// SFXINST.D // Soundsystem related SFX-Instances //------------------------------------------------------------------------------------------------ // Hier müssen die einzelnen Sounds eingetragen werden //------------------------------------------------------------------------------------------------ // Logischer Name Dateiname Parameter //==========================\\ //==========================\\ // NEW IN GOTHIC II \\ //==========================\\ //==========================\\ INSTANCE GAMESTART (C_SFX_DEF) {file="gamestart.wav"; vol=127; }; INSTANCE NEWGAME (C_SFX_DEF) {file="nosound.wav"; vol=0; }; INSTANCE OCEAN_WARN (C_SFX_DEF) {file="ocean_warn.wav"; vol=127; }; INSTANCE OPEN_PORTAL (C_SFX_DEF) {file="openportal.wav"; vol=127; }; INSTANCE THRILLJINGLE_01 (C_SFX_DEF) {file="ThrillJingle_01.wav"; vol=127; }; INSTANCE THRILLJINGLE_02 (C_SFX_DEF) {file="ThrillJingle_02.wav"; vol=127; }; INSTANCE THRILLJINGLE_03 (C_SFX_DEF) {file="ThrillJingle_03.wav"; vol=127; }; // ==== ENVIRONMENT ========\\ // OLDWORLD INSTANCE OLDWORLD_Wood_BirdAmbience1 (C_SFX_DEF) {file= "OLDWORLD_Grasshopper.wav"; vol = 90; }; INSTANCE OLDWORLD_Wood_BirdAmbience1_A1 (C_SFX_DEF) {file= "OLDWORLD_Flie.wav"; vol = 90; }; INSTANCE OLDWORLD_OW_Bird8 (C_SFX_DEF) {file= "OLDWORLD_rustling1.wav"; vol = 80; }; INSTANCE OLDWORLD_OW_Bird8_A1 (C_SFX_DEF) {file= "OLDWORLD_rustling2.wav"; vol = 80; }; INSTANCE OLDWORLD_OW_Bird8_A2 (C_SFX_DEF) {file= "OLDWORLD_rustling3.wav"; vol = 80; }; INSTANCE OLDWORLD_OW_Bird8_A3 (C_SFX_DEF) {file= "OLDWORLD_rustling4.wav"; vol = 80; }; // DAY INSTANCE ENV_Day_DistantWater (C_SFX_DEF) {file="ENV_Day_DistantWater.wav"; vol=127; }; INSTANCE ENV_Day_BirdsAndWind01 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind01.wav"; vol=127; }; INSTANCE ENV_Day_BirdsAndWind02 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind02.wav"; vol=127; }; INSTANCE ENV_Day_BirdsAndWind03 (C_SFX_DEF) {file="ENV_Day_BirdsAndWind03.wav"; vol=127; }; // NIGHT INSTANCE ENV_Day_WoodAmbience01 (C_SFX_DEF) {file="ENV_Day_WoodAmbience01.wav"; vol=127; }; // WATER INSTANCE ENV_Water_WideOcean (C_SFX_DEF) {file="ENV_Water_WideOcean.wav"; vol=127; }; INSTANCE ENV_Water_Coast (C_SFX_DEF) {file="ENV_Water_Coast.wav"; vol=127; }; INSTANCE ENV_Water_HiddenPier (C_SFX_DEF) {file="ENV_Water_HiddenPier.wav"; vol=127; }; INSTANCE ENV_Water_DungeonEntrance (C_SFX_DEF) {file="ENV_Water_DungeonEntrance.wav"; vol=127; }; // ==== VOBS ===============\\ INSTANCE VOB_Windmill (C_SFX_DEF) {file="VOB_Windmill.wav"; vol=127; }; // ==== MDS ===============\\ INSTANCE Piss_Start (C_SFX_DEF) {file= "piss_start.wav"; vol = 10; }; INSTANCE Piss_Loop (C_SFX_DEF) {file= "piss_loop.wav"; vol = 10; }; INSTANCE Piss_End (C_SFX_DEF) {file= "piss_end.wav"; vol = 10; }; ////////////////////// // TEST // ////////////////////// // soundtestlevel // ////////////////////// /* TestAMB */ INSTANCE Test1 (C_SFX_DEF) {file= "test1.wav"; vol = 127; }; /* Test3D */ INSTANCE Test2 (C_SFX_DEF) {file= "test2.wav"; vol = 127; }; /* Special */ INSTANCE LevelUp (C_SFX_DEF) {file= "levelup.wav"; vol = 55; }; INSTANCE Geldbeutel (C_SFX_DEF) {file= "Geldbeutel.wav"; vol = 90; }; INSTANCE SFX_Circle (C_SFX_DEF) {file= "mfx_thunderball_cast.wav"; vol = 50; }; INSTANCE SFX_HealObsession (C_SFX_DEF) {file= "MFX_BreathOfDeath_Cast.wav"; vol = 50; }; INSTANCE SFX_INNOSEYE (C_SFX_DEF) {file= "SFX_INNOSEYE.wav"; vol = 50; }; INSTANCE LogEntry (C_SFX_DEF) {file= "LogEntry.wav"; vol = 80; }; INSTANCE FoundRiddlersBook (C_SFX_DEF) {file= "Info_CorKalom_BringBook_Success_15_01.wav"; vol = 80; };//Björn INSTANCE FoundRiddler (C_SFX_DEF) {file= "theriddle_tot_15_01.wav"; vol = 80; };//Björn INSTANCE LastDoorEvent (C_SFX_DEF) {file= "LastDoorEvent.wav"; vol = 100; };//Björn //ADDON INSTANCE Ravens_Earthquake1 (C_SFX_DEF) {file= "CS_Prayer_FokusFinal.wav"; vol = 90; };//ADDON INSTANCE Ravens_Earthquake2 (C_SFX_DEF) {file= "CS_Prayer_WaveInsanity.wav"; vol = 90; };//ADDON INSTANCE Ravens_Earthquake3 (C_SFX_DEF) {file= "CS_Prayer_MineCollide01.wav"; vol = 90; };//ADDON INSTANCE Ravens_Earthquake4 (C_SFX_DEF) {file= "CS_Prayer_MineCollide02.wav"; vol = 90; };//ADDON INSTANCE TELEPORTSTATIONSOUND (C_SFX_DEF) {file= "magic_deep02.wav"; vol = 20; };//ADDON INSTANCE MFX_BeliarWeap (C_SFX_DEF) {file= "MFX_BeliarWeap_01.wav"; vol = 80; }; INSTANCE MFX_BeliarWeap_A1 (C_SFX_DEF) {file= "MFX_BeliarWeap_02.wav"; vol = 80; }; INSTANCE MFX_BeliarWeap_A2 (C_SFX_DEF) {file= "MFX_BeliarWeap_03.wav"; vol = 80; }; INSTANCE MFX_BeliarWeap_A3 (C_SFX_DEF) {file= "MFX_BeliarWeap_04.wav"; vol = 80; }; INSTANCE MFX_BeliarWeap_A4 (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 80; }; INSTANCE MFX_GhostVoice (C_SFX_DEF) {file= "MFX_pyrokinesis_targetvoice.wav"; vol = 90; }; INSTANCE TREEFALLING (C_SFX_DEF) {file= "TREEFALLING.wav"; vol = 90; }; INSTANCE TREEDOWN (C_SFX_DEF) {file= "TREEDOWN.wav"; vol = 90; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // CUTSCENES ///////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* InExtremo */ INSTANCE CS_Inextremo (C_SFX_DEF) {file= "CS_Inextremo.wav"; vol = 127; }; INSTANCE CS_Inextremo_wave (C_SFX_DEF) {file= "CS_Inextremo_wave.wav"; vol = 127; }; //Final Pr. /* INSTANCE CS_Prayer_FokusAmbient (C_SFX_DEF) {file= "CS_Prayer_FokusAmbient.wav"; vol = 127; }; INSTANCE CS_Prayer_FokusPrepare (C_SFX_DEF) {file= "CS_Prayer_FokusPrepare.wav"; vol = 127; }; INSTANCE CS_Prayer_FokusFinal (C_SFX_DEF) {file= "CS_Prayer_FokusFinal.wav"; vol = 127; }; INSTANCE CS_Prayer_EarthQuake (C_SFX_DEF) {file= "CS_Prayer_EarthQuake.wav"; vol = 127; }; INSTANCE CS_Prayer_BodyFall (C_SFX_DEF) {file= "CS_Prayer_BodyFall.wav"; vol = 90; }; INSTANCE CS_Prayer_BodyKnee (C_SFX_DEF) {file= "CS_Prayer_BodyKnee.wav"; vol = 90; }; INSTANCE CS_Prayer_OrcVision (C_SFX_DEF) {file= "CS_Prayer_OrcVision.wav"; vol = 127; }; INSTANCE CS_Prayer_MineCollide01 (C_SFX_DEF) {file= "CS_Prayer_MineCollide01.wav"; vol = 127; }; INSTANCE CS_Prayer_MineCollide02 (C_SFX_DEF) {file= "CS_Prayer_MineCollide02.wav"; vol = 127; }; *? /* Intro INSTANCE INTRO_SPLASH (C_SFX_DEF) {file= "CS_Intro_Watersplash.wav"; vol = 127; }; */ ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // MAGIE ///////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // ----------------------------------- // - BARRIERE: ----------------------- // ----------------------------------- /* Barriere */ INSTANCE MFX_Barriere_Ambient (C_SFX_DEF) {file= "MFX_Barriere_Ambient.wav"; vol = 127; }; INSTANCE MFX_Barriere_Shoot (C_SFX_DEF) {file= "MFX_Barriere_Shoot.wav"; vol = 90; };//Joly:beliars weapon zu laut -> 90 // ----------------------------------- // - SPELLS: ------------------------- // ----------------------------------- /* Berzerk */ INSTANCE MFX_Berzerk_Cast (C_SFX_DEF) {file= "MFX_Berzerk_Cast.wav"; vol = 127; }; /* Berzerk */ INSTANCE MFX_BreathOfDeath_Invest (C_SFX_DEF) {file= "MFX_BreathOfDeath_Invest.wav"; vol = 127; }; INSTANCE MFX_BreathOfDeath_Cast (C_SFX_DEF) {file= "MFX_BreathOfDeath_Cast.wav"; vol = 127; }; INSTANCE MFX_BreathOfDeath_Target (C_SFX_DEF) {file= "MFX_BreathOfDeath_Target.wav"; vol = 127; }; /* Charm */ INSTANCE MFX_Charm_Cast (C_SFX_DEF) {file= "MFX_Charm_Cast.wav"; vol = 127; }; /* Control */ INSTANCE MFX_Control_StartInvest (C_SFX_DEF) {file= "MFX_Telekinesis_Cast.wav"; vol = 127; }; INSTANCE MFX_Control_Invest (C_SFX_DEF) {file= "MFX_Telekinesis_Bridge.wav"; vol = 127; loop=1; }; INSTANCE MFX_Control_Cast (C_SFX_DEF) {file= "MFX_Control_Cast.wav"; vol = 127; }; /* Destr.UD */ INSTANCE MFX_DestroyUndead_Cast (C_SFX_DEF) {file= "MFX_DestroyUndead_Cast.wav"; vol = 127; }; INSTANCE MFX_DestroyUndead_Collide (C_SFX_DEF) {file= "MFX_DestroyUndead_Collide.wav"; vol = 127; }; /* EarthQuake*/ INSTANCE MFX_EarthQuake (C_SFX_DEF) {file= "EarthQuake.wav"; vol = 127; }; /* Fear */ INSTANCE MFX_Fear_Cast (C_SFX_DEF) {file= "MFX_Fear_Cast.wav"; vol = 127; }; INSTANCE MFX_Fear_GhostEnd (C_SFX_DEF) {file= "MFX_Thunderball_Collide.wav"; vol = 127; }; /* Fireball */ INSTANCE MFX_Fireball_Cast (C_SFX_DEF) {file= "MFX_Fireball_Cast.wav"; vol = 80; }; INSTANCE MFX_Fireball_Collide1 (C_SFX_DEF) {file= "MFX_Fireball_Collide1.wav"; vol = 90; }; INSTANCE MFX_Fireball_Collide2 (C_SFX_DEF) {file= "MFX_Fireball_Collide2.wav"; vol = 105; }; INSTANCE MFX_Fireball_Collide3 (C_SFX_DEF) {file= "MFX_Fireball_Collide3.wav"; vol = 127; }; INSTANCE MFX_Fireball_Collide4 (C_SFX_DEF) {file= "MFX_Fireball_Collide4.wav"; vol = 127; }; INSTANCE MFX_Fireball_Invest1 (C_SFX_DEF) {file= "MFX_Fireball_Invest1.wav"; vol = 60; }; INSTANCE MFX_Fireball_Invest2 (C_SFX_DEF) {file= "MFX_Fireball_Invest2.wav"; vol = 80; }; INSTANCE MFX_Fireball_Invest3 (C_SFX_DEF) {file= "MFX_Fireball_Invest3.wav"; vol = 100; }; INSTANCE MFX_Fireball_Invest4 (C_SFX_DEF) {file= "MFX_Fireball_Invest4.wav"; vol = 120; }; /* Firestorm*/ INSTANCE MFX_Firestorm_Invest (C_SFX_DEF) {file= "MFX_Pyrokinesis_Target.wav"; vol = 60; loop=1; }; INSTANCE MFX_Firestorm_Cast (C_SFX_DEF) {file= "MFX_Firestorm_Cast.wav"; vol = 127; }; INSTANCE MFX_Firestorm_Collide (C_SFX_DEF) {file= "MFX_Firestorm_Collide.wav"; vol = 127; }; /* Firerain */ INSTANCE MFX_Firerain_Invest (C_SFX_DEF) {file= "MFX_Firerain_Invest.wav"; vol = 127; }; INSTANCE MFX_Firerain_Rain (C_SFX_DEF) {file= "MFX_Firerain_Rain.wav"; vol = 127; }; INSTANCE MFX_Firespell_Humanburn (C_SFX_DEF) {file= "MFX_Firespell_Humanburn.wav"; vol = 127; }; /* Geyser */ INSTANCE MFX_Geyser_Fountain (C_SFX_DEF) {file= "MFX_Geyser_Fountain.wav"; vol = 127; }; INSTANCE MFX_Geyser_Rumble (C_SFX_DEF) {file= "MFX_Geyser_Rumble.wav"; vol = 127; }; /* Greentent.*/ INSTANCE MFX_Greententacle_Grow (C_SFX_DEF) {file= "MFX_Greententacle_Grow.wav"; vol = 60; }; INSTANCE MFX_Greententacle_Burst (C_SFX_DEF) {file= "MFX_Greententacle_Burst.wav"; vol = 127; }; /* Heal */ INSTANCE MFX_Heal_Cast (C_SFX_DEF) {file= "MFX_Heal_Cast.wav"; vol = 127; }; /* Icecube */ INSTANCE MFX_Icecube_Cast (C_SFX_DEF) {file= "MFX_Icecube_Cast.wav"; vol = 127; }; INSTANCE MFX_Icecube_Invest (C_SFX_DEF) {file= "MFX_Icecube_Invest.wav"; vol = 127; loop=1; }; INSTANCE MFX_Icecube_Target (C_SFX_DEF) {file= "MFX_Icecube_Target.wav"; vol = 127; }; INSTANCE MFX_Icecube_Collide (C_SFX_DEF) {file= "MFX_Icecube_Release.wav"; vol = 127; }; /* Icecube */ INSTANCE MFX_Icelance_Cast (C_SFX_DEF) {file= "MFX_Icelance_Cast.wav"; vol = 127; }; INSTANCE MFX_Icelance_Collide (C_SFX_DEF) {file= "MFX_Icelance_Collide.wav"; vol = 127; }; /* Icewave */ INSTANCE MFX_Icewave_Cast (C_SFX_DEF) {file= "MFX_Icewave_Cast.wav"; vol = 127; }; /* Light */ INSTANCE MFX_Light_Cast (C_SFX_DEF) {file= "MFX_Light_Cast.wav"; vol = 127; }; /* Lightning */ INSTANCE MFX_Lightning_Origin (C_SFX_DEF) {file= "MFX_Lightning_Origin.wav"; vol = 50; }; INSTANCE MFX_Lightning_Target (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 127; loop=1; }; /* Massdeath */ INSTANCE MFX_Massdeath_Cast (C_SFX_DEF) {file= "MFX_Massdeath_Cast.wav"; vol = 127; }; INSTANCE MFX_Massdeath_Target (C_SFX_DEF) {file= "MFX_Massdeath_Target.wav"; vol = 127; }; /* Pyrokinesis*/INSTANCE MFX_Pyrokinesis_Target (C_SFX_DEF) {file= "MFX_Pyrokinesis_Target.wav"; vol = 127; loop=1; }; /* Shrink */ INSTANCE MFX_Shrink_Invest (C_SFX_DEF) {file= "MFX_Shrink_Invest.wav"; vol = 127; loop=1; }; INSTANCE MFX_Shrink_Cast (C_SFX_DEF) {file= "MFX_Shrink_Cast.wav"; vol = 127; }; /* Skull */ INSTANCE MFX_Skull_Cast (C_SFX_DEF) {file= "MFX_Skull_Cast.wav"; vol = 127; }; INSTANCE MFX_Skull_Fly (C_SFX_DEF) {file= "MFX_Skull_Fly1.wav"; vol = 80; }; INSTANCE MFX_Skull_Fly_A1 (C_SFX_DEF) {file= "MFX_Skull_Fly2.wav"; vol = 80; }; INSTANCE MFX_Skull_Fly_A2 (C_SFX_DEF) {file= "MFX_Skull_Fly3.wav"; vol = 80; }; INSTANCE MFX_Skull_Collide (C_SFX_DEF) {file= "MFX_Skull_Collide.wav"; vol = 127; }; /* Sleep */ INSTANCE MFX_Sleep_Cast (C_SFX_DEF) {file= "MFX_Sleep_Cast.wav"; vol = 127; }; /* Spawn */ INSTANCE MFX_Spawn_Cast (C_SFX_DEF) {file= "MFX_Spawn_Cast.wav"; vol = 127; }; /* Stormfist */ INSTANCE MFX_Stormfist_Cast (C_SFX_DEF) {file= "MFX_Stormfist_Cast.wav"; vol = 127; }; /* Swarm */ INSTANCE MFX_Swarm_Cast (C_SFX_DEF) {file= "MFX_Swarm_Target.wav"; vol = 80; }; INSTANCE MFX_Swarm_Target (C_SFX_DEF) {file= "MFX_Swarm_Target.wav"; vol = 127; }; /* Swarm */ INSTANCE MFX_SuckEnergy_Cast (C_SFX_DEF) {file= "MFX_SuckEnergy_Cast.wav"; vol = 127; }; INSTANCE MFX_SuckEnergy_Target (C_SFX_DEF) {file= "MFX_SuckEnergy_Target.wav"; vol = 80; }; /* Telekinese*/ INSTANCE MFX_Telekinesis_StartInvest (C_SFX_DEF) {file= "MFX_Telekinesis_Cast.wav"; vol = 127; }; INSTANCE MFX_Telekinesis_Invest (C_SFX_DEF) {file= "MFX_Telekinesis_Bridge.wav"; vol = 127; loop=1; }; /* Teleport */ INSTANCE MFX_Teleport_Invest (C_SFX_DEF) {file= "MFX_Teleport_Invest.wav"; vol = 127; }; INSTANCE MFX_Teleport_Cast (C_SFX_DEF) {file= "MFX_Teleport_Cast.wav"; vol = 127; }; /* Thunderball*/INSTANCE MFX_Thunderball_Cast (C_SFX_DEF) {file= "MFX_Thunderball_Cast.wav"; vol = 127; }; INSTANCE MFX_Thunderball_Invest1 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 60; }; INSTANCE MFX_Thunderball_Invest2 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 80; }; INSTANCE MFX_Thunderball_Invest3 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 100; }; INSTANCE MFX_Thunderball_Invest4 (C_SFX_DEF) {file= "MFX_Thunderball_Invest.wav"; vol = 127; }; INSTANCE MFX_Thunderball_Collide (C_SFX_DEF) {file= "MFX_Thunderball_Collide.wav"; vol = 60; }; INSTANCE MFX_Thunderball_Collide1 (C_SFX_DEF) {file= "MFX_Thunderball_Collide1.wav"; vol = 60; }; INSTANCE MFX_Thunderball_Collide2 (C_SFX_DEF) {file= "MFX_Thunderball_Collide2.wav"; vol = 80; }; INSTANCE MFX_Thunderball_Collide3 (C_SFX_DEF) {file= "MFX_Thunderball_Collide3.wav"; vol = 100; }; INSTANCE MFX_Thunderball_Collide4 (C_SFX_DEF) {file= "MFX_Thunderball_Collide4.wav"; vol = 127; }; /* Thunderbolt*/ INSTANCE MFX_Thunderbolt_Cast (C_SFX_DEF) {file= "MFX_Thunderbolt_cast.wav"; vol = 127; }; /* Thunderstorm*/ INSTANCE MFX_Thunderstorm_Thunder (C_SFX_DEF) {file= "nearthunder.wav"; vol = 127; }; INSTANCE MFX_Thunderstorm_IceRain (C_SFX_DEF) {file= "MFX_Thunderstorm_Icerain.wav"; vol = 60; }; /* Transform*/ INSTANCE MFX_Transform_Invest (C_SFX_DEF) {file= "MFX_Transform_Invest.wav"; vol = 127; }; INSTANCE MFX_Transform_Cast (C_SFX_DEF) {file= "MFX_Transform_Cast.wav"; vol = 127; }; /* Geyser */ INSTANCE MFX_Waterfist_Cast (C_SFX_DEF) {file= "MFX_Waterfist_Cast.wav"; vol = 30; }; INSTANCE MFX_Waterfist_Collide (C_SFX_DEF) {file= "MFX_Geyser_Fountain.wav"; vol = 127; }; /* Windfist */ INSTANCE MFX_Windfist_Cast (C_SFX_DEF) {file= "MFX_Windfist_Cast.wav"; vol = 127; }; INSTANCE MFX_Windfist_Invest (C_SFX_DEF) {file= "MFX_Windfist_Loop.wav"; vol = 50; loop=1; }; INSTANCE MFX_Windfist_Investblast (C_SFX_DEF) {file= "MFX_Windfist_Investblast.wav"; vol = 127; }; /* Whirlwind */ INSTANCE MFX_Whirlwind_Target (C_SFX_DEF) {file= "MFX_Whirlwind_Target.wav"; vol = 60; }; INSTANCE MFX_Whirlwind_Invest (C_SFX_DEF) {file= "MFX_Whirlwind_Invest.wav"; vol = 127; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // ITEM - INTERAKTION //////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* Carve */ INSTANCE Carve (C_SFX_DEF) {file= "carve01.wav"; vol = 100; }; INSTANCE Carve_A1 (C_SFX_DEF) {file= "carve02.wav"; vol = 100; }; /* Drink */ INSTANCE DrinkBottle (C_SFX_DEF) {file= "drink_potion.wav"; vol = 60; }; INSTANCE ReleaseCork (C_SFX_DEF) {file= "releasecork.wav"; vol = 60; }; /* Eat */ INSTANCE Eat_Apple (C_SFX_DEF) {file= "eat_apple.wav"; vol = 45; }; INSTANCE Eat_Meat (C_SFX_DEF) {file= "eat_meat.wav"; vol = 45; }; INSTANCE EAT_BREAD (C_SFX_DEF) {file= "eat_bread.wav"; vol = 45; }; INSTANCE EAT_SOUP (C_SFX_DEF) {file= "eat_soup.wav"; vol = 45; }; /* Instrum. */ INSTANCE Inst_Conga01 (C_SFX_DEF) {file= "Conga_01.wav"; vol = 65; }; INSTANCE Inst_Conga02 (C_SFX_DEF) {file= "conga_02.wav"; vol = 65; }; INSTANCE Inst_Lute (C_SFX_DEF) {file= "lute_01.wav"; vol = 20; }; INSTANCE Inst_Lute_A1 (C_SFX_DEF) {file= "lute_02.wav"; vol = 25; }; INSTANCE Inst_Lute_A2 (C_SFX_DEF) {file= "lute_03.wav"; vol = 30; }; INSTANCE Inst_Lute_A3 (C_SFX_DEF) {file= "lute_04.wav"; vol = 25; }; INSTANCE Inst_Lute_A4 (C_SFX_DEF) {file= "lute_05.wav"; vol = 20; }; INSTANCE Inst_Lute_A5 (C_SFX_DEF) {file= "lute_06.wav"; vol = 25; }; INSTANCE Inst_Lute_A6 (C_SFX_DEF) {file= "lute_07.wav"; vol = 30; }; INSTANCE Inst_Alarm (C_SFX_DEF) {file= "trumpet_01.wav"; vol = 120; }; /* Paper */ INSTANCE Map_Unfold (C_SFX_DEF) {file= "Paperhandle.wav"; vol = 80; }; INSTANCE Scroll_Unfold (C_SFX_DEF) {file= "Wurschtel.wav"; vol = 80; }; /* Misc */ INSTANCE SMOKE_JOINT (C_SFX_DEF) {file= "smoke_joint.wav"; vol = 20; }; INSTANCE SPIT_FIRE (C_SFX_DEF) {file= "spit_fire.wav"; vol = 40; }; // Obsolete ?!? : // INSTANCE Play_Lute (C_SFX_DEF) {file= "Lute_1.wav"; vol = 127; }; // INSTANCE Play_Lute_A1 (C_SFX_DEF) {file= "Lute_2.wav"; vol = 127; }; // INSTANCE Play_Lute_A2 (C_SFX_DEF) {file= "Lute_3.wav"; vol = 127; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // MOB - INTERAKTION ///////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* Backpack */ INSTANCE Backpack_Handle (C_SFX_DEF) {file= "Backpack_handle.wav"; vol = 70; }; INSTANCE BACKPACK_APPLY (C_SFX_DEF) {file= "backpack_apply.wav"; vol = 90; }; /* Bellows */ INSTANCE Bellows_In (C_SFX_DEF) {file= "bellows_in.wav"; vol = 100; }; INSTANCE Bellows_Out (C_SFX_DEF) {file= "bellows_out.wav"; vol = 100; }; /* Book */ //INSTANCE Book_nextpage (C_SFX_DEF) {file= "Book_turnpage2.wav"; vol = 50; }; //INSTANCE Book_previouspage (C_SFX_DEF) {file= "Book_turnpage1.wav"; vol = 50; }; INSTANCE Book_nextpage (C_SFX_DEF) {file= "nosound.wav"; vol = 50; };//Joly:wegen Steinpulte _ADDON INSTANCE Book_previouspage (C_SFX_DEF) {file= "nosound.wav"; vol = 50; }; /* Chest */ INSTANCE Chest_open (C_SFX_DEF) {file= "Door_open01.wav"; vol = 50; }; INSTANCE Chest_close (C_SFX_DEF) {file= "Door_close01b.wav"; vol = 40; }; INSTANCE Chest_unlock (C_SFX_DEF) {file= "Door_unlock.wav"; vol = 50; }; INSTANCE Chest_try (C_SFX_DEF) {file= "Door_try.wav"; vol = 50; }; /* Column */ INSTANCE Pillar_Move (C_SFX_DEF) {file= "columnmove.wav"; vol = 120; }; INSTANCE Pillar_Crash (C_SFX_DEF) {file= "columncrash.wav"; vol = 120; }; /* Door */ INSTANCE Door_open (C_SFX_DEF) {file= "Door_open01.wav"; vol = 120; }; // INSTANCE Door_open_a1 (C_SFX_DEF) {file= "Door_open02.wav"; vol = 127; }; INSTANCE Door_close (C_SFX_DEF) {file= "Door_close01b.wav"; vol = 120; }; // INSTANCE Door_close_a1 (C_SFX_DEF) {file= "Door_close02b.wav"; vol = 127; }; INSTANCE Door_lock (C_SFX_DEF) {file= "Door_lock.wav"; vol = 120; }; INSTANCE Door_unlock (C_SFX_DEF) {file= "Door_unlock.wav"; vol = 120; }; INSTANCE Door_try (C_SFX_DEF) {file= "Door_try.wav"; vol = 120; }; /* Forge */ INSTANCE Forge_Anvil (C_SFX_DEF) {file= "anvilhit01.wav"; vol = 50; }; INSTANCE Forge_Anvil_a1 (C_SFX_DEF) {file= "anvilhit02.wav"; vol = 50; }; INSTANCE Forge_Fire (C_SFX_DEF) {file= "firehot.wav"; vol = 50; }; INSTANCE Forge_Sharpen (C_SFX_DEF) {file= "sharpenblade.wav"; vol = 20; }; INSTANCE Forge_Water (C_SFX_DEF) {file= "coolblade.wav"; vol = 30; }; INSTANCE Forge_WaterMove (C_SFX_DEF) {file= "couldron_stir_01.wav"; vol = 60; }; INSTANCE Forge_WaterMove_A1 (C_SFX_DEF) {file= "couldron_stir_02.wav"; vol = 60; }; INSTANCE Forge_WaterRemove (C_SFX_DEF) {file= "coolblade_Remove.wav"; vol = 30; }; /* Grave */ INSTANCE Grave_open (C_SFX_DEF) {file= "grave_test3.wav"; vol = 110; }; /* Hammer */ INSTANCE Hammer (C_SFX_DEF) {file= "Hammer_01.wav"; vol = 70; }; INSTANCE Hammer_A1 (C_SFX_DEF) {file= "Hammer_02.wav"; vol = 70; }; INSTANCE Hammer_A2 (C_SFX_DEF) {file= "Hammer_03.wav"; vol = 70; }; /* Herbstomp */ INSTANCE Herb_Stomp (C_SFX_DEF) {file= "herb_stomp01.wav"; vol = 60; }; INSTANCE Herb_Stomp_A1 (C_SFX_DEF) {file= "herb_stomp02.wav"; vol = 60; }; INSTANCE Herb_Stomp_A2 (C_SFX_DEF) {file= "herb_stomp03.wav"; vol = 60; }; /* Ladder */ INSTANCE Ladder_Step (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 20; }; INSTANCE Ladder_Step_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 20; }; INSTANCE Ladder_Step_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 20; }; /* Lever */ INSTANCE Lever_up (C_SFX_DEF) {file= "Lever_02b.wav"; vol = 100; }; INSTANCE Lever_down (C_SFX_DEF) {file= "Lever_02.wav"; vol = 100; }; INSTANCE Lever_locked (C_SFX_DEF) {file= "Lever_locked.wav"; vol = 100; }; /* PickOre */ INSTANCE PickOre (C_SFX_DEF) {file= "pickore_01.wav"; vol = 100; }; INSTANCE PickOre_A1 (C_SFX_DEF) {file= "pickore_02.wav"; vol = 100; }; INSTANCE PickOre_A2 (C_SFX_DEF) {file= "pickore_03.wav"; vol = 100; }; /* Psi-Lab */ INSTANCE PsiLab_DrawLiquid (C_SFX_DEF) {file= "psilab_drawliquid.wav"; vol = 30; }; INSTANCE PsiLab_DrawLiquid2 (C_SFX_DEF) {file= "psilab_drawliquid.wav"; vol = 30; }; INSTANCE PsiLab_PourLiquid (C_SFX_DEF) {file= "psilab_pourliquid.wav"; vol = 40; }; INSTANCE PsiLab_Boiling (C_SFX_DEF) {file= "psilab_boiling.wav"; vol = 30; }; INSTANCE PsiLab_GetBottle (C_SFX_DEF) {file= "psilab_getbottle.wav"; vol = 80; }; INSTANCE PsiLab_PlaceBottle (C_SFX_DEF) {file= "psilab_placebottle.wav"; vol = 30; }; INSTANCE PsiLab_GetResult (C_SFX_DEF) {file= "psilab_getresult.wav"; vol = 60; }; /* Ropeway */ INSTANCE Ropeway_Start (C_SFX_DEF) {file= "Ropeway_Start.wav"; vol = 127; }; INSTANCE Ropeway_Loop (C_SFX_DEF) {file= "Ropeway_Loop.wav"; vol = 127; }; INSTANCE Ropeway_End (C_SFX_DEF) {file= "Ropeway_End.wav"; vol = 127; }; INSTANCE Ropeway_Barrier (C_SFX_DEF) {file= "MFX_Lightning_Target.wav"; vol = 127; }; /* Stomper */ INSTANCE Stomper_Boom (C_SFX_DEF) {file= "Stomper_boom.wav"; vol = 127; }; INSTANCE Stomper_Wheels (C_SFX_DEF) {file= "Stomper_wheels.wav"; vol = 127; }; /* Stonemill */ INSTANCE Stonemill (C_SFX_DEF) {file= "Stonemill.wav"; vol = 120; }; /* Turnstone */ INSTANCE Turnstone (C_SFX_DEF) {file= "Turnstone2.wav"; vol = 80; }; /* Waterpipe */ INSTANCE Pipe_bubbles (C_SFX_DEF) {file= "Smoke_bubbles.wav"; vol = 40; }; /* VWheel */ INSTANCE VWheel_turn (C_SFX_DEF) {file= "VWheel_turn2.wav"; vol = 100; }; /* BBQ-Grill */ INSTANCE BBQ_SCAVENGER (C_SFX_DEF) {file= "bbq_scavenger_02.wav"; vol = 15; }; INSTANCE BBQ_SCAVENGER_A1 (C_SFX_DEF) {file= "bbq_scavenger_02.wav"; vol = 20; }; /* Bed */ INSTANCE BED_USE (C_SFX_DEF) {file= "bed_use.wav"; vol = 25; }; /* Chair */ INSTANCE CHAIR_USE (C_SFX_DEF) {file= "chair_use.wav"; vol = 15; }; /* Pan */ INSTANCE PAN_FRYING (C_SFX_DEF) {file= "pan_frying_01.wav"; vol = 65; }; INSTANCE PAN_FRYING_A1 (C_SFX_DEF) {file= "pan_frying_02.wav"; vol = 65; }; INSTANCE PAN_FRYING_A2 (C_SFX_DEF) {file= "pan_frying_03.wav"; vol = 65; }; INSTANCE PAN_FRYING_SHORT (C_SFX_DEF) {file= "pan_frying_short.wav"; vol = 65; }; /* Touchplate */ INSTANCE TOUCHPLATE_STONE_BIG (C_SFX_DEF) {file= "touchplate_stone_big.wav"; vol = 80; }; INSTANCE TOUCHPLATE_STONE_SMALL (C_SFX_DEF) {file= "touchplate_stone_small.wav"; vol = 80; }; INSTANCE TOUCHPLATE_STONE_PUSH (C_SFX_DEF) {file= "touchplate_stone_push.wav"; vol = 80; }; /* Picklock */ INSTANCE PICKLOCK_SUCCESS (C_SFX_DEF) {file= "picklock_success.wav"; vol = 70; }; INSTANCE PICKLOCK_FAILURE (C_SFX_DEF) {file= "picklock_failure.wav"; vol = 70; }; INSTANCE PICKLOCK_UNLOCK (C_SFX_DEF) {file= "picklock_unlock.wav"; vol = 80; }; INSTANCE PICKLOCK_BROKEN (C_SFX_DEF) {file= "picklock_broken.wav"; vol = 50; }; /* BookStand */ INSTANCE MOB_Book_TurnPage (C_SFX_DEF) {file="MOB_Book_Turnpage.wav"; vol=60; }; INSTANCE