Sounds.tbl

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FSO Revision: 4879
Note: Please update the version when the page is updated. If your edit had nothing to do with new code entries then please do not edit the version



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