Difference between revisions of "Sounds.tbl"
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+ | Revision information.. <!-- Please update this information when page is updated --> | ||
+ | ::'''3.6.x branch:''' 2.30.2.3 | ||
+ | ::'''3.7 branch:''' 2.34 | ||
+ | |||
+ | |||
Sounds.tbl is a file for defining the various sounds played ingame. | Sounds.tbl is a file for defining the various sounds played ingame. | ||
+ | |||
==Format== | ==Format== | ||
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*Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End''' | *Second section defines the interface sounds. It starts at '''#Interface Sounds Start''' and ends at '''#Interface Sounds End''' | ||
*Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End''' | *Third section defines the flyby sounds for different species. It begins at '''#Flyby Sounds Start''' and ends at '''#Flyby Sounds End''' | ||
+ | |||
==Game Sounds== | ==Game Sounds== | ||
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*Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2') | *Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2') | ||
*Each sound is defined on a single line that begins with '''$Name:''' | *Each sound is defined on a single line that begins with '''$Name:''' | ||
− | **'''First''' value is the index number of the sound ('' | + | **'''First''' value is the index number of the sound ('''Integer''') |
− | **'''Second''' value is the name of actual sound file ('' | + | **'''Second''' value is the name of actual sound file ('''String''', filename). The name of the file can be replaced with 'empty' if the particular sound index is not in use |
− | **'''Third''' value sets the file to always preloaded before the mission ('' | + | **'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1) |
− | **'''Fourth''' value defines the playing volume of the sound in percentages ('' | + | **'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1) |
− | **'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('' | + | **'''Fifth''' value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available ('''Integer''', 0, 1 or 2) |
**'''Sixth''' and '''seventh''' values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0) | **'''Sixth''' and '''seventh''' values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0) | ||
− | ***'''Sixth''' value defines the distance from the origin of sound where it begins to attenuate ('' | + | ***'''Sixth''' value defines the distance from the origin of sound where it begins to attenuate ('''Integer''') |
− | ***'''Seventh''' value sets the distance from the origin of the sound where it is inaudible ('' | + | ***'''Seventh''' value sets the distance from the origin of the sound where it is inaudible ('''Integer''') |
+ | |||
==Interface Sounds== | ==Interface Sounds== | ||
Line 24: | Line 32: | ||
*Interface sounds are not 3D sounds. Use type '0' sounds | *Interface sounds are not 3D sounds. Use type '0' sounds | ||
*Each sound is defined on a single line that begins with '''$Name:''' | *Each sound is defined on a single line that begins with '''$Name:''' | ||
− | **'''First''' value is the index number of the sound ('' | + | **'''First''' value is the index number of the sound ('''Integer''') |
− | **'''Second''' value is the name of actual sound file ('' | + | **'''Second''' value is the name of actual sound file ('''String''', filename). The name of the file can be replaced with 'empty' if the particular sound index is not in use. |
− | **'''Third''' value sets the file to always preloaded before the mission ('' | + | **'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1) |
− | **'''Fourth''' value defines the playing volume of the sound in percentages ('' | + | **'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1) |
− | **'''Fifth''' value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For interface sounds, these are all type '0'. ('' | + | **'''Fifth''' value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For interface sounds, these are all type '0'. ('''Integer''', 0, 1 or 2) |
+ | |||
==Flyby Sounds== | ==Flyby Sounds== | ||
*Each species has two flyby sounds. One for the fighters and one for the bombers. | *Each species has two flyby sounds. One for the fighters and one for the bombers. | ||
*Flyby sounds are all 3D sounds of type '1' | *Flyby sounds are all 3D sounds of type '1' | ||
− | *Each flyby sound is defined on a single line that begins with the species name (eg | + | *Each flyby sound is defined on a single line that begins with the species name ('''String''', species name, eg. '''$Terran:''') |