MOB_Book_TurnPage_A1 (C_SFX_DEF) {file="MOB_Book_Turnpage02.wav"; vol=60; }; //INSTANCE MOB_Book_MovePage (C_SFX_DEF) {file="MOB_Book_MovePage.wav"; vol=60; }; INSTANCE MOB_Book_MovePage (C_SFX_DEF) {file="nosound.wav"; vol=60; };//Joly:wegen Steinpulte _ADDON /* Saw */ INSTANCE MOB_Saw (C_SFX_DEF) {file= "MOB_Saw_01.wav"; vol = 100; }; INSTANCE MOB_Saw_A1 (C_SFX_DEF) {file= "MOB_Saw_02.wav"; vol = 100; }; INSTANCE MOB_Saw_A2 (C_SFX_DEF) {file= "MOB_Saw_03.wav"; vol = 100; }; INSTANCE MOB_Saw_A3 (C_SFX_DEF) {file= "MOB_Saw_04.wav"; vol = 100; }; INSTANCE MOB_Saw_A4 (C_SFX_DEF) {file= "MOB_Saw_05.wav"; vol = 100; }; INSTANCE MOB_Saw_A5 (C_SFX_DEF) {file= "MOB_Saw_06.wav"; vol = 100; }; /* Sweep */ INSTANCE MOB_Sweep (C_SFX_DEF) {file= "MOB_Sweep_01.wav"; vol = 40; }; INSTANCE MOB_Sweep_A1 (C_SFX_DEF) {file= "MOB_Sweep_02.wav"; vol = 40; }; INSTANCE MOB_Sweep_A2 (C_SFX_DEF) {file= "MOB_Sweep_03.wav"; vol = 40; }; INSTANCE MOB_Sweep_A3 (C_SFX_DEF) {file= "MOB_Sweep_04.wav"; vol = 40; }; /* Rake */ INSTANCE MOB_Rake (C_SFX_DEF) {file= "MOB_Rake_01.wav"; vol = 100; }; INSTANCE MOB_Rake_A1 (C_SFX_DEF) {file= "MOB_Rake_02.wav"; vol = 100; }; INSTANCE MOB_Rake_A2 (C_SFX_DEF) {file= "MOB_Rake_03.wav"; vol = 100; }; INSTANCE MOB_Rake_A3 (C_SFX_DEF) {file= "MOB_Rake_04.wav"; vol = 100; }; /* Stein des Wissens */ INSTANCE MOB_SDW (C_SFX_DEF) {file= "MOB_SDW_01.wav"; vol = 100; }; /* Runemaker */ INSTANCE MOB_Runemaker (C_SFX_DEF) {file= "MOB_Runemaker_01.wav"; vol = 127; }; /* Potion Alchemy */ INSTANCE MOB_Alchemy_ShakeLiquid (C_SFX_DEF) {file= "MOB_Alchemy_Shakeliquid.wav"; vol = 127; }; INSTANCE MOB_Alchemy_NoisyIngedient (C_SFX_DEF) {file= "coolblade.wav"; vol = 10; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // VOB-SFX /////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* Waterout */ INSTANCE WaterOutlet1 (C_SFX_DEF) {file= "rohr.wav"; vol = 100; }; /* Birds: */ INSTANCE OW_Bird1 (C_SFX_DEF) {file= "bird_01.wav"; vol = 80; }; INSTANCE OW_Bird2 (C_SFX_DEF) {file= "bird_02a.wav"; vol = 80; }; INSTANCE OW_Bird2_A1 (C_SFX_DEF) {file= "bird_02b.wav"; vol = 80; }; INSTANCE OW_Bird2_A2 (C_SFX_DEF) {file= "bird_02c.wav"; vol = 80; }; INSTANCE OW_Bird3 (C_SFX_DEF) {file= "bird_03.wav"; vol = 80; }; INSTANCE OW_Bird4 (C_SFX_DEF) {file= "bird_04.wav"; vol = 80; }; INSTANCE OW_Bird5 (C_SFX_DEF) {file= "bird_05.wav"; vol = 80; }; INSTANCE OW_Bird6 (C_SFX_DEF) {file= "bird_06.wav"; vol = 80; }; INSTANCE OW_Bird6_A1 (C_SFX_DEF) {file= "bird_06b.wav"; vol = 80; }; INSTANCE OW_Bird7 (C_SFX_DEF) {file= "bird_07.wav"; vol = 80; }; INSTANCE OW_Bird7_A1 (C_SFX_DEF) {file= "bird_07b.wav"; vol = 80; }; INSTANCE OW_Bird7_A2 (C_SFX_DEF) {file= "bird_07c.wav"; vol = 80; }; INSTANCE OW_Bird7_A3 (C_SFX_DEF) {file= "bird_07d.wav"; vol = 80; }; INSTANCE OW_Bird7_A4 (C_SFX_DEF) {file= "bird_07e.wav"; vol = 80; }; INSTANCE OW_Bird7_A5 (C_SFX_DEF) {file= "bird_07f.wav"; vol = 80; }; INSTANCE OW_Bird8 (C_SFX_DEF) {file= "bird_08.wav"; vol = 80; }; INSTANCE OW_Bird8_A1 (C_SFX_DEF) {file= "bird_08b.wav"; vol = 80; }; INSTANCE OW_Bird8_A2 (C_SFX_DEF) {file= "bird_08c.wav"; vol = 80; }; INSTANCE OW_Bird8_A3 (C_SFX_DEF) {file= "bird_08d.wav"; vol = 80; }; INSTANCE OW_Bird8_A4 (C_SFX_DEF) {file= "bird_08e.wav"; vol = 80; }; INSTANCE OW_Bird8_A5 (C_SFX_DEF) {file= "bird_08f.wav"; vol = 80; }; INSTANCE OW_Bird8_A6 (C_SFX_DEF) {file= "bird_08g.wav"; vol = 80; }; INSTANCE OW_Bird9 (C_SFX_DEF) {file= "bird_09.wav"; vol = 80; }; INSTANCE OW_Bird9_A1 (C_SFX_DEF) {file= "bird_09b.wav"; vol = 80; }; INSTANCE OW_Bird10 (C_SFX_DEF) {file= "bird_10.wav"; vol = 80; }; INSTANCE OW_Bird11 (C_SFX_DEF) {file= "bird_11.wav"; vol = 80; }; INSTANCE OW_Bird11_A1 (C_SFX_DEF) {file= "bird_11b.wav"; vol = 80; }; INSTANCE OW_Bird11_A2 (C_SFX_DEF) {file= "bird_11c.wav"; vol = 80; }; INSTANCE OW_Bird12 (C_SFX_DEF) {file= "bird_12.wav"; vol = 80; }; INSTANCE OW_Bird12_A1 (C_SFX_DEF) {file= "bird_12b.wav"; vol = 80; }; INSTANCE OW_Crow (C_SFX_DEF) {file= "crow_01.wav"; vol = 80; }; INSTANCE OW_Crow_A1 (C_SFX_DEF) {file= "crow_02.wav"; vol = 80; }; INSTANCE OW_Crow_A2 (C_SFX_DEF) {file= "crow_03.wav"; vol = 80; }; // INSTANCE OW_EagleAmbient (C_SFX_DEF) {file= "eagle_01.wav"; vol = 100; }; // INSTANCE OW_EagleScream (C_SFX_DEF) {file= "eagle_02.wav"; vol = 100; }; // INSTANCE OW_EagleScream_A1 (C_SFX_DEF) {file= "eagle_03.wav"; vol = 100; }; // INSTANCE OW_EagleScream_A2 (C_SFX_DEF) {file= "eagle_04.wav"; vol = 100; }; INSTANCE OW_EagleAmbient (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OW_EagleScream (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OW_EagleScream_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OW_EagleScream_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OW_Raven (C_SFX_DEF) {file= "raven_01.wav"; vol = 80; }; INSTANCE OW_Owl1 (C_SFX_DEF) {file= "owl_01.wav"; vol = 80; }; INSTANCE OW_Owl1_A1 (C_SFX_DEF) {file= "owl_02.wav"; vol = 80; }; INSTANCE OW_Owl2 (C_SFX_DEF) {file= "owl_03.wav"; vol = 80; }; /* Water */ INSTANCE OW_WaterHitsStone (C_SFX_DEF) {file= "lakeshore_stone.wav"; vol = 90; }; INSTANCE OW_HeavyBubbles (C_SFX_DEF) {file= "riverbubbles.wav"; vol = 80; }; INSTANCE OW_RiverRapid1 (C_SFX_DEF) {file= "riverrapid_01.wav"; vol = 80; }; INSTANCE OW_RiverRapid2 (C_SFX_DEF) {file= "riverrapid_02.wav"; vol = 80; }; INSTANCE OW_RiverTrouble (C_SFX_DEF) {file= "rivertrouble.wav"; vol = 80; }; INSTANCE OW_Waterfall1 (C_SFX_DEF) {file= "waterfalls_01.wav"; vol = 100; }; INSTANCE OW_Waterfall2 (C_SFX_DEF) {file= "waterfalls_02.wav"; vol = 100; }; INSTANCE OW_Waterfall3 (C_SFX_DEF) {file= "waterfalls_03.wav"; vol = 100; }; /* Misc */ INSTANCE OW_Wood_Crackle (C_SFX_DEF) {file= "woodcrackle_01.wav"; vol = 100; }; INSTANCE OW_Wood_Crackle_A1 (C_SFX_DEF) {file= "woodcrackle_02.wav"; vol = 100; }; INSTANCE OW_Wood_Crackle_A2 (C_SFX_DEF) {file= "woodcrackle_03.wav"; vol = 100; }; INSTANCE OW_ShipWrekOrBridge (C_SFX_DEF) {file= "woodcreak_shipwrek_0.wav"; vol = 100; }; INSTANCE OW_ShipWrekOrBridge_A1 (C_SFX_DEF) {file= "woodcreak_shipwrek_01.wav"; vol = 100; }; INSTANCE OW_ShipWrekOrBridge_A2 (C_SFX_DEF) {file= "woodcreak_shipwrek_02.wav"; vol = 100; }; INSTANCE OW_ShipWrekOrBridge_A3 (C_SFX_DEF) {file= "woodcreak_shipwrek_03.wav"; vol = 100; }; INSTANCE OW_Squirrel (C_SFX_DEF) {file= "squirrel_01.wav"; vol = 100; }; INSTANCE OW_Squirrel_A1 (C_SFX_DEF) {file= "squirrel_02.wav"; vol = 100; }; INSTANCE Flies (C_SFX_DEF) {file= "flies1.wav"; vol = 50; }; INSTANCE Dog1 (C_SFX_DEF) {file= "dog1.wav"; vol = 40; }; INSTANCE Dog2 (C_SFX_DEF) {file= "dog2.wav"; vol = 40; }; INSTANCE Deepambient (C_SFX_DEF) {file= "deepambient01.wav"; vol = 100; }; INSTANCE Murmur (C_SFX_DEF) {file= "murmor_loop.wav"; vol = 30; }; INSTANCE Well_Slosh (C_SFX_DEF) {file= "well_slosh_01.wav"; vol = 30; }; INSTANCE Well_Slosh_A1 (C_SFX_DEF) {file= "well_slosh_02.wav"; vol = 15; }; INSTANCE Well_Slosh_A2 (C_SFX_DEF) {file= "well_slosh_03.wav"; vol = 22; }; INSTANCE Campfire1 (C_SFX_DEF) {file= "campfire_01.wav"; vol = 120; }; INSTANCE Campfire2 (C_SFX_DEF) {file= "campfire_02.wav"; vol = 120; }; INSTANCE Couldron_Boil (C_SFX_DEF) {file= "Couldron.wav"; vol = 35; }; INSTANCE Ambientcrawlerscream (C_SFX_DEF) {file= "ambientcrawlerscream.wav"; vol = 80; }; INSTANCE Ambientscream_1 (C_SFX_DEF) {file= "ambientscream_1.wav"; vol = 80; }; INSTANCE Ambientscream_2 (C_SFX_DEF) {file= "ambientscream_2.wav"; vol = 80; }; INSTANCE Ambienttone_01_high (C_SFX_DEF) {file= "ambienttone_01_high.wav"; vol = 80; }; INSTANCE Ambienttone_02_dark_short (C_SFX_DEF) {file= "ambienttone_02_dark_short.wav"; vol = 80; }; INSTANCE ambienttone_03_dark (C_SFX_DEF) {file= "ambienttone_03_dark.wav"; vol = 80; }; INSTANCE Ambientscream_03_dark (C_SFX_DEF) {file= "ambientscream_03_dark.wav"; vol = 100; }; INSTANCE Mystery_08 (C_SFX_DEF) {file= "Mystery_08_mono.wav"; vol = 40; }; INSTANCE Mystery_09 (C_SFX_DEF) {file= "Mystery_09_mono.wav"; vol = 40; }; INSTANCE Mystery_10 (C_SFX_DEF) {file= "Mystery_10_mono.wav"; vol = 40; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // AMBIENT - ZONES /////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* Wind */ INSTANCE OW_WindHurricane (C_SFX_DEF) {file= "wind_hurricane.wav"; vol = 70; }; INSTANCE OW_WindHeavy1 (C_SFX_DEF) {file= "wind_heavy01.wav"; vol = 70; }; INSTANCE OW_WindHeavy2 (C_SFX_DEF) {file= "wind_heavy02.wav"; vol = 70; }; INSTANCE OW_WindHigh1 (C_SFX_DEF) {file= "wind_high.wav"; vol = 70; }; INSTANCE OW_WindHigh2 (C_SFX_DEF) {file= "wind_high.wav"; vol = 70; }; INSTANCE OW_WindMedium (C_SFX_DEF) {file= "wind_medium.wav"; vol = 70; }; INSTANCE OW_WindLight (C_SFX_DEF) {file= "wind_light.wav"; vol = 70; }; INSTANCE OW_WindLand (C_SFX_DEF) {file= "wind_light.wav"; vol = 70; }; INSTANCE OW_WindCave (C_SFX_DEF) {file= "wind_cave.wav"; vol = 70; }; INSTANCE OW_WindCave2 (C_SFX_DEF) {file= "wind_cave2.wav"; vol = 70; }; INSTANCE OW_WindCave3 (C_SFX_DEF) {file= "wind_gentle_cave.wav"; vol = 70; }; /* Water */ INSTANCE OW_River (C_SFX_DEF) {file= "river01stereo.wav"; vol = 20; }; INSTANCE OW_River2 (C_SFX_DEF) {file= "river02stereo.wav"; vol = 30; }; INSTANCE OW_RiverBridge (C_SFX_DEF) {file= "river_underbridge.wav"; vol = 50; }; INSTANCE OW_CoastLight (C_SFX_DEF) {file= "coast_light.wav"; vol = 110; }; INSTANCE OW_CoastHeavy (C_SFX_DEF) {file= "coast_heavy.wav"; vol = 60; }; INSTANCE OW_WFallCave (C_SFX_DEF) {file= "waterfall_cave.wav"; vol = 50; }; INSTANCE UnderwaterAmbience (C_SFX_DEF) {file= "underwater_02.wav"; vol = 60; }; /* Wood: */ INSTANCE Wood_Day1 (C_SFX_DEF) {file= "wood_day.wav"; vol = 70; }; INSTANCE Wood_Day2 (C_SFX_DEF) {file= "wood_dayambience.wav"; vol = 60; }; INSTANCE Wood_Night1 (C_SFX_DEF) {file= "night_wood.wav"; vol = 70; }; INSTANCE Wood_NearWater1 (C_SFX_DEF) {file= "wood_nearwater_01.wav"; vol = 70; }; INSTANCE Wood_NearWater2 (C_SFX_DEF) {file= "wood_nearwater_02.wav"; vol = 70; }; INSTANCE Wood_BirdAmbience1 (C_SFX_DEF) {file= "wood_birdambience.wav"; vol = 90; }; INSTANCE Wood_BirdAmbience2 (C_SFX_DEF) {file= "wood_birdambience.wav"; vol = 90; }; /* Misc: */ instance DropsInCave (C_SFX_DEF) {file= "water_dropsincave.wav"; vol = 30; }; INSTANCE InsectsFrogs_Night (C_SFX_DEF) {file= "night_insects_frog.wav"; vol = 30; }; INSTANCE InsectsFrogs_Night2 (C_SFX_DEF) {file= "frogsandinsects.wav"; vol = 20; }; INSTANCE InsectsFrogs_Night3 (C_SFX_DEF) {file= "frogsandinsects2.wav"; vol = 20; }; INSTANCE InsectsFrogs_Night4 (C_SFX_DEF) {file= "frogsandinsects3.wav"; vol = 20; }; INSTANCE InsectsFrogs_Night5 (C_SFX_DEF) {file= "frogsandinsects4.wav"; vol = 20; }; INSTANCE Owls_And_Nightingales (C_SFX_DEF) {file= "owlsandnightingales.wav"; vol = 30; }; INSTANCE Insects_And_Nightingales (C_SFX_DEF) {file= "smallinsectsandnightingales.wav";vol = 30; }; INSTANCE Insects_Only1 (C_SFX_DEF) {file= "night_insects.wav"; vol = 30; }; INSTANCE Insects_Only2 (C_SFX_DEF) {file= "insects.wav"; vol = 30; }; INSTANCE MysteriousAmbience (C_SFX_DEF) {file= "mysterious_ambience.wav"; vol = 70; }; INSTANCE Mystery_01 (C_SFX_DEF) {file= "Mystery_01.wav"; vol = 40; }; INSTANCE Mystery_02 (C_SFX_DEF) {file= "Mystery_02.wav"; vol = 40; }; INSTANCE Mystery_03 (C_SFX_DEF) {file= "Mystery_03.wav"; vol = 40; }; INSTANCE Mystery_04 (C_SFX_DEF) {file= "Mystery_04.wav"; vol = 40; }; INSTANCE Mystery_05 (C_SFX_DEF) {file= "Mystery_05.wav"; vol = 40; }; INSTANCE Mystery_06 (C_SFX_DEF) {file= "Mystery_06.wav"; vol = 40; }; INSTANCE Mystery_07 (C_SFX_DEF) {file= "Mystery_07.wav"; vol = 40; }; INSTANCE Sleepercave (C_SFX_DEF) {file= "sleepercave_01.wav"; vol = 80; }; INSTANCE howling_01 (C_SFX_DEF) {file= "howling_01.wav"; vol = 40; }; INSTANCE percussion_01 (C_SFX_DEF) {file= "percussion_01.wav"; vol = 40; }; INSTANCE percussion_02 (C_SFX_DEF) {file= "percussion_02.wav"; vol = 40; }; INSTANCE zombie_01 (C_SFX_DEF) {file= "zombie_01.wav"; vol = 40; }; INSTANCE rumble_01 (C_SFX_DEF) {file= "rumble_01.wav"; vol = 40; }; INSTANCE cave_winds_01 (C_SFX_DEF) {file= "cave_winds_01.wav"; vol = 40; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // C R E A T U R E S //////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* General */ INSTANCE SCRATCH (C_SFX_DEF) {file= "SCRATCH_01.wav"; vol = 110; }; INSTANCE SCRATCH_A1 (C_SFX_DEF) {file= "SCRATCH_02.wav"; vol = 110; }; INSTANCE SCRATCH_SMALL (C_SFX_DEF) {file= "M_SCRATCH_SMALL01.wav"; vol = 90; }; INSTANCE SCRATCH_SMALL_A1 (C_SFX_DEF) {file= "M_SCRATCH_SMALL02.wav"; vol = 90; }; INSTANCE M_EAT (C_SFX_DEF) {file= "M_EAT01.wav"; vol = 110; }; INSTANCE M_FALL_HUGE (C_SFX_DEF) {file= "M_FALL_HUGE01.wav"; vol = 127; }; INSTANCE M_FALL_SMALL (C_SFX_DEF) {file= "M_FALL_SMALL01.wav"; vol = 110; }; INSTANCE M_STEP_HUGE (C_SFX_DEF) {file= "M_STEP_HUGE01.wav"; vol = 127; }; INSTANCE M_STEP_HUGE_2 (C_SFX_DEF) {file= "M_STEP_HUGE02.wav"; vol = 127; }; /* Alligator */ INSTANCE ALG_Ambient (C_SFX_DEF) {file= "ALG_ambient.wav"; vol = 50; }; INSTANCE ALG_Ambient_A1 (C_SFX_DEF) {file= "ALG_ambient2.wav"; vol = 50; }; INSTANCE ALG_Ambient_A2 (C_SFX_DEF) {file= "ALG_ambient3.wav"; vol = 50; }; INSTANCE ALG_Ambient_A3 (C_SFX_DEF) {file= "ALG_ambient4.wav"; vol = 50; }; INSTANCE ALG_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ALG_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ALG_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ALG_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ALG_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ALG_Attack (C_SFX_DEF) {file= "ALG_attack.wav"; vol = 125; }; INSTANCE ALG_Attack_A1 (C_SFX_DEF) {file= "ALG_attack2.wav"; vol = 125; }; INSTANCE ALG_Attack_A2 (C_SFX_DEF) {file= "ALG_attack3.wav"; vol = 125; }; INSTANCE ALG_Attack_A3 (C_SFX_DEF) {file= "ALG_attack4.wav"; vol = 125; }; INSTANCE ALG_Die (C_SFX_DEF) {file= "ALG_die.wav"; vol = 100; }; INSTANCE ALG_Die_A1 (C_SFX_DEF) {file= "ALG_die2.wav"; vol = 100; }; INSTANCE ALG_Hurt (C_SFX_DEF) {file= "ALG_hurt.wav"; vol = 100; }; INSTANCE ALG_Hurt_A1 (C_SFX_DEF) {file= "ALG_hurt2.wav"; vol = 100; }; INSTANCE ALG_Hurt_A2 (C_SFX_DEF) {file= "ALG_hurt3.wav"; vol = 100; }; INSTANCE ALG_Warn (C_SFX_DEF) {file= "ALG_warn.wav"; vol = 125; }; /* Babe */ INSTANCE BAB_Ambient (C_SFX_DEF) {file= "BAB_Ambient01.wav"; vol = 25; }; INSTANCE BAB_Ambient_A1 (C_SFX_DEF) {file= "BAB_Ambient02.wav"; vol = 30; }; INSTANCE BAB_Ambient_A2 (C_SFX_DEF) {file= "BAB_Ambient03.wav"; vol = 25; }; INSTANCE BAB_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 30; }; INSTANCE BAB_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Die (C_SFX_DEF) {file= "BAB_Die01.wav"; vol = 50; }; INSTANCE BAB_Die_A1 (C_SFX_DEF) {file= "BAB_Die02.wav"; vol = 50; }; INSTANCE BAB_Hurt (C_SFX_DEF) {file= "BAB_Hurt01.wav"; vol = 50; }; INSTANCE BAB_Hurt_A1 (C_SFX_DEF) {file= "BAB_Hurt02.wav"; vol = 50; }; INSTANCE BAB_Sigh (C_SFX_DEF) {file= "BAB_Ambient01.wav"; vol = 25; }; INSTANCE BAB_Sigh_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Sigh_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BAB_Sigh_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* Blattcrawler */ INSTANCE BCR_Ambient (C_SFX_DEF) {file= "BCR_ambient.wav"; vol = 30; }; INSTANCE BCR_Ambient_A1 (C_SFX_DEF) {file= "BCR_ambient02.wav"; vol = 30; }; INSTANCE BCR_Ambient_A2 (C_SFX_DEF) {file= "BCR_ambient03.wav"; vol = 30; }; INSTANCE BCR_Ambient_A3 (C_SFX_DEF) {file= "BCR_ambient04.wav"; vol = 30; }; INSTANCE BCR_Ambient_A4 (C_SFX_DEF) {file= "BCR_ambient05.wav"; vol = 30; }; INSTANCE BCR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A13 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A14 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A15 