Sounds.tbl

From FreeSpace Wiki
Revision as of 01:57, 27 June 2010 by Wanderer (talk | contribs)
Jump to: navigation, search

Revision information.....

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

Note: These MUST be sequential, no gaps are permitted. Also note that some indices are reserved for hardcoded effects, see here for a full list. You can use empty entries as padding to fill out any gaps.
  • 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

Note: These MUST be sequential, no gaps are permitted. Also note that some indices are reserved for hardcoded effects, see here for a full list. You can use empty entries as padding to fill out any gaps.
  • 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
;
;  sounds.tbl *
;
;  file to specify general game sounds
;
;                     I M P O R T A N T
;  **********************************************************
;  *                                                        *
;  ====>  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*
;  *                                                        *
;  **********************************************************
;                     I M P O R T A N T
;
;  If a sound entry appears in this file, there is a hook into the game to
;  play the sound.  This file can only be modified to change *existing* sounds.
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to
;  this file will not make your sound appear in the game, it will more than
;  likely break something.
;
; 	If you don't want the sound to play, put none.wav as the sound to play.
;
;	The fields for a sound entry are:
;	1) unqiue sound signature
;	2) filename of the sound
;	3) flag to indicate sound should always be pre-loaded before a mission
;	4) the default volume (from 0.0 -> 1.0)
;	5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D
;	6) distance at which sound starts to attenuate (for 3d sounds only)
;	7) distance at which sound is inaudible (for 3d sounds only)
;
#Game Sounds Start
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed 
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)
$Name:	7	boom_3.wav,		0, 0.90, 2, 600, 1200	; * ship explosion 1 (3d sound)
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)
$Name:	23	vaporize2.wav,		0, 0.90, 0		; Destroyed by a beam (vaporized)
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)
$Name:	41	select.wav,		0, 0.60, 0		; mouse click
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound
$Name:	45	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)
$Name:	46	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static
$Name:	49	boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)
$Name:	59	atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)
$Name:	62	ast_lghit.wav,		0, 0.80, 1, 750, 1500	; ** large asteroid blows up (3d sound)
$Name:	63	ast_smhit.wav,		0, 0.80, 1, 500, 1000	; ** small asteroid blows up (3d sound)
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound
$Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)
$Name:	69	warp_open.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)
$Name:	70	warp_close.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)
$Name:	74	Evaded.wav,		0, 0.70, 0		; "evaded" HUD popup
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient
;
; Weapons section
;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; SD-4 Sidearm laser fired
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; DR-2 Scalpel fired
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; Flail II fired
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; Prometheus R laser fired
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; Prometheus S laser fired
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; GTW-66 Newton Cannon fired
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; UD-8 Kayser Laser fired
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; GTW-19 Circe laser fired
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; GTW-83 Lich laser fired
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; Laser impact
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser
$Name:	87	m_wasp.wav,		0, 0.80, 1,  50, 400	; rockeye missile launch
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; missile impact 1
$Name:	89	m_mag.wav,		0, 0.80, 1,  50, 400	; mag pulse missile launch
$Name:	90	m_fury.wav,		0, 0.80, 1,  50, 400	; fury missile launch
$Name:	91	m_shrike.wav,		0, 0.80, 1,  50, 400	; shrike missile launch
$Name:	92	m_angel.wav,		0, 0.80, 1,  50, 400	; angel fire missile launch
$Name:	93	m_cluster.wav,		0, 0.80, 1,  50, 400	; cluster bomb launch
$Name:	94	m_clusterb.wav,		0, 0.80, 1,  50, 400	; cluster baby bomb launch
$Name:	95	m_stiletto.wav,		0, 0.80, 1,  50, 400	; stiletto bomb launch
$Name:	96	m_tsunami.wav,		0, 0.80, 1,  50, 400	; tsunami bomb launch
$Name:	97	m_harbinger.wav,	0, 0.80, 1,  50, 400	; harbinger bomb launch
$Name:	98	m_mega.wav,		0, 0.80, 1,  50, 400	; mega wokka launch
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; countermeasure 1 launch
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)
$Name:	101	clusterboom.wav,	0, 0.80, 1, 750, 2000	; shockwave ignition (3d sound)
$Name:	102	m_swarm.wav,		0, 0.70, 1,  50, 400	; swarm missile sound (3d sound)
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch
$Name:	117	boom_4.wav,		0, 0.80, 1, 400, 800	; Flak Gun Impact
$Name:	118	m_emp.wav,		0, 0.60, 1,  50, 400	; EMP Missle
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone
$Name:	120	Vaporize1.wav,		0, 0.70, 0		; Beam Hit 1
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop
$Name:	122	beam_up.wav,		0, 0.70, 2, 1500, 3000	; beam power up
$Name:	123	beam_down.wav,		0, 0.70, 2, 1500, 3000	; beam power down
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2
;Ship Engine Sounds section
$Name:	126	ship_a1.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)
$Name:	127	ship_a2.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)
$Name:	128	ship_a3.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)
$Name:	129	ship_b1.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)
$Name:	130	ship_b2.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)
$Name:	131	ship_b3.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)
$Name:	132	ship_c1.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)
$Name:	133	ship_c2.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)
$Name:	134	ship_c3.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)
$Name:	135	beacon.wav,		0, 0.60, 1, 300, 600	; Repair ship beacon/engine sound (3d sound)
$Name:	136	capital1.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)
$Name:	137	capital2.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)
$Name:	138	capital3.wav,		0, 0.70, 1, 500, 1500	; Shivan capital engine (3d sound)
; Electrical arc sound fx on the debris pieces
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)
; Beam Sounds
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down
$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		; SuperNova (distant)
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)
$Name:	175	ship_c4.wav,		0, 0.80, 1, 400, 800	; Shivan large engine (3d sound)
$Name:	176	ship_c5.wav,		0, 0.80, 1, 400, 1000	; Shivan large engine (3d sound)
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop
$Name:	180	Thunder_01.wav,		0, 0.70, 0		; Thunder 1 sound in neblua
$Name:	181	Thunder_02.wav,		0, 0.70, 0		; Thunder 2 sound in neblua
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode
$Name:	186	Pirate.wav,		0, 0.60, 1, 400,  1000	; Volition PirateShip
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down
$Name:	190	Inst1.wav,		0, 0.80, 1, 500, 2000	; Instellation 1
$Name:	191	Inst2.wav,		0, 0.80, 1, 500, 2000	; Instellation 2
;
#Game Sounds End
;
#Interface Sounds Start
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used)
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping)
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping)
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on 
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open 
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close
;
#Interface Sounds End
;
; Each species can have up to 4 different flyby sounds
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound
#Flyby Sounds Start

$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)

$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)

$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)

#Flyby Sounds End