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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 #ifdef SHAREWARE
107 #define         SOUND_BIG_ENDLEVEL_EXPLOSION                            SOUND_EXPLODING_WALL
108 #define         SOUND_TUNNEL_EXPLOSION                                          SOUND_EXPLODING_WALL
109 #endif
110
111 #define SOUND_DROP_BOMB                                                         26
112
113 #define  SOUND_CHEATER                                                                  200
114
115 #define SOUND_AMBIENT_LAVA                                                      222
116 #define SOUND_AMBIENT_WATER                                                     223
117
118 #define SOUND_CONVERT_ENERGY                                                    241
119 #define SOUND_WEAPON_STOLEN                                                     244
120
121 #define SOUND_LIGHT_BLOWNUP                                                     157
122
123 #define SOUND_WALL_REMOVED                                                      246     //      Wall removed, probably due to a wall switch.
124 #define SOUND_AFTERBURNER_IGNITE                                        247
125 #define SOUND_AFTERBURNER_PLAY                                          248
126
127 #define SOUND_SECRET_EXIT                                                               249
128
129 #define SOUND_WALL_CLOAK_ON                                                     SOUND_CLOAK_ON  
130 #define SOUND_WALL_CLOAK_OFF                                                    SOUND_CLOAK_OFF
131
132 #define SOUND_SEISMIC_DISTURBANCE_START                 251
133
134 #define SOUND_YOU_GOT_ORB                                                               84
135 #define SOUND_FRIEND_GOT_ORB                                                    85
136 #define SOUND_OPPONENT_GOT_ORB                                          86
137 #define SOUND_OPPONENT_HAS_SCORED                                       87
138
139 //--------------------------------------------------------------
140 #define MAX_SOUNDS      254             //bad to have sound 255!
141
142 //I think it would be nice to have a scrape sound... 
143 //#define SOUND_PLAYER_SCRAPE_WALL                                              72
144
145 extern ubyte Sounds[MAX_SOUNDS];
146 extern ubyte AltSounds[MAX_SOUNDS];
147
148 #endif
149