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Ambient_A16 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE BCR_Attack (C_SFX_DEF) {file= "BCR_attack.wav"; vol = 75; }; INSTANCE BCR_Attack_A1 (C_SFX_DEF) {file= "BCR_attack2.wav"; vol = 75; }; INSTANCE BCR_Attack_A2 (C_SFX_DEF) {file= "BCR_attack3.wav"; vol = 75; }; INSTANCE BCR_Die (C_SFX_DEF) {file= "BCR_die.wav"; vol = 100; }; INSTANCE BCR_Die_A1 (C_SFX_DEF) {file= "BCR_die2.wav"; vol = 100; }; INSTANCE BCR_Die_A2 (C_SFX_DEF) {file= "BCR_die3.wav"; vol = 100; }; INSTANCE BCR_Die_A3 (C_SFX_DEF) {file= "BCR_die4.wav"; vol = 100; }; INSTANCE BCR_eating (C_SFX_DEF) {file= "BCR_eating.wav"; vol = 75; }; INSTANCE BCR_eating_A1 (C_SFX_DEF) {file= "BCR_eating2.wav"; vol = 75; }; INSTANCE BCR_eating_A2 (C_SFX_DEF) {file= "BCR_eating3.wav"; vol = 75; }; INSTANCE BCR_eating_A3 (C_SFX_DEF) {file= "BCR_eating4.wav"; vol = 75; }; INSTANCE BCR_Hurt (C_SFX_DEF) {file= "BCR_hurt.wav"; vol = 75; }; INSTANCE BCR_Hurt_A1 (C_SFX_DEF) {file= "BCR_hurt2.wav"; vol = 75; }; INSTANCE BCR_Hurt_A2 (C_SFX_DEF) {file= "BCR_hurt3.wav"; vol = 75; }; INSTANCE BCR_Walk (C_SFX_DEF) {file= "BCR_walk.wav"; vol = 40; }; INSTANCE BCR_Walk_A1 (C_SFX_DEF) {file= "BCR_walk2.wav"; vol = 40; }; INSTANCE BCR_Walk_A2 (C_SFX_DEF) {file= "BCR_walk3.wav"; vol = 40; }; INSTANCE BCR_Walk_A3 (C_SFX_DEF) {file= "BCR_walk4.wav"; vol = 40; }; INSTANCE BCR_Walk_A4 (C_SFX_DEF) {file= "BCR_walk5.wav"; vol = 40; }; INSTANCE BCR_Walk_A5 (C_SFX_DEF) {file= "BCR_walk6.wav"; vol = 40; }; INSTANCE BCR_Warn (C_SFX_DEF) {file= "BCR_warn.wav"; vol = 100; }; INSTANCE BCR_Warn_A1 (C_SFX_DEF) {file= "BCR_warn2.wav"; vol = 100; }; /* Bloodfly */ INSTANCE BLO_Attack (C_SFX_DEF) {file= "BLO_Attack01.wav"; vol = 75; }; INSTANCE BLO_Attack_A1 (C_SFX_DEF) {file= "BLO_Attack02.wav"; vol = 75; }; INSTANCE BLO_Attack_A2 (C_SFX_DEF) {file= "BLO_Attack03.wav"; vol = 75; }; INSTANCE BLO_Die (C_SFX_DEF) {file= "BLO_Die01.wav"; vol = 75; }; INSTANCE BLO_Die_A1 (C_SFX_DEF) {file= "BLO_Die02.wav"; vol = 75; }; INSTANCE BLO_Hurt (C_SFX_DEF) {file= "BLO_Hurt01.wav"; vol = 75; }; INSTANCE BLO_Hurt_A1 (C_SFX_DEF) {file= "BLO_Hurt02.wav"; vol = 75; }; INSTANCE BLO_Hurt_A2 (C_SFX_DEF) {file= "BLO_Hurt03.wav"; vol = 75; }; INSTANCE BLO_Warn (C_SFX_DEF) {file= "BLO_Warn01.wav"; vol = 110; }; INSTANCE BLO_Warn_A1 (C_SFX_DEF) {file= "BLO_Warn02.wav"; vol = 110; }; INSTANCE BLO_Wings (C_SFX_DEF) {file= "BLO_Wings_01.wav"; vol = 20; }; INSTANCE BLO_Wings_A1 (C_SFX_DEF) {file= "BLO_Wings_02.wav"; vol = 20; }; INSTANCE BLO_Wings_A2 (C_SFX_DEF) {file= "BLO_Wings_03.wav"; vol = 20; }; INSTANCE BLO_Wings_A3 (C_SFX_DEF) {file= "BLO_Wings_04.wav"; vol = 20; }; INSTANCE BLO_Wings_A4 (C_SFX_DEF) {file= "BLO_Wings_05.wav"; vol = 20; }; /* CrwQueen */ INSTANCE QUE_Ambient (C_SFX_DEF) {file= "QUE_Glibber01.wav"; vol = 100; }; INSTANCE QUE_Ambient_A1 (C_SFX_DEF) {file= "QUE_Glibber02.wav"; vol = 100; }; INSTANCE QUE_Ambient_A2 (C_SFX_DEF) {file= "QUE_Glibber03.wav"; vol = 100; }; INSTANCE QUE_Ambient_A3 (C_SFX_DEF) {file= "QUE_Glibber04.wav"; vol = 100; }; INSTANCE QUE_Ambient_A4 (C_SFX_DEF) {file= "QUE_Glibber05.wav"; vol = 100; }; INSTANCE QUE_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE QUE_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE QUE_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE QUE_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE QUE_Attack (C_SFX_DEF) {file= "QUE_Attack01.wav"; vol = 127; }; INSTANCE QUE_Attack_A1 (C_SFX_DEF) {file= "QUE_Attack02.wav"; vol = 127; }; INSTANCE QUE_Attack_A2 (C_SFX_DEF) {file= "QUE_Attack03.wav"; vol = 127; }; INSTANCE QUE_Attack_A3 (C_SFX_DEF) {file= "QUE_Attack04.wav"; vol = 127; }; INSTANCE QUE_Breath (C_SFX_DEF) {file= "QUE_Breath01.wav"; vol = 50; }; INSTANCE QUE_Breath_A1 (C_SFX_DEF) {file= "QUE_Breath02.wav"; vol = 50; }; INSTANCE QUE_Die (C_SFX_DEF) {file= "QUE_Die01.wav"; vol = 127; }; /* Demon / Demonlord */ INSTANCE DEM_Ambient (C_SFX_DEF) {file= "DEM_Ambient01.wav"; vol = 60; }; INSTANCE DEM_Ambient_A1 (C_SFX_DEF) {file= "DEM_Ambient02.wav"; vol = 60; }; INSTANCE DEM_Ambient_A2 (C_SFX_DEF) {file= "DEM_Ambient03.wav"; vol = 60; }; INSTANCE DEM_Ambient_A3 (C_SFX_DEF) {file= "DEM_Ambient04.wav"; vol = 60; }; INSTANCE DEM_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DEM_Attack (C_SFX_DEF) {file= "DEM_Attack01.wav"; vol = 100; }; INSTANCE DEM_Attack_A1 (C_SFX_DEF) {file= "DEM_Attack02.wav"; vol = 100; }; INSTANCE DEM_Die (C_SFX_DEF) {file= "DEM_Die01.wav"; vol = 110; }; INSTANCE DEM_Die_A1 (C_SFX_DEF) {file= "DEM_Die02.wav"; vol = 110; }; INSTANCE DEM_Hurt (C_SFX_DEF) {file= "DEM_Hurt01.wav"; vol = 90; }; INSTANCE DEM_Warn (C_SFX_DEF) {file= "DEM_Warn01.wav"; vol = 110; }; INSTANCE DEM_WingFlap (C_SFX_DEF) {file= "DEM_Wingflap01.wav"; vol = 50; }; INSTANCE DEM_WingFlap_A1 (C_SFX_DEF) {file= "DEM_Wingflap02.wav"; vol = 50; }; INSTANCE DEM_WingFlap_A2 (C_SFX_DEF) {file= "DEM_Wingflap03.wav"; vol = 50; }; /* Draconier */ INSTANCE DRC_Ambient (C_SFX_DEF) {file= "DRC_Ambient_01.wav"; vol = 30; }; INSTANCE DRC_Ambient_A1 (C_SFX_DEF) {file= "DRC_Ambient_02.wav"; vol = 30; }; INSTANCE DRC_Ambient_A2 (C_SFX_DEF) {file= "DRC_Ambient_03.wav"; vol = 30; }; INSTANCE DRC_Ambient_A3 (C_SFX_DEF) {file= "DRC_Ambient_04.wav"; vol = 30; }; INSTANCE DRC_Ambient_A4 (C_SFX_DEF) {file= "DRC_Ambient_05.wav"; vol = 30; }; INSTANCE DRC_Ambient_A5 (C_SFX_DEF) {file= "DRC_Ambient_06.wav"; vol = 0; }; INSTANCE DRC_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Ambient_Short (C_SFX_DEF) {file= "DRC_Ambient_Short_01.wav"; vol = 50; }; INSTANCE DRC_Ambient_Short_A1 (C_SFX_DEF) {file= "DRC_Ambient_Short_02.wav"; vol = 50; }; INSTANCE DRC_Ambient_Short_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRC_Die (C_SFX_DEF) {file= "DRC_Die_01.wav"; vol = 80; }; INSTANCE DRC_Warn (C_SFX_DEF) {file= "DRC_Warn_01.wav"; vol = 127; }; INSTANCE DRC_Hurt (C_SFX_DEF) {file= "DRC_Hurt_01.wav"; vol = 100; }; INSTANCE DRC_Hurt_A1 (C_SFX_DEF) {file= "DRC_Hurt_02.wav"; vol = 100; }; INSTANCE DRC_Hurt_A2 (C_SFX_DEF) {file= "DRC_Hurt_03.wav"; vol = 100; }; INSTANCE DRC_Attack (C_SFX_DEF) {file= "DRC_Attack_01.wav"; vol = 100; }; INSTANCE DRC_Attack_A1 (C_SFX_DEF) {file= "DRC_Attack_02.wav"; vol = 100; }; INSTANCE DRC_Attack_A2 (C_SFX_DEF) {file= "DRC_Attack_03.wav"; vol = 100; }; INSTANCE DRC_Attack_A3 (C_SFX_DEF) {file= "DRC_Attack_04.wav"; vol = 100; }; /* Dragon_Rock */ INSTANCE DRG_Ambient (C_SFX_DEF) {file= "DRG_Ambient_01.wav"; vol = 127; }; INSTANCE DRG_Ambient_A1 (C_SFX_DEF) {file= "DRG_Ambient_02.wav"; vol = 127; }; INSTANCE DRG_Ambient_A2 (C_SFX_DEF) {file= "DRG_Ambient_03.wav"; vol = 127; }; INSTANCE DRG_Ambient_A3 (C_SFX_DEF) {file= "DRG_Ambient_04.wav"; vol = 127; }; INSTANCE DRG_Ambient_A4 (C_SFX_DEF) {file= "DRG_Ambient_05.wav"; vol = 127; }; INSTANCE DRG_Ambient_A5 (C_SFX_DEF) {file= "DRG_Ambient_06.wav"; vol = 127; }; INSTANCE DRG_Attack (C_SFX_DEF) {file= "DRG_Attack_01.wav"; vol = 127; }; INSTANCE DRG_Attack_A1 (C_SFX_DEF) {file= "DRG_Attack_02.wav"; vol = 127; }; INSTANCE DRG_Attack_A2 (C_SFX_DEF) {file= "DRG_Attack_03.wav"; vol = 127; }; INSTANCE DRG_Hurt (C_SFX_DEF) {file= "DRG_Hurt_01.wav"; vol = 127; }; INSTANCE DRG_Hurt_A1 (C_SFX_DEF) {file= "DRG_Hurt_02.wav"; vol = 127; }; INSTANCE DRG_Hurt_A2 (C_SFX_DEF) {file= "DRG_Hurt_03.wav"; vol = 127; }; INSTANCE DRG_Hurt_A3 (C_SFX_DEF) {file= "DRG_Hurt_04.wav"; vol = 127; }; INSTANCE DRG_Die (C_SFX_DEF) {file= "DRG_Rock_Die_01.wav"; vol = 127; }; INSTANCE DRG_Fall (C_SFX_DEF) {file= "DRG_Rock_Fall_01.wav"; vol = 127; }; /* Dragon_Rock */ INSTANCE DRG_Rock_Crumble (C_SFX_DEF) {file= "DRG_Crumble_01.wav"; vol = 40; }; INSTANCE DRG_Rock_Crumble_A1 (C_SFX_DEF) {file= "DRG_Crumble_02.wav"; vol = 40; }; INSTANCE DRG_Rock_Crumble_A2 (C_SFX_DEF) {file= "DRG_Crumble_03.wav"; vol = 40; }; INSTANCE