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 147