− | **'''First''' | + | **'''First''' ( is the ship flyby type. Type '0' for fighters, and type '1' for bombers. ('''Integer''', 0 or 1) |
− | **'''Second''' value is the name of actual sound file ('' | + | **'''Second''' value is the name of actual sound file ('''String'''). The name of the file can be replaced with 'empty' if the particular sound index is not in use. |
− | **'''Third''' value sets the file to always preloaded before the mission ('' | + | **'''Third''' value sets the file to always preloaded before the mission ('''Integer''', 0 or 1). |
− | **'''Fourth''' value defines the playing volume of the sound in percentages ('' | + | **'''Fourth''' value defines the playing volume of the sound in percentages ('''Float''', from 0 to 1) |
− | **'''Fifth''' value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For flyby sounds, they should be all be type '1'. ('' | + | **'''Fifth''' value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For flyby sounds, they should be all be type '1'. ('''Integer''', 0, 1 or 2) |
**'''Sixth''' and '''seventh''' values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0) | **'''Sixth''' and '''seventh''' values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0) | ||
− | ***'''Sixth''' value defines the distance from the origin of sound where it begins to attenuate ('' | + | ***'''Sixth''' value defines the distance from the origin of sound where it begins to attenuate ('''Integer''') |
− | ***'''Seventh''' value sets the distance from the origin of the sound where it is inaudible ('' | + | ***'''Seventh''' value sets the distance from the origin of the sound where it is inaudible ('''Integer''') |
+ | |||
==Sample== | ==Sample== | ||
*Retail FreeSpace 2 table | *Retail FreeSpace 2 table | ||
− | <pre>#Game Sounds Start | + | <pre> |
+ | #Game Sounds Start | ||
; Misc sounds section | ; Misc sounds section | ||
$Name: 0 trk-loop.wav, 0, 0.40, 0 | $Name: 0 trk-loop.wav, 0, 0.40, 0 | ||
Line 327: | Line 338: | ||
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 | $Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 | ||
− | #Flyby Sounds End</pre> | + | #Flyby Sounds End |
+ | </pre> | ||
[[Category:Tables]] | [[Category:Tables]] |
Revision as of 17:41, 30 July 2007
Revision information..
- 3.6.x branch: 2.30.2.3
- 3.7 branch: 2.34
Sounds.tbl is a file for defining the various sounds played ingame.
Format
- Table file consists of several sections
- First section defines the sound for the actual game play. It begins at #Game Sounds Start and ends at#Game Sounds End
- Second section defines the interface sounds. It starts at #Interface Sounds Start and ends at #Interface Sounds End
- Third section defines the flyby sounds for different species. It begins at #Flyby Sounds Start and ends at #Flyby Sounds End
Game Sounds
- Defines the game sounds by means of an index. Indexing must remain intact, so removing entries is not recommended. However adding new ones or altering existing ones is possible
- Cockpit sounds are in general non-3D sounds that ought to be of type '0', however all the other in-flight sounds are in general 3D sounds and ought to of type '1' (or type '2')
- Each sound is defined on a single line that begins with $Name:
- First value is the index number of the sound (Integer)
- Second value is the name of actual sound file (String, filename). The name of the file can be replaced with 'empty' if the particular sound index is not in use
- Third value sets the file to always preloaded before the mission (Integer, 0 or 1)
- Fourth value defines the playing volume of the sound in percentages (Float, from 0 to 1)
- Fifth value sets the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2'). This defaults to 3D stereo if it is not available (Integer, 0, 1 or 2)
- Sixth and seventh values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0)
- Sixth value defines the distance from the origin of sound where it begins to attenuate (Integer)
- Seventh value sets the distance from the origin of the sound where it is inaudible (Integer)
Interface Sounds
- Defines the game interface sounds. Uses sounds indexes as well. Indexing must remain intact so removing entries is not recommended. However adding new ones or altering existing ones is possible
- Interface sounds are not 3D sounds. Use type '0' sounds
- Each sound is defined on a single line that begins with $Name:
- First value is the index number of the sound (Integer)
- Second value is the name of actual sound file (String, filename). The name of the file can be replaced with 'empty' if the particular sound index is not in use.