DRG_Rock_Ambient (C_SFX_DEF) {file= "DRG_Rock_Ambient_01.wav"; vol = 127; }; INSTANCE DRG_Rock_Ambient_A1 (C_SFX_DEF) {file= "DRG_Rock_Ambient_02.wav"; vol = 127; }; INSTANCE DRG_Rock_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRG_Rock_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DRG_Rock_Attack (C_SFX_DEF) {file= "DRG_Rock_Attack_01.wav"; vol = 127; }; INSTANCE DRG_Rock_Attack_A1 (C_SFX_DEF) {file= "DRG_Rock_Attack_02.wav"; vol = 127; }; INSTANCE DRG_Rock_Die (C_SFX_DEF) {file= "DRG_Rock_Die_01.wav"; vol = 127; }; INSTANCE DRG_Rock_Fall (C_SFX_DEF) {file= "DRG_Rock_Fall_01.wav"; vol = 127; }; /* DragonSnapper */ INSTANCE DSN_Ambient (C_SFX_DEF) {file= "DSN_Ambient_01.wav"; vol = 100; }; INSTANCE DSN_Ambient_A1 (C_SFX_DEF) {file= "DSN_Ambient_02.wav"; vol = 100; }; INSTANCE DSN_Ambient_A2 (C_SFX_DEF) {file= "DSN_Ambient_03.wav"; vol = 100; }; INSTANCE DSN_Ambient_A3 (C_SFX_DEF) {file= "DSN_Ambient_04.wav"; vol = 100; }; INSTANCE DSN_Ambient_A4 (C_SFX_DEF) {file= "DSN_Ambient_05.wav"; vol = 100; }; INSTANCE DSN_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DSN_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE DSN_Run (C_SFX_DEF) {file= "DSN_Run_01.wav"; vol = 100; }; INSTANCE DSN_Run_A1 (C_SFX_DEF) {file= "DSN_Run_02.wav"; vol = 100; }; INSTANCE DSN_Run_A2 (C_SFX_DEF) {file= "DSN_Run_03.wav"; vol = 100; }; INSTANCE DSN_Attack (C_SFX_DEF) {file= "DSN_Attack_01.wav"; vol = 100; }; INSTANCE DSN_Attack_A1 (C_SFX_DEF) {file= "DSN_Attack_02.wav"; vol = 127; }; INSTANCE DSN_Attack_A2 (C_SFX_DEF) {file= "DSN_Attack_03.wav"; vol = 100; }; INSTANCE DSN_Attack_A3 (C_SFX_DEF) {file= "DSN_Warn_03.wav"; vol = 127; }; INSTANCE DSN_Sleep (C_SFX_DEF) {file= "DSN_Sleep_01.wav"; vol = 127; }; INSTANCE DSN_Sleep_A1 (C_SFX_DEF) {file= "DSN_Sleep_02.wav"; vol = 127; }; INSTANCE DSN_Sleep_A2 (C_SFX_DEF) {file= "DSN_Sleep_03.wav"; vol = 127; }; INSTANCE DSN_Hurt (C_SFX_DEF) {file= "DSN_Hurt_01.wav"; vol = 127; }; INSTANCE DSN_Hurt_A1 (C_SFX_DEF) {file= "DSN_Hurt_02.wav"; vol = 127; }; INSTANCE DSN_Die (C_SFX_DEF) {file= "DSN_Die_01.wav"; vol = 127; }; INSTANCE DSN_Eat (C_SFX_DEF) {file= "DSN_Eat_01.wav"; vol = 127; }; INSTANCE DSN_Eat_A1 (C_SFX_DEF) {file= "DSN_Eat_02.wav"; vol = 127; }; INSTANCE DSN_Warn1 (C_SFX_DEF) {file= "DSN_Warn_01.wav"; vol = 127; }; INSTANCE DSN_Warn2 (C_SFX_DEF) {file= "DSN_Warn_02.wav"; vol = 127; }; INSTANCE DSN_Perception (C_SFX_DEF) {file= "DSN_Perception_01.wav"; vol = 127; }; /* Feuerteufel */ INSTANCE FSB_Attack (C_SFX_DEF) {file= "FSB_attack.wav"; vol = 127; }; INSTANCE FSB_Attack_A1 (C_SFX_DEF) {file= "FSB_attack2.wav"; vol = 127; }; INSTANCE FSB_Attack_A2 (C_SFX_DEF) {file= "FSB_attack3.wav"; vol = 127; }; INSTANCE FSB_Die (C_SFX_DEF) {file= "FSB_die.wav"; vol = 100; }; INSTANCE FSB_Die_A1 (C_SFX_DEF) {file= "FSB_die2.wav"; vol = 100; }; INSTANCE FSB_Fire (C_SFX_DEF) {file= "FSB_burn.wav"; vol = 75; }; INSTANCE FSB_Fire_A1 (C_SFX_DEF) {file= "FSB_burn2.wav"; vol = 75; }; INSTANCE FSB_Fire_A2 (C_SFX_DEF) {file= "FSB_burn3.wav"; vol = 75; }; INSTANCE FSB_Fire_A3 (C_SFX_DEF) {file= "FSB_burn4.wav"; vol = 75; }; INSTANCE FSB_Fire_A4 (C_SFX_DEF) {file= "FSB_burn5.wav"; vol = 75; }; INSTANCE FSB_Hurt (C_SFX_DEF) {file= "FSB_hurt.wav"; vol = 100; }; INSTANCE FSB_Hurt_A1 (C_SFX_DEF) {file= "FSB_hurt2.wav"; vol = 100; }; INSTANCE FSB_Hurt_A2 (C_SFX_DEF) {file= "FSB_hurt3.wav"; vol = 100; }; INSTANCE FSB_Warn (C_SFX_DEF) {file= "FSB_warn.wav"; vol = 100; }; INSTANCE FSB_Warn_A1 (C_SFX_DEF) {file= "FSB_warn2.wav"; vol = 100; }; /* Giant Bug */ INSTANCE GB_Ambient (C_SFX_DEF) {file= "GB_Ambient_01.wav"; vol = 70; }; INSTANCE GB_Ambient_A1 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 60; }; INSTANCE GB_Ambient_A2 (C_SFX_DEF) {file= "GB_Ambient_03.wav"; vol = 70; }; INSTANCE GB_Ambient_A3 (C_SFX_DEF) {file= "GB_Ambient_04.wav"; vol = 80; }; INSTANCE GB_Ambient_A4 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 70; }; INSTANCE GB_Ambient_A5 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 60; }; INSTANCE GB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GB_Ambient_A8 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 70; }; INSTANCE GB_Ambient_A9 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 80; }; INSTANCE GB_Ambient_A10 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 70; }; INSTANCE GB_Ambient_A11 (C_SFX_DEF) {file= "GB_Ambient_02.wav"; vol = 60; }; INSTANCE GB_Ambient_A12 (C_SFX_DEF) {file= "GB_Ambient_05.wav"; vol = 70; }; INSTANCE GB_Ambient_A13 (C_SFX_DEF) {file= "GB_Ambient_06.wav"; vol = 80; }; INSTANCE GB_Attack (C_SFX_DEF) {file= "GB_Attack_01.wav"; vol = 120; }; INSTANCE GB_Attack_A1 (C_SFX_DEF) {file= "GB_Attack_03.wav"; vol = 120; }; INSTANCE GB_Attack_A2 (C_SFX_DEF) {file= "GB_Attack_03.wav"; vol = 120; }; INSTANCE GB_Attack_A3 (C_SFX_DEF) {file= "GB_Attack_04.wav"; vol = 120; }; INSTANCE GB_Attack_A4 (C_SFX_DEF) {file= "GB_Attack_04.wav"; vol = 120; }; INSTANCE GB_Walk (C_SFX_DEF) {file= "GB_Walk_01.wav"; vol = 40; }; INSTANCE GB_Walk_A1 (C_SFX_DEF) {file= "GB_Walk_02.wav"; vol = 40; }; INSTANCE GB_Walk_A2 (C_SFX_DEF) {file= "GB_Walk_03.wav"; vol = 40; }; INSTANCE GB_Warn (C_SFX_DEF) {file= "GB_Warn_01.wav"; vol = 120; }; INSTANCE GB_Warn_A1 (C_SFX_DEF) {file= "GB_Warn_02.wav"; vol = 120; }; INSTANCE GB_Perception (C_SFX_DEF) {file= "GB_Perception_01.wav"; vol = 80; }; INSTANCE GB_Hurt (C_SFX_DEF) {file= "GB_Hurt_01.wav"; vol = 80; }; INSTANCE GB_Hurt_A1 (C_SFX_DEF) {file= "GB_Hurt_02.wav"; vol = 80; }; INSTANCE GB_Hurt_A2 (C_SFX_DEF) {file= "GB_Hurt_03.wav"; vol = 80; }; INSTANCE GB_Die (C_SFX_DEF) {file= "GB_Die_01.wav"; vol = 80; }; INSTANCE GB_Die_A1 (C_SFX_DEF) {file= "GB_Die_02.wav"; vol = 80; }; /* Giant Rat */ INSTANCE RAT_Ambient (C_SFX_DEF) {file= "RAT_Ambient_01.wav"; vol = 70; }; INSTANCE RAT_Ambient_A1 (C_SFX_DEF) {file= "RAT_Ambient_02.wav"; vol = 80; }; INSTANCE RAT_Ambient_A2 (C_SFX_DEF) {file= "RAT_Ambient_03.wav"; vol = 90; }; INSTANCE RAT_Ambient_A3 (C_SFX_DEF) {file= "RAT_Ambient_04.wav"; vol = 80; }; INSTANCE RAT_Ambient_A4 (C_SFX_DEF) {file= "RAT_Ambient_05.wav"; vol = 70; }; INSTANCE RAT_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAT_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAT_Attack (C_SFX_DEF) {file= "RAT_Attack_01.wav"; vol = 120; }; INSTANCE RAT_Attack_A1 (C_SFX_DEF) {file= "RAT_Attack_02.wav"; vol = 120; }; INSTANCE RAT_Attack_A2 (C_SFX_DEF) {file= "RAT_Attack_03.wav"; vol = 120; }; INSTANCE RAT_Hurt (C_SFX_DEF) {file= "RAT_Hurt_01.wav"; vol = 120; }; INSTANCE RAT_Hurt_A1 (C_SFX_DEF) {file= "RAT_Hurt_02.wav"; vol = 120; }; INSTANCE RAT_Hurt_A2 (C_SFX_DEF) {file= "RAT_Hurt_03.wav"; vol = 120; }; INSTANCE RAT_Die (C_SFX_DEF) {file= "RAT_Dead_01.wav"; vol = 127; }; INSTANCE RAT_Eat (C_SFX_DEF) {file= "RAT_Eat_01.wav"; vol = 100; }; INSTANCE RAT_Eat_A1 (C_SFX_DEF) {file= "RAT_Eat_02.wav"; vol = 100; }; INSTANCE RAT_EatWarn (C_SFX_DEF) {file= "RAT_EatWarn_01.wav"; vol = 60; }; INSTANCE RAT_EatWarn_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAT_EatWarn_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* Gobbo */ INSTANCE GOB_Ambient (C_SFX_DEF) {file= "GOB_Ambient05.wav"; vol = 40; }; INSTANCE GOB_Ambient_A1 (C_SFX_DEF) {file= "GOB_Ambient04.wav"; vol = 40; }; INSTANCE GOB_Ambient_A2 (C_SFX_DEF) {file= "GOB_Ambient03.wav"; vol = 40; }; INSTANCE GOB_Ambient_A3 (C_SFX_DEF) {file= "GOB_Ambient02.wav"; vol = 40; }; INSTANCE GOB_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GOB_Attack (C_SFX_DEF) {file= "GOB_Attack01.wav"; vol = 50; }; INSTANCE GOB_Attack_A1 (C_SFX_DEF) {file= "GOB_Attack02.wav"; vol = 50; }; INSTANCE GOB_Die (C_SFX_DEF) {file= "GOB_Die01.wav"; vol = 50; }; INSTANCE GOB_Happy (C_SFX_DEF) {file= "GOB_Happy01.wav"; vol = 50; }; INSTANCE GOB_Hurt (C_SFX_DEF) {file= "GOB_Hurt01.wav"; vol = 50; }; INSTANCE