############################################################################################################################### # # Audio Parameters File for BattleTech 3025; last modified: 10-04-2001 # ############################################################################################################################### [DEFAULTS] # (dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E) SND000=(name)(22050:0.00)(1.0:0.0)(1.0:0.0)(0.0:0.0)(0)(020)(1000)(-)(-) # (SPACE(0.0):;) defaults to cutoff & exclusion groups of SND000 # (NULL:;) defaults to cutoff & exclusion groups of SND000 # StartRPSMP3 starts role-playing shell MP3 playback # StopRPSMP3 stops role-playing shell MP3 playback # StartCombatMP3 starts combat MP3 playback # StopCombatMP3 stops combat MP3 playback MasterVolume=0.8 # this will go away when the below are implemented # RpsAudioVolume=1.0 # RpsMusicVolume=1.0 # CombatAudioVolume=1.0 # CombatMusicVolume=1.0 ############################################################################################################################### # # MUSIC: # # MUSIC (not in SOUNDS, GROUPS, or EVENTS) # 22 16 1 mp3(32kbps) |-| Combat_MekkaStomp_LoFi.mp3 # 44 16 2 mp3(128kbps) |-| Combat_MekkaStomp_HiFi.mp3 # 44 16 2 mp3(128kbps) |-| Combat_FutureStealth_HiFi.mp3 # 44 16 2 mp3(128kbps) |-| Combat_Frenetics_HiFi.mp3 # 44 16 2 mp3(128kbps) |-| Combat_BioHammer_HiFi.mp3 # 22 16 1 mp3(32kbps) |-| RPS_AtTheGates_LoFi.mp3 # 44 16 2 mp3(128kbps) |-| RPS_AtTheGates_HiFi.mp3 # ############################################################################################################################### ############################################################################################################################### # # SOUNDS: # # Number total number of loop structures # sndID name by which the game references the sound # _ use value stored in SND000 # dR default R (playback sample rate) value; expressed in Hz # dRv default % variance of dR; defines upper/lower bounds of randomized R values # dV default V (playback volume) value; expressed as a numerical multiplier of audio API's default V value # dVv default % variance of dV; defines upper/lower bounds of randomized V values # dP default P (playback pan) value; expressed as a numerical multiplier of audio API's default P value # dPv default % variance of dP; defines upper/lower bounds of randomized P values # dO default O (playback offset time) value; expressed in seconds.milliseconds # dOv default % variance of dO; defines upper/lower bounds of randomized O values # G global/local flag; "1" = global (heard by all), "0" = local (1st person) # dr1 min range; distance from sound source (meters) where attenuation begins; value ignored when sound is local # dr2 max range; distance from sound source (meters) where sound becomes inaudible; value ignored when sound is local # C cutoff group identifier; triggered group members cut off sounding group members, "-" = no group; used: # A - cockpit voice # B - ComStar voice # C - torso fluidity # E exclusion group identifier; sounding group members prohibit triggered group members, "-" = no group; used: # A - (armd) monophony # B - (missile_impact) monophony # C - (metal_impacts) monophony # D - (debris) monophony # E - (bogi) monophony # G - "mission perimeter" monophony # info KHz bits channels compression |status| name (description, notes) # ############################################################################################################################### [SOUNDS] Number=121 #==== INTERFACE SOUNDS =================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= # re-address panning the interface sounds, i.e. (armd) and such on the left... SND001=(idta)(_____:____)(0.4:___)(___:___)(0.1:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| idta.wav (electro-teletype) SND002=(int1)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| int1.wav (short hum) SND003=(int2)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 ----- |-| int2.wav (boop) too short for adpcm SND004=(int3)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |X| int3.wav (metallic slide?) SND005=(ineg)(_____:____)(0.4:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| ineg.wav (short buzz) SND006=(ipl1)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 ----- |-| ipl1.wav (boop) too short for adpcm SND007=(ipl2)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| ipl2.wav (short bzzzt) SND008=(time)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| time.wav (warning klaxon) SND009=(prmo)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| prmo.wav (industrial stinger) SND010=(uwon)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| uwon.wav (industrial stinger) SND011=(uluz)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| uluz.wav (industrial stinger) SND012=(mesg)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| mesg.wav (modified boatswain whistle) SND013=(tkr1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(B)(_)# 22 16 1 adpcm |-| tkr1.wav ("ComStar update") SND014=(tkr2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(B)(_)# 22 16 1 adpcm |-| tkr2.wav ("MechWarrior update") SND015=(lch1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(B)(_)# 22 16 1 adpcm |-| lch1.wav ("launch in 1 minute") SND016=(lch2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(B)(_)# 22 16 1 adpcm |-| lch2.wav ("launch in 30 seconds") #==== MECH HUD SOUNDS ==================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= SND017=(alm1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| alm1.wav (beep loop) SND018=(alm2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| alm2.wav SND019=(alm5)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| alm5.wav