Sounds.tbl
From FreeSpace Wiki
Sounds.tbl is a file for defining the various sounds played ingame.
Format
- Table file consists of several sections
- First section begings with #Game Sounds Start and end to #Game Sounds End, it defines the sound for the actual game play
- Seconds section defines the interface sounds and starts with #Interface Sounds Start" and end to #Interface Sounds End
- Third section defines the flyby sounds for different species and begins with #Flyby Sounds Start and end to #Flyby Sounds End
Game Sounds
- Defines the game sounds. Uses sounds indexing. 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). 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 (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.
- Seventh value sets the distance from the origin of the sound where it is inaudible.
Interface Sounds
- Defines the game interface sounds. Uses sounds indexing. 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). 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 (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 in meters from the origin of sound where it begins to attenuate (integer).
- Seventh value sets the distance in meters from the origin of the sound where it is inaudible (integer).
Flyby Sounds
- Each species has two flyby sounds. One for the fighters (type '0') and one for the bombers (type '1').
- Flyby sounds are all 3D sounds of type '1'
- 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). 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 (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.
- Seventh value sets the distance from the origin of the sound where it is inaudible.
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