB                  86
141 #define SOUND_OPPONENT_HAS_SCORED               87
142
143 //--------------------------------------------------------------
144 #define MAX_SOUNDS  254     // bad to have sound 255!
145
146 // I think it would be nice to have a scrape sound...
147 //#define SOUND_PLAYER_SCRAPE_WALL                72
148
149 extern ubyte Sounds[MAX_SOUNDS];
150 extern ubyte AltSounds[MAX_SOUNDS];
151
152 #endif /* _SOUNDS_H */