SND020=(armd)(_____:____)(0.2:___)(___:___)(___:___)(_)(___)(____)(_)(A)# 22 16 1 adpcm |-| armd.wav SND021=(btn1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| btn1.wav SND022=(bogi)(_____:____)(0.2:___)(___:___)(___:___)(_)(___)(____)(_)(E)# 22 16 1 adpcm |-| bogi.wav SND023=(cmm1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| cmm1.wav SND024=(cmm2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| cmm2.wav SND025=(nomo)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| nomo.wav SND026=(rng2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rng2.wav (target-lock buzz) SND027=(rush)(_____:____)(0.8:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rush.wav (metallic zip loop) SND028=(vx02)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx02.wav ("target eliminated") SND029=(vx03)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx03.wav ("friendly mech eliminated") SND030=(vx01)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx01.wav ("missiles inbound") SND031=(vx04)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx04.wav ("weapon destroyed") SND032=(vx10)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx10.wav ("gyros destroyed") SND033=(vx11)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx11.wav ("ammo destroyed") SND034=(vx05)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx05.wav ("arm destroyed") SND035=(vx06)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx06.wav ("leg destroyed") SND036=(vx08)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx08.wav ("warning: ejection...") SND037=(vx09)(_____:____)(___:___)(___:___)(0.6:___)(_)(___)(____)(A)(_)# 22 16 1 adpcm |-| vx09.wav ("mech shutting down") SND038=(vx12)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(G)# 22 16 1 adpcm |-| vx12.wav ("approaching mission perimeter") SND039=(zoom)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| zoom.wav (mechanical buzz loop) #==== MECH SOUNDS ======================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= SND040=(ejct)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| ejct.wav SND041=(eng1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |X| eng1.wav (engine component loop 1) SND042=(eng2)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |X| eng2.wav (engine component loop 2) SND043=(fall)(_____:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| fall.wav (creak, crash, settle) SND044=(gtup)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| gtup.wav SND045=(jmp1)(_____:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| jmp1.wav SND046=(jmp2)(_____:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| jmp2.wav (jet thrust loop) SND047=(land)(11025:0.05)(___:0.2)(___:___)(___:___)(1)(___)(____)(_)(_)# 08 16 1 adpcm |X| land.wav (low boom) INCLUDE JMP2 STOP SND048=(stop)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| stop.wav SND049=(stp1)(11025:0.05)(0.5:0.2)(___:___)(___:___)(1)(002)(0065)(_)(_)# 08 16 1 adpcm |-| stp1.wav (mech step) SND050=(stp2)(11025:0.05)(0.5:0.2)(___:___)(___:___)(1)(002)(0065)(_)(_)# 08 16 1 adpcm |-| stp2.wav (mech step) SND051=(strt)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| strt.wav SND052=(trso)(_____:____)(0.5:___)(___:___)(___:___)(_)(___)(____)(C)(_)# 22 16 1 ----- |-| trso.wav (electric hum loop) #==== WEAPONS SOUNDS ===================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= SND053=(ac02)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| ac02.wav (2 rounds/1000 ms) get timing, adjust secondary sounds SND054=(ac05)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| ac10.wav (5 rounds/1000 ms) get timing, adjust secondary sounds SND055=(ac10)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| ac20.wav (10 rounds/1000 ms) get timing, adjust secondary sounds SND056=(ac20)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| ac20.wav (20 rounds/1000 ms) get timing, adjust secondary sounds SND057=(flam)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| flam.wav (1000 ms fixed burst) SND058=(srmf)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| srmf.wav (shunk & small vroom) SND059=(lrmf)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| lrmf.wav (shunk & big vroom) SND060=(mis1)(_____:0.10)(0.5:0.1)(___:___)(___:___)(1)(___)(____)(_)(B)# 22 16 1 adpcm |-| mis1.wav (muted explosion) SND061=(mis2)(_____:0.10)(0.5:0.1)(___:___)(___:___)(1)(___)(____)(_)(B)# 22 16 1 adpcm |-| mis2.wav (muted explosion) SND062=(lsr1)(_____:0.10)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| lsr1.wav (600 ms fixed burst) SND063=(lsr2)(_____:0.10)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| lsr2.wav (800 ms fixed burst) SND064=(lsr3)(_____:0.10)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| lsr3.wav (1000 ms fixed burst) SND065=(mgun)(_____:0.10)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| mgun.wav (10 rounds/1000 ms) get timing, adjust secondary sounds SND066=(ppcf)(_____:0.05)(1.0:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| ppcf.wav (1000 ms energy burst) #==== COMBAT SOUNDS ====================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= SND067=(blt1)(_____:0.10)(0.3:0.2)(___:0.8)(___:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt1.wav (bullet hits metal) SND068=(blt2)(_____:0.10)(0.3:0.2)(___:0.8)(___:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt2.wav (bullet hits metal) SND069=(blt3)(_____:0.10)(0.3:0.2)(___:0.8)(___:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt3.wav (bullet hits metal) SND070=(blt4)(_____:0.10)(0.3:0.2)(___:0.8)(___:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt4.wav (bullet hits metal) SND071=(blt5)(_____:0.20)(0.2:0.5)(___:___)(___:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt5.wav (bullet hits terrain) SND072=(blt6)(_____:0.20)(0.2:0.5)(___:___)(___:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt6.wav (bullet hits terrain) SND073=(blt7)(_____:0.20)(0.2:0.5)(___:___)(___:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| blt7.wav (bullet hits terrain) SND074=(met1)(_____:0.10)(0.8:0.2)(___:___)(___:___)(_)(___)(____)(_)(C)# 22 16 1 adpcm |-| met1.wav (heavy metal impact) SND075=(met2)(_____:0.10)(0.8:0.2)(___:___)(___:___)(_)(___)(____)(_)(C)# 22 16 1 adpcm |-| met2.wav (heavy metal impact) SND076=(met3)(_____:0.10)(0.8:0.2)(___:___)(___:___)(_)(___)(____)(_)(C)# 22 16 1 adpcm |-| met3.wav (heavy metal impact) SND077=(deb1)(_____:0.10)(0.8:0.2)(___:0.5)(0.4:0.5)(_)(___)(____)(_)(D)# 22 16 1 adpcm |X| deb1.wav (metal debris shower) SND078=(deb2)(_____:0.10)(0.8:0.2)(___:0.5)(0.4:0.5)(_)(___)(____)(_)(D)# 22 16 1 adpcm |X| deb2.wav (metal debris shower) SND079=(deb3)(_____:0.10)(0.8:0.2)(___:0.5)(0.4:0.5)(_)(___)(____)(_)(D)# 22 16 1 adpcm |X| deb3.wav (metal debris shower) SND080=(exp1)(_____:0.10)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp1.wav (little explosion) SND081=(exp2)(_____:0.10)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp2.wav (little explosion) SND082=(exp3)(_____:0.10)(0.8:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp3.wav (medium explosion) SND083=(exp4)(_____:0.10)(0.8:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp4.wav (medium explosion) SND084=(exp5)(_____:0.10)(0.9:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp5.wav (big explosion) SND085=(exp6)(_____:0.10)(0.9:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp6.wav (big explosion) SND086=(exp7)(_____:0.10)(___:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp7.wav (huge explosion) SND087=(exp8)(_____:0.10)(___:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| exp8.wav (huge explosion) SND088=(grn1)(_____:0.10)(0.7:0.2)(___:0.2)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |X| grn1.wav (metal stress groan) SND089=(grn2)(_____:0.10)(0.7:0.2)(___:0.2)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |X| grn2.wav (metal stress groan) SND090=(hum1)(_____:____)(___:___)(___:___)(___:___)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| hum1.wav (electronic chaos) SND091=(hum2)(_____:0.10)(0.7:0.2)(___:0.2)(0.1:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| hum2.wav (electronic chaos) SND092=(hum3)(_____:0.10)(0.7:0.2)(___:0.2)(0.1:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| hum3.wav (electronic chaos) SND093=(rch1)(_____:0.20)(0.6:0.2)(___:0.8)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rch1.wav (bullet ricochet whine) SND094=(rch2)(_____:0.20)(0.6:0.2)(___:0.8)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rch2.wav (bullet ricochet whine) SND095=(rch3)(_____:0.20)(0.6:0.2)(___:0.8)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rch3.wav (bullet ricochet whine) SND096=(rch4)(_____:0.20)(0.6:0.2)(___:0.8)(0.3:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| rch4.wav (bullet ricochet whine) SND097=(shok)(_____:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| shok.wav (explosion & energy field) SND098=(spk1)(_____:0.10)(0.7:0.2)(___:0.2)(0.1:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| spk1.wav (sparks) SND099=(spk2)(_____:0.10)(0.7:0.2)(___:0.2)(0.1:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| spk2.wav (sparks) SND100=(wsh1)(_____:0.10)(0.7:0.2)(___:0.5)(0.2:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| wsh1.wav (projectile whoosh) SND101=(wsh2)(_____:0.10)(0.7:0.2)(___:0.5)(0.2:0.5)(_)(___)(____)(_)(_)# 22 16 1 adpcm |-| wsh2.wav (projectile whoosh) #==== TERRAIN SOUNDS ===================================================#================================================================= # num=(sndID)(dR :dRv )(dV :dVv)(dP :dPv)(dO :dOv)(G)(dr1)(dr2 )(C)(E)# info #=======================================================================#================================================================= # shorten & reuse SND102=(baaa)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| baaa.wav (sheep exploding) SND103=(gut1)(_____:0.20)(0.5:0.2)(___:0.8)(0.5:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| gut1.wav (sheep guts hit ground) SND104=(gut2)(_____:0.20)(0.5:0.2)(___:0.8)(0.5:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| gut2.wav (sheep guts hit ground) SND105=(burn)(_____:0.20)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |X| burn.wav (burn loop) SND106=(erth)(_____:0.20)(0.5:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| erth.wav (trauma to the earth) SND107=(bsh1)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| bsh1.wav (bush blows apart) SND108=(bsh2)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| bsh2.wav (bush blows apart) SND109=(cac1)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| cac1.wav (cactus blows apart) SND110=(cac2)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| cac2.wav (cactus blows apart) SND111=(cac3)(_____:0.10)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| cac3.wav (cactus falls over) SND112=(tre1)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| tre1.wav (tree crunch) SND113=(tre2)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| tre2.wav (tree crunch) SND114=(tre3)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| tre3.wav (snowy tree crunch) SND115=(tre4)(_____:0.20)(0.7:0.1)(___:___)(___:___)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| tre4.wav (snowy tree crunch) SND116=(twg1)(_____:0.20)(0.5:0.2)(___:0.8)(0.3:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| twg1.wav (branches & twigs spray) SND117=(twg2)(_____:0.20)(0.5:0.2)(___:0.8)(0.3:0.5)(1)(___)(____)(_)(_)# 