- Third value sets the file to always preloaded before the mission (Integer, 0 or 1)
- Fourth value defines the playing volume of the sound in percentages (Float, from 0 to 1)
- Fifth value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For interface sounds, these are all type '0'. (Integer, 0, 1 or 2)
Flyby Sounds
- Each species has two flyby sounds. One for the fighters and one for the bombers.
- Flyby sounds are all 3D sounds of type '1'
- Each flyby sound is defined on a single line that begins with the species name (String, species name, eg. $Terran:)
- First ( is the ship flyby type. Type '0' for fighters, and type '1' for bombers. (Integer, 0 or 1)
- Second value is the name of actual sound file (String). The name of the file can be replaced with 'empty' if the particular sound index is not in use.
- Third value sets the file to always preloaded before the mission (Integer, 0 or 1).
- Fourth value defines the playing volume of the sound in percentages (Float, from 0 to 1)
- Fifth value set the sound type to either standard sound (type '0'), 3D stereo sound (type '1'), or Aureal A3D (type '2') which defaults to 3D stereo if it is not available. For flyby sounds, they should be all be type '1'. (Integer, 0, 1 or 2)
- Sixth and seventh values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0)
- Sixth value defines the distance from the origin of sound where it begins to attenuate (Integer)
- Seventh value sets the distance from the origin of the sound where it is inaudible (Integer)
Sample
- Retail FreeSpace 2 table
#Game Sounds Start ; Misc sounds section $Name: 0 trk-loop.wav, 0, 0.40, 0 $Name: 1 lock.wav, 0, 0.40, 0 $Name: 2 cycle.wav, 0, 0.60, 0 $Name: 3 cycle.wav, 0, 0.60, 0 $Name: 4 ship_p.wav, 0, 0.30, 0 $Name: 5 reveal.wav, 0, 0.40, 0 $Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 $Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 $Name: 8 beep_2.wav, 0, 0.40, 0 $Name: 9 switch_1.wav, 0, 0.50, 0 $Name: 10 beep_5.wav, 0, 0.50, 0 $Name: 11 switch_2.wav, 0, 0.50, 0 $Name: 12 beep_5.wav, 0, 0.50, 0 $Name: 13 thr_full.wav, 0, 0.40, 0 $Name: 14 thr_off.wav, 0, 0.40, 0 $Name: 15 thr_up.wav, 0, 0.40, 0 $Name: 16 thr_dwn.wav, 0, 0.40, 0 $Name: 17 approach.wav, 0, 0.60, 1, 10, 800 $Name: 18 attach.wav, 0, 0.60, 1, 10, 800 $Name: 19 detach.wav, 0, 0.60, 1, 10, 800 $Name: 20 depart.wav, 0, 0.60, 1, 10, 800 $Name: 21 aburn_1.wav, 0, 0.70, 0 $Name: 22 aburn_2.wav, 0, 0.90, 0 $Name: 23 vaporize2.wav, 0, 0.90, 0 $Name: 24 aburn_1f.wav, 0, 0.50, 0 $Name: 25 alert_2.wav, 0, 0.40, 0 $Name: 26 m_fail.wav, 0, 0.60, 0 $Name: 27 l_fail.wav, 0, 0.60, 0 $Name: 28 fail.wav, 0, 0.50, 0 $Name: 29 beep_1.wav, 0, 0.50, 0 $Name: 30 beep_1.wav, 0, 0.50, 0 $Name: 31 debris.wav, 0, 0.40, 2, 100, 300 $Name: 32 subhit.wav, 0, 0.60, 0 $Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 $Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 $Name: 35 repair.wav, 0, 0.50, 0 $Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 $Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 $Name: 38 cycle.wav, 0, 0.80, 0 $Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 $Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 $Name: 41 select.wav, 0, 0.60, 0 $Name: 42 alert_3.wav, 0, 0.60, 0 $Name: 43 beep_4.wav, 0, 0.60, 0 $Name: 44 wash.wav, 0, 0.80, 1, 200, 400 $Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 $Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 $Name: 47 aburn_1f.wav, 0, 0.50, 0 $Name: 48 static.wav, 0, 0.60, 0 $Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 $Name: 50 rev1.wav, 0, 0.70, 0 $Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 $Name: 52 collide.wav, 0, 0.70, 1, 100, 200 $Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 $Name: 54 alert_1.wav, 0, 0.50, 0 $Name: 55 proximity1.wav, 0, 0.70, 0 $Name: 56 proximity2.wav, 0, 0.70, 0 $Name: 57 directive.wav, 0, 0.70, 0 $Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 $Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 $Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 $Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 $Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 $Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 $Name: 64 cue_voice.wav, 0, 0.90, 0 $Name: 65 end_voice.wav, 0, 0.90, 0 $Name: 66 scan.wav, 0, 0.50, 0 $Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 $Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 $Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 $Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 $Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 $Name: 72 subspace_left.wav, 0, 0.30, 0 $Name: 73 subspace_right.wav, 0, 0.30, 0 $Name: 74 Evaded.wav, 0, 0.70, 0 $Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; Weapons section $Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 $Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 $Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 $Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 $Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 $Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 $Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 $Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 $Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 $Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 $Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 $Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 $Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 $Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 $Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 $Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 $Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 $Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 $Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 $Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 $Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 $Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 $Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 $Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 $Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 $Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 $Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 $Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 $Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 $Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 $Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 $Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 $Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 $Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 $Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 $Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 $Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 $Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 $Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 $Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 $Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 $Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 $Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 $Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 $Name: 120 Vaporize1.wav, 0, 0.70, 0 $Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 $Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 $Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 $Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 $Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ;Ship Engine Sounds section $Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 $Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 $Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 $Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 $Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 $Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 $Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 $Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 $Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 $Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 $Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 $Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 $Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Electrical arc sound fx on the debris pieces $Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 $Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 $Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 $Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 $Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; Beam Sounds $Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 $Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 $Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 $Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 $Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 $Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 $Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 $Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 $Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 $Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 $Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 $Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 $Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 $Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 $Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 $Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 $Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 $Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 $Name: 162 Empty, 0, 0.50, 0 $Name: 163 Empty, 0, 0.50, 0 $Name: 164 Empty, 0, 0.50, 0 $Name: 165 Empty, 0, 0.50, 0 $Name: 166 Empty, 0, 0.50, 0 $Name: 167 Empty, 0, 0.50, 0 $Name: 168 Empty, 0, 0.50, 0 $Name: 169 Empty, 0, 0.50, 0 $Name: 170 Empty, 0, 0.50, 0 $Name: 171 Empty, 0, 0.50, 0 $Name: 172 Empty, 0, 0.50, 0 $Name: 173 SupNova1.wav, 0, 1.00, 0 $Name: 174 SupNova2.wav, 0, 1.00, 0 $Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 $Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 $Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 $Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 $Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 $Name: 180 Thunder_01.wav, 0, 0.70, 0 $Name: 181 Thunder_02.wav, 0, 0.70, 0 $Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 $Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 $Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 $Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 $Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 $Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 $Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 $Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 $Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 $Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 #Game Sounds End #Interface Sounds Start $Name: 0 user_c.wav, 0, 0.70, 0 $Name: 1 empty, 0, 0.70, 0 $Name: 2 load01.wav, 0, 0.60, 0 $Name: 3 unload01.wav, 0, 0.60, 0 $Name: 4 beep_4.wav, 0, 0.70, 0 $Name: 5 user_c.wav, 0, 0.70, 0 $Name: 6 beep_4.wav, 0, 0.70, 0 $Name: 7 commit.wav, 0, 0.60, 0 $Name: 8 user_c.wav, 0, 0.70, 0 $Name: 9 user_c.wav, 0, 0.70, 0 $Name: 10 fail.wav, 0, 0.70, 0 $Name: 11 shipview.wav, 0, 0.50, 0 $Name: 12 main_amb.wav, 0, 0.60, 0 $Name: 13 vas_amb.wav, 0, 0.60, 0 $Name: 14 user_a.wav, 0, 0.70, 0 $Name: 15 user_i.wav, 0, 0.70, 0 $Name: 16 beep_3.wav, 0, 0.70, 0 $Name: 17 user_o.wav, 0, 0.50, 0 $Name: 18 user_c.wav, 0, 0.70, 0 $Name: 19 reset.wav, 0, 0.70, 0 $Name: 20 textdraw.wav, 0, 0.60, 0 $Name: 21 Lift_Mix.wav, 0, 0.50, 0 $Name: 22 weapview.wav, 0, 0.60, 0 $Name: 23 dooropen.wav, 0, 0.50, 0 $Name: 24 doorclose.wav, 0, 0.50, 0 $Name: 25 itemdraw.wav, 0, 0.50, 0 $Name: 26 Crane_1.wav, 0, 0.50, 0 $Name: 27 sub_amb.wav, 0, 0.60, 0 $Name: 28 user_c.wav, 0, 0.70, 0 $Name: 29 user_c.wav, 0, 0.70, 0 $Name: 30 1_yes.wav, 0, 1.00, 0 $Name: 31 Crane_2.wav, 0, 0.50, 0 $Name: 32 Option1.wav, 0, 0.70, 0 $Name: 33 Option2.wav, 0, 0.70, 0 $Name: 34 Techroom1.wav, 0, 0.70, 0 $Name: 35 Techroom2.wav, 0, 0.70, 0 $Name: 36 Exitopen.wav, 0, 0.60, 0 $Name: 37 Exitclose.wav, 0, 0.60, 0 $Name: 38 pa_1.wav, 0, 0.50, 0 $Name: 39 pa_2.wav, 0, 0.50, 0 $Name: 40 pa_3.wav, 0, 0.50, 0 $Name: 41 highlight.wav, 0, 0.40, 0 $Name: 42 noiz.wav, 0, 0.40, 0 $Name: 43 Camp_on.wav, 0, 0.70, 0 $Name: 44 Camp_off.wav, 0, 0.70, 0 $Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 $Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 $Name: 47 V_Roll_Open.wav, 0, 0.80, 0 $Name: 48 V_Roll_Close.wav, 0, 0.80, 0 $Name: 49 V_Lift_Up.wav, 0, 0.70, 0 $Name: 50 V_Lift_Down.wav, 0, 0.70, 0 $Name: 51 V_Lite_On.wav, 0, 0.70, 0 $Name: 52 V_Lite_Off.wav, 0, 0.70, 0 $Name: 53 Skiff.wav, 0, 0.70, 0 $Name: 54 V_Map_On.wav, 0, 0.70, 0 $Name: 55 V_Map_Off.wav, 0, 0.70, 0 $Name: 56 V_Head_1.wav, 0, 0.70, 0 $Name: 57 V_Head_2.wav, 0, 0.70, 0 $Name: 58 V_Pa_01.wav, 0, 0.70, 0 $Name: 59 V_Pa_02.wav, 0, 0.70, 0 $Name: 60 V_Pa_03.wav, 0, 0.70, 0 $Name: 61 bup.wav, 0, 0.90, 0 $Name: 62 thankyou.wav, 0, 0.90, 0 $Name: 63 V_Exit_Open.wav, 0, 0.70, 0 $Name: 64 V_Exit_Close.wav, 0, 0.70, 0 #Interface Sounds End #Flyby Sounds Start $Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 $Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 $Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 $Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 $Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 $Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 #Flyby Sounds End