22 16 1 adpcm |-| twg2.wav (branches & twigs spray) SND118=(drn1)(08000:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 08 16 1 ----- |-| drn1.wav (mechanical drone loop) SND119=(drn2)(08000:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 08 16 1 ----- |-| drn2.wav (mechanical drone loop) SND120=(drn3)(08000:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 08 16 1 ----- |-| drn3.wav (mechanical drone loop) SND121=(drn4)(08000:____)(___:___)(___:___)(___:___)(1)(___)(____)(_)(_)# 08 16 1 ----- |-| drn4.wav (mechanical drone loop) ############################################################################################################################### # # GROUPS: # # Number total number of group structures # groupID name by which the group structure is referenced # sndID sound name of group member; can be set to NULL to include "non-choices" in the group # ############################################################################################################################### [GROUPS] Number=21 #==== SYNTAX ================================================================================================================== # num=(groupID)--(sndID;sndID;...sndIDn;) GRP01=(mech_steps)-----------(stp1;stp2;) GRP02=(debris)---------------(deb1;deb2;deb3;NULL;) GRP03=(missile_impact)-------(mis1;mis2;) GRP04=(small_explosion)------(exp1;exp2;) GRP05=(medium_explosion)-----(exp3;exp4;) GRP06=(big_explosion)--------(exp5;exp6;) GRP07=(huge_explosion)-------(exp7;exp8;) GRP08=(metal_stress)---------(grn1;grn2;NULL;) GRP09=(noise)----------------(hum2;hum3;NULL;) GRP10=(bullet_hits_metal)----(blt1;blt2;blt3;blt4;NULL;) GRP11=(bullet_hits_terrain)--(blt5;blt6;blt7;NULL;) GRP12=(ricochet)-------------(rch1;rch2;rch3;rch4;NULL;) GRP13=(sparks)---------------(spk1;spk2;NULL;) GRP14=(whoosh)---------------(wsh1;wsh2;NULL;) GRP15=(metal_impacts)--------(met1;met2;met3;NULL;) GRP16=(bush_death)-----------(bsh1;bsh2;) GRP17=(cactus_death)---------(cac1;cac2;) GRP18=(tree_death)-----------(tre1;tre2;) GRP19=(snowy_tree_death)-----(tre3;tre4;) GRP20=(tree_debris)----------(twg1;twg2;NULL;) GRP21=(sheep_guts)-----------(gut1;gut2;NULL;) ############################################################################################################################### # # LOOPS: # # Number total number of loop structures # loopID name by which the loop structure is referenced # loopStart sound or group serving as the loop beginning; can be set to NULL when not required # loopSound sound or group serving as the loop body # dLD default loop duration; expressed abolutely (#.#) or as infinite (-1); eventually by iteration count (x#) as well # interrupt iteration interrupt flag; "0" = no iteration interrupt on stop, "1" = iteration interrupt on stop # loopStop sound or group serving as the loop ending; can be set to NULL when not required # ############################################################################################################################### [LOOPS] Number=11 #==== SYNTAX ================================================================================================================== # num=(loopID)--(loopStart;loopSound(dLD)(i);loopStop;) LOOP01=(overheat_alarm_loop)--(NULL;alm1(-1)(0);NULL;) LOOP02=(rush_to_mech_loop)----(NULL;rush(-1)(1);NULL;) LOOP03=(zoom_loop)------------(NULL;zoom(-1)(0);NULL;) LOOP04=(engine_loop1)---------(NULL;eng1(-1)(1);NULL;) # eventually SLS LOOP05=(engine_loop2)---------(NULL;eng2(-1)(1);NULL;) # eventually SLS LOOP06=(jumpjet_loop)---------(NULL;jmp2(-1)(1);NULL;) # eventually SLS LOOP07=(burn_loop)------------(NULL;burn(-1)(1);NULL;) # eventually SLS LOOP08=(drone1_loop)----------(NULL;drn1(-1)(1);NULL;) LOOP09=(drone2_loop)----------(NULL;drn2(-1)(1);NULL;) LOOP10=(drone3_loop)----------(NULL;drn3(-1)(1);NULL;) LOOP11=(drone4_loop)----------(NULL;drn4(-1)(1);NULL;) ############################################################################################################################### # # EVENTS: # # Number total number of events # eventID name by which the event is referenced # sndIDs sound triggered by the event; can be set to NULL # groupIDs groups triggered by the event # loopIDs loops triggered by the event # sndFunctions functions to modify default sound/group/loop parameters (see below) # # EVENT FUNCTIONS: # sndRate(nR) sets R value; nR (new rate) overrides dR; argument types: nR < 20 = ratio; nR > 20 = absolute rates # sndModRate(nRv) sets R variance; nRv (new rate variance) overrides dRv # sndVol(nV) sets V value; nV (new volume) overrides dV # sndModVol(nVv) sets V variance; nVv (new volume variance) overrides dVv # sndPan(nP) sets P value; nP (new pan) overrides dP # sndModPan(nPv) sets P variance; nPv (new pan variance) overrides dPv # sndOffset(nO) sets O value; nO (new offset) overrides dO *** CANNOT USE DURING JUMP TO COMBAT *** # sndModOffset(nOv) sets O variance; nOv (new offset variance) overrides dOv # sndLocal() sets G value (global/local flag) to "0", making the sound local, ignoring dr1/dr2 values # sndGlobal() sets G value (global/local flag) to "1", making the sound global, utlizing dr1/dr2 values # sndLoopDur(nLD) sets LD value; nLD (new loop duration) overrides dLD; argument types: (#.#), (-1), "0" stops loop # # *** UNIMPLEMENTED *** # sndMinRange(nr1) sets r1 value; nr1 (new minimum range) overrides dr1 # sndMaxRange(nr2) sets r2 value; nr2 (new maximum range) overrides dr2 # sndModCGroup(nC) sets C value (cutoff group identifier); nC (new identifier) overrides C; "-" = ungroup # sndModEGroup(nE) sets E value (exclusion group identifier); nE (new identifier) overrides E; "-" = ungroup # sndStart(T1/T2) sets playback position; playback starts time T1 into soundfile, or some random time between times T1 and T2 # sndOscRate(R1,R2,T) sets range of R values to dynamically oscillate between over time T # sndOscVol(V1,V2,T) sets range of V values to dynamically oscillate between over time T # # EVENT SOUNDS CURRENTLY DIRECTLY REFERENCED BY PROGRAMMERS (AFTER BEING TRIGGERED VIA AN EVENT): # engine sounds needs pitch shifting # terrain object loops need position relocating # ############################################################################################################################### [EVENTS] Number=176 #==== SYNTAX ================================================================================================================== # num=(eventID)--(sndID:;)(sndID:sndFunction(x);)(groupID:sndFunction(x);)(loopID:sndFunction(x);) #==== INTERFACE EVENTS ======================================================================================================== # rethink interface sounds... # # EVN000=(blue_button_rollover)--------(int1:;) # EVN000=(blue_button_click)-----------(int2:;) # EVN000=(yellow_button_rollover)------(int1:sndRate(0.5);) # EVN000=(yellow_button_click)---------(int2:sndRate(0.5);) # EVN000=(misc_button_rollover)--------(int3:;) # "my mechs", "my stats", exit "X" # EVN000=(misc_button_click)-----------(int4:;) # EVN000=(planet_rollover)-------------(int5:;) # EVN000=(planet_click)----------------(int6:;) # EVN000=(gray_button_click)-----------(int7:;) # EVN000=(exit_button_ok)--------------(int2:sndRate(0.5);)(stop:sndOffset(0.1);) EVN001=(splash_screen)------------------------(strt:;)(StartRPSMP3:sndOffset(2.0);) EVN002=(start_battle_button)------------------(int2:;) EVN003=(start_battle)-------------------------(time:sndOffset(0.1);)(time:sndOffset(0.5);)(time:sndOffset(0.9);) EVN004=(enter_combat)-------------------------(StopRPSMP3:;)(drone4_loop:;)(gtup:;) # NO - sounds are being delayed EVN005=(pilot_records_button)-----------------(int2:;)(idta:;) EVN006=(report_button)------------------------(int2:;)(idta:;) EVN007=(exit_button)--------------------------(int2:;)(stop:sndOffset(0.1);) EVN008=(global_rollover)----------------------(int1:;) EVN009=(global_button)------------------------(int2:;) EVN010=(menu_rollover)------------------------(int3:;) EVN011=(mech_bay_button)----------------------(int2:;)(idta:;) EVN012=(negative_button)----------------------(ineg:;) EVN013=(select_planet)------------------------(ipl1:;) EVN014=(planetary_screen_button)--------------(int2:;)(ipl2:sndOffset(0.1);) EVN015=(planetary_screen_double_click)--------(ipl2:;) EVN016=(player_promoted)----------------------(prmo:;) EVN017=(your_team_won)------------------------(StopCombatMP3:;)(uwon:;) EVN018=(your_team_lost)-----------------------(StopCombatMP3:;)(uluz:;) EVN019=(return_to_interface)------------------(StartRPSMP3:;) EVN020=(ticker_territory_capture)-------------(mesg:;)(tkr1:sndOffset(1.0);) EVN021=(ticker_critical_territories)----------(mesg:;)(tkr1:sndOffset(1.0);) EVN022=(ticker_mechwarriors_in_inner_sphere)--(mesg:;)(tkr2:sndOffset(1.0);) EVN023=(ticker_total_house_gnp)---------------(mesg:;)(tkr1:sndOffset(1.0);) EVN024=(ticker_most_active_territories)-------(mesg:;)(tkr1:sndOffset(1.0);) EVN025=(launch_in_one_minute)-----------------(lch1:;) EVN026=(launch_in_thirty_seconds)-------------(lch2:;) #==== MECH HUD EVENTS ========================================================================================================= EVN027=(tic_selected)------------------(btn1:sndPan(0.2);) # [OK-09/28/01] EVN028=(target_selected)---------------(alm5:;) # [OK-09/28/01] EVN029=(weapon_selected)---------------(alm2:sndPan(0.2);) # [OK-09/28/01] EVN030=(weapon_armed)------------------(armd:sndPan(0.2);) # [OK-09/28/01] EVN031=(initiate_chat)-----------------(cmm1:;) # [OK-09/28/01] EVN032=(receive_chat)------------------(cmm2:;) EVN033=(out_of_ammo)-------------------(nomo:;) # [NO-09/28/01 - no sound] EVN034=(zoom_in_starts)----------------(rush_to_mech_loop:;)(drone4_loop:sndLoopDur(0);) # [NO-09/28/01 - enter_combat has to be fixed first] EVN035=(zoom_in_stops)-----------------(rush_to_mech_loop:sndLoopDur(0);)(strt:;)(bogi:sndOffset(1.4);)(StartCombatMP3:sndOffset(2.0);) # [OK-09/28/01] EVN036=(zoom_starts)-------------------(zoom_loop:;) # [NO-09/28/01 - sound continues beyond zoom range] EVN037=(zoom_stops)--------------------(zoom_loop:sndLoopDur(0);) # [NO-09/28/01 - sound continues beyond zoom range] EVN038=(use_inoperative_system)--------(ineg:;) # inoperative weapons/jump jets, get up using keyboard; [OK-09/28/01] EVN039=(bogie_indicators)--------------(bogi:;) # bogie indicators appear - enemy in radar range; [OK-09/28/01] EVN040=(incoming_missiles)-------------(vx01:;) # [OK-09/28/01] EVN041=(enemy_in_weapon_range)---------(rng2:;) # [NO - only trigger when mechs enter longest weapon range, not every time mech is targetted] EVN042=(mech_enters_perimeter_buffer)--(vx12:;) #==== MECH OPERATION EVENTS =================================================================================================== EVN043=(mech_powers_up)------------(strt:;) EVN044=(mech_overheat)-------------(overheat_alarm_loop:;) EVN045=(mech_cools_down)-----------(overheat_alarm_loop:sndLoopDur(0);) EVN046=(mech_powers_down)----------(stop:;)(vx09:;) EVN047=(standby_to_eject)----------(vx08:;) EVN048=(eject)---------------------(ejct:;) EVN049=(light_mech_steps)----------(mech_steps:sndRate(1.2);) # CHECK RATIO EVN050=(medium_mech_steps)---------(mech_steps:sndRate(1.1);) # CHECK RATIO EVN051=(heavy_mech_steps)----------(mech_steps:;) EVN052=(start_light_mech_engine)---(engine_loop1:sndRate(1.2);)(engine_loop2:sndRate(1.2);) # CHECK RATIO EVN053=(stop_light_mech_engine)----(engine_loop1:sndLoopDur(0);)(engine_loop2:sndLoopDur(0);) EVN054=(start_medium_mech_engine)--(engine_loop1:sndRate(1.1);)(engine_loop2:sndRate(1.1);) # CHECK RATIO EVN055=(stop_medium_mech_engine)---(engine_loop1:sndLoopDur(0);)(engine_loop2:sndLoopDur(0);) EVN056=(start_heavy_mech_engine)---(engine_loop1:;)(engine_loop2:;) EVN057=(stop_heavy_mech_engine)----(engine_loop1:sndLoopDur(0);)(engine_loop2:sndLoopDur(0);) EVN058=(light_mech_jump)-----------(jmp1:sndRate(1.2);) EVN059=(medium_mech_jump)----------(jmp1:sndRate(1.1);) EVN060=(heavy_mech_jump)-----------(jmp1:;) EVN061=(light_mech_jumping)--------(jumpjet_loop:sndRate(1.2);) # *** temp event *** EVN062=(medium_mech_jumping)-------(jumpjet_loop:sndRate(1.2);) # *** temp event *** EVN063=(heavy_mech_jumping)--------(jumpjet_loop:sndRate(1.2);) # *** temp event *** EVN064=(light_mech_land)-----------(mech_steps:sndRate(1.2);)(jumpjet_loop:sndLoopDur(0);)(land:sndRate(1.2);) EVN065=(medium_mech_land)----------(mech_steps:sndRate(1.1);)(jumpjet_loop:sndLoopDur(0);)(land:sndRate(1.1);) EVN066=(heavy_mech_land)-----------(mech_steps:;)(jumpjet_loop:sndLoopDur(0);)(land:;) EVN067=(light_mech_fall)-----------(fall:sndRate(1.2);) EVN068=(medium_mech_fall)----------(fall:sndRate(1.1);) EVN069=(heavy_mech_fall)-----------(fall:;) EVN070=(mech_gets_up)--------------(gtup:;) EVN071=(light_mech_torso_turn)-----(trso:;) EVN072=(medium_mech_torso_turn)----(trso:sndRate(0.9);) EVN073=(heavy_mech_torso_turn)-----(trso:sndRate(0.8);) #==== MECH WEAPON FIRE EVENTS ================================================================================================= EVN074=(fire_auto_cannon_02)--------------(ac02:;) EVN075=(fire_auto_cannon_05)--------------(ac05:;) EVN076=(fire_auto_cannon_10)--------------(ac10:;) EVN077=(fire_auto_cannon_20)--------------(ac20:;) EVN078=(fire_flamethrower)----------------(flam:;) EVN079=(fire_short_range_missile)---------(srmf:;) EVN080=(fire_long_range_missile)----------(lrmf:;) EVN081=(missiles_self_destruct)-----------(missile_impact:;) EVN082=(fire_small_laser)-----------------(lsr1:;) EVN083=(fire_medium_laser)----------------(lsr2:;) EVN084=(fire_large_laser)-----------------(lsr3:;) EVN085=(fire_machine_gun)-----------------(mgun:;) EVN086=(fire_particle_projection_cannon)--(ppcf:;) #==== MECH IMPACT EVENTS ====================================================================================================== EVN087=(mech_hit_by_auto_cannon_02)--------------(debris:sndOffset(0.2);)(whoosh:sndOffset(0.5);)(bullet_hits_metal:sndRate(0.6);)(bullet_hits_metal:sndRate(0.6);sndOffset(0.5);) EVN088=(mech_hit_by_auto_cannon_05)--------------(debris:sndOffset(0.2);)(whoosh:sndOffset(0.5);)(bullet_hits_metal:sndRate(0.7);)(bullet_hits_metal:sndRate(0.7);sndOffset(0.5);)(bullet_hits_metal:sndRate(0.7);sndOffset(1.0);) EVN089=(mech_hit_by_auto_cannon_10)--------------(debris:sndOffset(0.2);)(bullet_hits_metal:sndRate(0.8);)(bullet_hits_metal:sndRate(0.8);sndOffset(0.3);)(bullet_hits_metal:sndRate(0.8);sndOffset(0.6);)(bullet_hits_metal:sndRate(0.8);sndOffset(0.9);) EVN090=(mech_hit_by_auto_cannon_20)--------------(bullet_hits_metal:sndRate(0.9);)(bullet_hits_metal:sndRate(0.9);sndOffset(0.3);)(bullet_hits_metal:sndRate(0.9);sndOffset(0.6);)(bullet_hits_metal:sndRate(0.9);sndOffset(0.9);) EVN091=(mech_hit_by_flamethrower)----------------(burn_loop:sndLoopDur(2.0);) # HOW LONG DOES THIS BURN? EVN092=(mech_hit_by_short_range_missile)---------(small_explosion:;) EVN093=(mech_hit_by_long_range_missile)----------(medium_explosion:;) EVN094=(mech_hit_by_small_laser)-----------------(sparks:;) EVN095=(mech_hit_by_medium_laser)----------------(metal_stress:;) EVN096=(mech_hit_by_large_laser)-----------------(sparks:;)(metal_stress:;) EVN097=(mech_hit_by_machine_gun)-----------------(ricochet:sndOffset(0.2);)(ricochet:sndOffset(0.5);)(ricochet:sndOffset(0.9);)(bullet_hits_metal:sndOffset(0.1);)(bullet_his_metal:sndOffset(0.7);)(bullet_hits_metal:sndOffset(1.5);) EVN098=(mech_hit_by_particle_projection_cannon)--(sparks:;) #==== MECH DESTRUCTION EVENTS ================================================================================================= EVN099=(mech_collide)--------------(metal_impacts:;)(debris:;) EVN100=(cockpit_destroyed)---------(huge_explosion:sndModCGroup(A);)(hum1:;) # results in death, cuts off voice EVN101=(engine_destroyed)----------(huge_explosion:sndModCGroup(A);) # results in death, cuts off voice EVN102=(life_support_destroyed)----(huge_explosion:sndModCGroup(A);) # results in death, cuts off voice EVN103=(gyro_destroyed)------------(big_explosion:;)(vx10:;) # can no longer stand EVN104=(leg_destroyed)-------------(big_explosion:;)(vx06:;) # mobility affected; if 2nd leg, you fall EVN105=(left_torso_destroyed)------(medium_explosion:;) # probably lose some weapons EVN106=(right_torso_destroyed)-----(medium_explosion:;) # probably lose some weapons EVN107=(arm_destroyed)-------------(medium_explosion:;)(vx05:;) # probably lose some weapons EVN108=(weapon_destroyed)----------(medium_explosion:;)(vx04:;) # weapon rendered useless EVN109=(ammo_bay_destroyed)--------(medium_explosion:;)(nomo:;)(vx11:;) # weapon rendered useless EVN110=(jump_jet_destroyed)--------(small_explosion:;) # jumping decreased by a fraction EVN111=(actuator_destroyed)--------(small_explosion:;) # mobility may be affected EVN112=(heat_sink_destroyed)-------(small_explosion:;) # heat dissapation lessened EVN113=(sensors_destroyed)---------(small_explosion:;) # no effect EVN114=(friendly_mech_death_core)--(shok:;)(vx03:;) EVN115=(friendly_mech_death)-------(huge_explosion:;)(vx03:;) EVN116=(enemy_mech_death_core)-----(shok:;)(vx02:;) EVN117=(enemy_mech_death)----------(huge_explosion:;)(vx02:;) #==== TERRAIN EVENTS ========================================================================================================== # see bob for a complete list of terrain objects that might benefit from environmental audio EVN118=(ground_hit_by_auto_cannon_02)----------------(bullet_hits_terrain:;) EVN119=(ground_hit_by_auto_cannon_05)----------------(bullet_hits_terrain:;)(bullet_hits_terrain:sndOffset(0.5);) EVN120=(ground_hit_by_auto_cannon_10)----------------(bullet_hits_terrain:;)(bullet_hits_terrain:sndOffset(0.3);)(bullet_hits_terrain:sndOffset(0.7);) EVN121=(ground_hit_by_auto_cannon_20)----------------(bullet_hits_terrain:;)(bullet_hits_terrain:sndOffset(0.2);)(bullet_hits_terrain:sndOffset(0.5);)(bullet_hits_terrain:sndOffset(0.9);) EVN122=(ground_hit_by_short_range_missile)-----------(missile_impact:;) EVN123=(ground_hit_by_long_range_missile)------------(missile_impact:;) EVN124=(ground_hit_by_machine_gun)-------------------(ricochet:sndGlobal();)(bullet_hits_terrain:;)(bullet_hits_terrain:sndOffset(0.1);)(bullet_hits_terrain:sndOffset(0.3);) EVN125=(grass_crushed_by_mech)-----------------------(erth:;) EVN126=(grass_hit_by_laser-ppc-flamer)---------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN127=(grass_hit_by_missile)------------------------(missile_impact:;)(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN128=(grass_hit_by_autocannon)---------------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN129=(grass_hit_by_machine_gun)--------------------(erth:;) EVN130=(bush_crushed_by_mech)------------------------(bush_death:;)(tree_debris:;) EVN131=(bush_hit_by_laser-ppc-flamer)----------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN132=(bush_hit_by_missile)-------------------------(missile_impact:;)(bush_death:;)(tree_debris:;) EVN133=(bush_hit_by_autocannon)----------------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN134=(bush_hit_by_machine_gun)---------------------(bush_death:;)(tree_debris:;) EVN135=(creosote_crushed_by_mech)--------------------(bush_death:;)(tree_debris:;) EVN136=(creosote_hit_by_laser-ppc-flamer)------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN137=(creosote_hit_by_missile)---------------------(missile_impact:;)(bush_death:;)(tree_debris:;) EVN138=(creosote_hit_by_autocannon)------------------(burn_loop:sndLoopDur(3.0);) # BURN FOR 3 SECONDS? EVN139=(creosote_hit_by_machine_gun)-----------------(bush_death:;)(tree_debris:;) EVN140=(cactus_crushed_by_mech)----------------------(cac3:;) EVN141=(cactus_hit_by_laser-ppc-flamer)--------------(burn_loop:sndLoopDur(6.0);) # BURN FOR 6 SECONDS? EVN142=(cactus_hit_by_missile)-----------------------(missile_impact:;)(cactus_death:;) EVN143=(cactus_hit_by_autocannon)--------------------(cactus_death:;) EVN144=(cactus_hit_by_machine_gun)-------------------(cactus_death:;) EVN145=(tree_crushed_by_mech)------------------------(tree_death:;)(tree_debris:;) EVN146=(tree_hit_by_laser-ppc-flamer)----------------(burn_loop:sndLoopDur(8.0);) # BURN FOR 8 SECONDS? EVN147=(tree_hit_by_missile)-------------------------(missile_impact:;)(tree_death:;)(tree_debris:;) EVN148=(tree_hit_by_autocannon)----------------------(burn_loop:sndLoopDur(8.0);) # BURN FOR 8 SECONDS? EVN149=(tree_hit_by_machine_gun)---------------------(tree_death:;)(tree_debris:;) EVN150=(snow_tree_crushed_by_mech)-------------------(snowy_tree_death:;)(tree_debris:;) EVN151=(snow_tree_hit_by_laser-ppc-flamer)-----------(snowy_tree_death:;)(tree_debris:;) EVN152=(snow_tree_hit_by_missile)--------------------(missile_impact:;)(snowy_tree_death:;)(tree_debris:;) EVN153=(snow_tree_hit_by_autocannon)-----------------(snowy_tree_death:;)(tree_debris:;) EVN154=(snow_tree_hit_by_machine_gun)----------------(snowy_tree_death:;)(tree_debris:;) EVN155=(building_hit_by_auto_cannon_02)--------------(medium_explosion:;)(debris:sndGlobal();) EVN156=(building_hit_by_auto_cannon_05)--------------(medium_explosion:;)(debris:sndGlobal();) EVN157=(building_hit_by_auto_cannon_10)--------------(small_explosion:;)(debris:sndGlobal();) EVN158=(building_hit_by_auto_cannon_20)--------------(small_explosion:;)(debris:sndGlobal();) EVN159=(building_hit_by_short_range_missile)---------(small_explosion:;) EVN160=(building_hit_by_long_range_missile)----------(medium_explosion:;) EVN161=(building_hit_by_small_laser)-----------------(sparks:sndGlobal();) EVN162=(building_hit_by_medium_laser)----------------(metal_stress:sndGlobal();) EVN163=(building_hit_by_large_laser)-----------------(sparks:;)(metal_stress:sndGlobal();) EVN164=(building_hit_by_machine_gun)-----------------(ricochet:sndGlobal();)(ricochet:sndGlobal();sndOffset(0.4);) EVN165=(building_hit_by_particle_projection_cannon)--(sparks:sndGlobal();) EVN166=(sheep_crushed_by_mech)-----------------------(baaa:;)(sheep_guts:;) EVN167=(sheep_hit_by_laser-ppc-flamer)---------------(baaa:;)(sheep_guts:;) EVN168=(sheep_hit_by_missile)------------------------(baaa:;)(sheep_guts:;) EVN169=(sheep_hit_by_autocannon)---------------------(baaa:;)(sheep_guts:;) EVN170=(sheep_hit_by_machine_gun)--------------------(baaa:;)(sheep_guts:;) EVN171=(ice_station_zeta_audible)--------------------(drone1_loop:;) EVN172=(ore_mining_station_audible)------------------(drone2_loop:;) EVN173=(badlands_outpost_audible)--------------------(drone3_loop:;) EVN174=(ice_station_zeta_inaudible)------------------(drone1_loop:sndLoopDur(0);) EVN175=(ore_mining_station_inaudible)----------------(drone2_loop:sndLoopDur(0);) EVN176=(badlands_outpost_inaudible)------------------(drone3_loop:sndLoopDur(0);) ############################################################################################################################### # # CHANGE LOG (IMPLEMENTATION NOT CONTENT) ***REMOVE BEFORE DELIVERY*** # # 10-04-01: added groups (bullet_hits_metal)(bullet_hits_terrain) # added sounds (blt1)(blt2)(blt3)(blt4)(blt5)(blt6)(blt7) # nuked sound (flak) # 10-02-01: added loops (engine_loop1)(engine_loop2) # added sounds (eng1)(eng2) # nuked loop (engine_loop) # nuked sound (engn) # 09-25-01: added events (light_mech_jumping)(medium_mech_jumping)(heavy_mech_jumping) # added sound (burn) # nuked sounds (brn1)(brn2)(brn3) # 09-20-01: added functions "sndOscRate(R1,R2,T)", "sndOscVol(V1,V2,T)" # added sounds (drn1)(drn2)(drn3)(drn4) # nuked sounds (ices)(ores)(outp)(dron) # 09-14-01: added defaults SND000, SPACE, NULL # added parameters "min range", "max range" # added functions "sndMinRange(nr1)", "sndMaxRange(nr2)" # 09-13-01: changed function sndRate(nR) argument types: nR < 20 = ratio; nR > 20 = absolute rates # added functions sndStart(T1/T2) # 09-04-01: added group (mech_steps) # nuked sounds (vx13)(stp3)(stp4)(stp5)(stp6) # nuked groups (light_steps)(medium_steps)(heavy_steps) # nuked event (mech_reaches_perimeter) # 08-31-01: added sounds (vx12)(vx13) # added events (mech_enters_perimeter_buffer)(mech_reaches_perimeter) # 08-20-01: apf structure [LOOPS] # added sounds (brn1)(brn2)(brn3)(int3)(dron) # added loops (overheat_alarm_loop)(rush_to_mech_loop)(zoom_loop)(engine_loop)(jumpjet_loop)(burn_loop) # (ice_station_loop)(ore_station_loop)(outpost_loop)(drone_loop) # added events (menu_rollover)(mech_cools_down)(zoom_starts)(zoom_stops)(stop_light_mech_engine) # (stop_medium_mech_engine)(stop_heavy_mech_engine)(light_mech_jump)(medium_mech_jump) # (heavy_mech_jump)(ice_station_zeta_audible)(ore_mining_station_audible)(badlands_outpost_audible) # (ice_station_zeta_inaudible)(ore_mining_station_inaudible)(badlands_outpost_inaudible) # nuked parameters "looping audio flag", "default loop duration" # nuked events (zoom)(mech_starts_jump)(mech_jumping)(ice_station_zeta)(ore_mining_station)(badlands_outpost) # 08-13-01: added sounds (baaa)(bsh1)(bsh2)(cac1)(cac2)(cac3)(erth)(tre1)(tre2)(tre3)(tre4)(twg1)(twg2) # added groups (bush_death)(cactus_death)(tree_death)(snowy_tree_death)(tree_debris) # added events (tree_crushed_by_mech)(tree_hit_by_laser-ppc-flamer)(tree_hit_by_missile)(tree_hit_by_autocannon) # (tree_hit_by_machine_gun)(snow_tree_crushed_by_mech)(snow_tree_hit_by_laser-ppc-flamer) # (snow_tree_hit_by_missile)(snow_tree_hit_by_autocannon)(snow_tree_hit_by_machine_gun) # (bush_crushed_by_mech)(bush_hit_by_laser-ppc-flamer)(bush_hit_by_missile)(bush_hit_by_autocannon) # (bush_hit_by_machine_gun)(creosote_crushed_by_mech)(creosote_hit_by_laser-ppc-flamer) # (creosote_hit_by_missile)(creosote_hit_by_autocannon)(creosote_hit_by_machine_gun) # (cactus_crushed_by_mech)(cactus_hit_by_laser-ppc-flamer)(cactus_hit_by_missile) # (cactus_hit_by_autocannon)(cactus_hit_by_machine_gun)(grass_crushed_by_mech) # (grass_hit_by_laser-ppc-flamer)(grass_hit_by_missile)(grass_hit_by_autocannon) # (grass_hit_by_machine_gun)(sheep_crushed_by_mech)(sheep_hit_by_laser-ppc-flamer) # (sheep_hit_by_missile)(sheep_hit_by_autocannon)(sheep_hit_by_machine_gun) # nuked sounds (burn)(bush) # nuked events (botany_crushed)(botany_hit_by_auto_cannon_02)(botany_hit_by_auto_cannon_05) # (botany_hit_by_auto_cannon_10)(botany_hit_by_auto_cannon_20)(botany_hit_by_flamethrower) # (botany_hit_by_short_range_missile)(botany_hit_by_long_range_missile)(botany_hit_by_small_laser) # (botany_hit_by_medium_laser)(botany_hit_by_large_laser)(botany_hit_by_machine_gun) # (botany_hit_by_particle_projection_cannon) # 07-18-01: added sounds (lch1)lch2) # added events (launch_in_one_minute)(launch_in_thirty_seconds) # 06-29-01: added sounds (rch3)(rch4) to group (ricochet) # 06-18-01: added parameter "default loop duration" # added function sndLoopDur(nLD) # 06-11-01: nuked sound (rng1) # nuked event (enemy_in_radar_range) # 06-04-01: added sound (deb3) to group (debris) # 05-25-01: added sounds (bogi)(rng1)(rng2)(vx01)(vx10)(vx11) # added events (use_inoperative_system)(incoming_missiles)(bogie_indicators)(enemy_in_radar_range) # (enemy_in_weapon_range) # nuked sound (vx07) # 05-18-01: changed parameter "looping flag" values to include two loop-termination types # added parameters "cutoff group identifier", "exclusion group identifer" # added functions sndModCGroup(nC), sndModEGroup(nE) # 05-11-01: added sounds (met1)(met2)(met3) # added group (metal_impacts) # added event (report_button) # nuked sound (coll) # 05-04-01: added sound (uluz) # added events (return_to_interface)(your_team_lost) # added identifiers "StartRPSMP3", "StopRPSMP3", "StartCombatMP3", "StopCombatMP3" # 05-02-01: nuked sound (imch) # 05-01-01: nuked sound (ntro) # 04-29-01: added sounds (mesg)(tkr1)(tkr2) # added events (ticker_territory_capture)(ticker_critical_territories)(ticker_total_house_gnp) # (most_active_territories)(ticker_mechwarriors_in_inner_sphere) # nuked sounds (hdr0)(hdr1)(hdr2)(hdr3)(hdr4)(hdr5)(hdr6)(hdr7) # nuked events (header_comstar_message)(header_planetary_capture)(header_house_gnp)(header_mechwarrior_update) # (header_active_mission_update)(header_new_recruits)(header_top_pilots_update) # (header_player_promotions) # 04-27-01: added sounds (prmo)(uwon) # added events (player_promoted)(your_team_won) # nuked sound (letr) # nuked event (teletype) # 04-26-01: added sounds (time)(mis1)(mis2) # added group (missile_impact) # added events (enter_combat)(missiles_self_destruct) # 04-25-01: added events (light_mech_torso_turn)(medium_mech_torso_turn)(heavy_mech_torso_turn), sound (trso) # nuked sounds (alm3)(btn2) # 04-09-01: added sounds (vx09)(cmm2) # 04-03-01: added sounds (idta)(ineg)(ipl1)(ipl2) # nuked sounds (vx01)(wnd1)(wnd2) # 03-16-01: added sounds (vx0*) # ###############################################################################################################################