GOB_Hurt_A1 (C_SFX_DEF) {file= "GOB_Hurt02.wav"; vol = 50; }; INSTANCE GOB_Hurt_A2 (C_SFX_DEF) {file= "GOB_Hurt03.wav"; vol = 50; }; INSTANCE GOB_Hurt_A3 (C_SFX_DEF) {file= "GOB_Hurt04.wav"; vol = 50; }; INSTANCE GOB_Warn (C_SFX_DEF) {file= "GOB_Warn01.wav"; vol = 95; }; INSTANCE GOB_Warn_A1 (C_SFX_DEF) {file= "GOB_Warn02.wav"; vol = 95; }; INSTANCE GOB_Warn_A2 (C_SFX_DEF) {file= "GOB_Warn03.wav"; vol = 95; }; INSTANCE GOB_Warn_A3 (C_SFX_DEF) {file= "GOB_Warn04.wav"; vol = 95; }; /* Golem */ INSTANCE GOL_Ambient (C_SFX_DEF) {file= "GOL_Ambient01.wav"; vol = 65; }; INSTANCE GOL_Ambient_A1 (C_SFX_DEF) {file= "GOL_Ambient02.wav"; vol = 65; }; INSTANCE GOL_Ambient_A2 (C_SFX_DEF) {file= "GOL_Ambient03.wav"; vol = 65; }; INSTANCE GOL_Attack (C_SFX_DEF) {file= "GOL_Attack01.wav"; vol = 127; }; INSTANCE GOL_Die (C_SFX_DEF) {file= "GOL_Die01.wav"; vol = 127; }; INSTANCE GOL_Falldown (C_SFX_DEF) {file= "GOL_Falldown01.wav"; vol = 127; }; INSTANCE GOL_StepBoom (C_SFX_DEF) {file= "GOL_StepBoom01.wav"; vol = 127; }; INSTANCE GOL_StepBoom_A1 (C_SFX_DEF) {file= "GOL_StepBoom02.wav"; vol = 127; }; INSTANCE GOL_StepBoom_A2 (C_SFX_DEF) {file= "GOL_StepBoom03.wav"; vol = 127; }; INSTANCE GOL_Warn (C_SFX_DEF) {file= "GOL_Warn01.wav"; vol = 127; }; INSTANCE FGO_Attack (C_SFX_DEF) {file= "FGO_Attack01.wav"; vol = 127; }; INSTANCE IGO_Attack (C_SFX_DEF) {file= "IGO_Attack01.wav"; vol = 127; }; /* Grasland Scavenger */ INSTANCE GSC_Ambient_Short (C_SFX_DEF) {file= "GSC_Ambient_Short01.wav"; vol = 75; }; INSTANCE GSC_Ambient_Short_A1 (C_SFX_DEF) {file= "GSC_Ambient_Short02.wav"; vol = 75; }; INSTANCE GSC_Ambient_Short_A2 (C_SFX_DEF) {file= "GSC_Ambient_Short03.wav"; vol = 75; }; INSTANCE GSC_Ambient_Short_A3 (C_SFX_DEF) {file= "GSC_Ambient_Short04.wav"; vol = 75; }; INSTANCE GSC_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GSC_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GSC_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GSC_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE GSC_Attack (C_SFX_DEF) {file= "GSC_Attack01.wav"; vol = 100; }; INSTANCE GSC_Attack_A1 (C_SFX_DEF) {file= "GSC_Attack02.wav"; vol = 100; }; INSTANCE GSC_Die (C_SFX_DEF) {file= "GSC_Die01.wav"; vol = 100; }; INSTANCE GSC_Die_A1 (C_SFX_DEF) {file= "GSC_Die02.wav"; vol = 100; }; INSTANCE GSC_Gacker (C_SFX_DEF) {file= "GSC_Gacker01.wav"; vol = 100; }; INSTANCE GSC_Hurt (C_SFX_DEF) {file= "GSC_Hurt01.wav"; vol = 100; }; INSTANCE GSC_Hurt_A1 (C_SFX_DEF) {file= "GSC_Hurt02.wav"; vol = 100; }; INSTANCE GSC_Hurt_A2 (C_SFX_DEF) {file= "GSC_Hurt03.wav"; vol = 100; }; INSTANCE GSC_Shakehead (C_SFX_DEF) {file= "GSC_Shakehead01.wav"; vol = 100; }; INSTANCE GSC_SlurpDown (C_SFX_DEF) {file= "GSC_Slurp01.wav"; vol = 100; }; INSTANCE GSC_Warn (C_SFX_DEF) {file= "GSC_Warn01.wav"; vol = 100; }; /* Harpie */ INSTANCE HAR_Ambient (C_SFX_DEF) {file= "HAR_Ambient01.wav"; vol = 100; }; INSTANCE HAR_Ambient_A1 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE HAR_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE HAR_Attack (C_SFX_DEF) {file= "HAR_Attack01.wav"; vol = 100; }; INSTANCE HAR_Attack_A1 (C_SFX_DEF) {file= "HAR_Attack02.wav"; vol = 100; }; INSTANCE HAR_Die (C_SFX_DEF) {file= "HAR_Die01.wav"; vol = 100; }; INSTANCE HAR_Hurt (C_SFX_DEF) {file= "HAR_Hurt01.wav"; vol = 100; }; INSTANCE HAR_Warn (C_SFX_DEF) {file= "HAR_Warn01.wav"; vol = 100; }; /* Keiler */ INSTANCE KLR_Ambient (C_SFX_DEF) {file= "KLR_ambient.wav"; vol = 75; }; INSTANCE KLR_Ambient_A1 (C_SFX_DEF) {file= "KLR_ambient2.wav"; vol = 75; }; INSTANCE KLR_Ambient_A2 (C_SFX_DEF) {file= "KLR_ambient3.wav"; vol = 75; }; INSTANCE KLR_Ambient_A3 (C_SFX_DEF) {file= "KLR_ambient4.wav"; vol = 75; }; INSTANCE KLR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE KLR_Attack (C_SFX_DEF) {file= "KLR_attack.wav"; vol = 100; }; INSTANCE KLR_Attack_A1 (C_SFX_DEF) {file= "KLR_attack2.wav"; vol = 100; }; INSTANCE KLR_Attack_A2 (C_SFX_DEF) {file= "KLR_attack3.wav"; vol = 100; }; INSTANCE KLR_Die (C_SFX_DEF) {file= "KLR_die.wav"; vol = 100; }; INSTANCE KLR_Die_A1 (C_SFX_DEF) {file= "KLR_die2.wav"; vol = 100; }; INSTANCE KLR_Die_A2 (C_SFX_DEF) {file= "KLR_die3.wav"; vol = 100; }; INSTANCE KLR_Hurt (C_SFX_DEF) {file= "KLR_hurt.wav"; vol = 75; }; INSTANCE KLR_Hurt_A1 (C_SFX_DEF) {file= "KLR_hurt2.wav"; vol = 75; }; INSTANCE KLR_Hurt_A2 (C_SFX_DEF) {file= "KLR_hurt3.wav"; vol = 75; }; INSTANCE KLR_Warn (C_SFX_DEF) {file= "KLR_warn.wav"; vol = 100; }; INSTANCE KLR_Warn_A1 (C_SFX_DEF) {file= "KLR_warn2.wav"; vol = 100; }; INSTANCE KLR_Warn_A2 (C_SFX_DEF) {file= "KLR_warn3.wav"; vol = 100; }; /* Lurker */ INSTANCE LUR_Ambient (C_SFX_DEF) {file= "LUR_Ambient01.wav"; vol = 90; }; INSTANCE LUR_Ambient_A1 (C_SFX_DEF) {file= "LUR_Ambient02.wav"; vol = 90; }; INSTANCE LUR_Ambient_A2 (C_SFX_DEF) {file= "LUR_Ambient03.wav"; vol = 90; }; INSTANCE LUR_Ambient_A3 (C_SFX_DEF) {file= "LUR_Ambient04.wav"; vol = 90; }; INSTANCE LUR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE LUR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE LUR_Ambient_Short (C_SFX_DEF) {file= "LUR_Ambient_Short01.wav"; vol = 110; }; INSTANCE LUR_Ambient_Short_A1 (C_SFX_DEF) {file= "LUR_Ambient_Short02.wav"; vol = 110; }; INSTANCE LUR_Ambient_Short_A2 (C_SFX_DEF) {file= "LUR_Ambient_Short03.wav"; vol = 110; }; INSTANCE LUR_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE LUR_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE LUR_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE LUR_Attack (C_SFX_DEF) {file= "LUR_Attack01.wav"; vol = 110; }; INSTANCE LUR_Attack_A1 (C_SFX_DEF) {file= "LUR_Attack02.wav"; vol = 110; }; INSTANCE LUR_Die (C_SFX_DEF) {file= "LUR_Die01.wav"; vol = 80; }; INSTANCE LUR_Sniff (C_SFX_DEF) {file= "LUR_Sniff01.wav"; vol = 100; }; INSTANCE LUR_Warn (C_SFX_DEF) {file= "LUR_Warn01.wav"; vol = 110; }; INSTANCE LUR_Warn_A1 (C_SFX_DEF) {file= "LUR_Warn02.wav"; vol = 110; }; /* Meatbug */ INSTANCE MEA_Ambient (C_SFX_DEF) {file= "MEA_Ambient01.wav"; vol = 25; }; INSTANCE MEA_Ambient_A1 (C_SFX_DEF) {file= "MEA_Ambient02.wav"; vol = 25; }; INSTANCE MEA_Ambient_A2 (C_SFX_DEF) {file= "MEA_Ambient03.wav"; vol = 25; }; INSTANCE MEA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MEA_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MEA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MEA_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MEA_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* Minecrawler */ INSTANCE CRW_Ambient (C_SFX_DEF) {file= "CRW_Ambient01.wav"; vol = 25; }; INSTANCE CRW_Ambient_A1 (C_SFX_DEF) {file= "CRW_Ambient02.wav"; vol = 25; }; INSTANCE CRW_Ambient_A2 (C_SFX_DEF) {file= "CRW_Ambient03.wav"; vol = 25; }; INSTANCE CRW_Ambient_A3 (C_SFX_DEF) {file= "CRW_Ambient04.wav"; vol = 25; }; INSTANCE CRW_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_Short (C_SFX_DEF) {file= "CRW_Ambient_Short01.wav"; vol = 20; }; INSTANCE CRW_Ambient_Short_A1 (C_SFX_DEF) {file= "CRW_Ambient_Short02.wav"; vol = 20; }; INSTANCE CRW_Ambient_Short_A2 (C_SFX_DEF) {file= "CRW_Ambient_Short03.wav"; vol = 20; }; INSTANCE CRW_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE CRW_Attack (C_SFX_DEF) {file= "CRW_Attack01.wav"; vol = 120; }; INSTANCE CRW_Attack_A1 (C_SFX_DEF) {file= "CRW_Attack02.wav"; vol = 120; }; INSTANCE CRW_Attack_A2 (C_SFX_DEF) {file= "CRW_Attack03.wav"; vol = 120; }; INSTANCE CRW_Clean (C_SFX_DEF) {file= "CRW_Clean01.wav"; vol = 50; }; INSTANCE CRW_Die (C_SFX_DEF) {file= "CRW_Die01.wav"; vol = 100; }; INSTANCE CRW_Die_A1 (C_SFX_DEF) {file= "CRW_Die02.wav"; vol = 100; }; INSTANCE CRW_Die_Last (C_SFX_DEF) {file= "CRW_Die_Last01.wav"; vol = 50; }; INSTANCE CRW_Hurt (C_SFX_DEF) {file= "CRW_Hurt01.wav"; vol = 100; }; INSTANCE CRW_Hurt_A1 (C_SFX_DEF) {file= "CRW_Hurt02.wav"; vol = 100; }; INSTANCE CRW_Perception (C_SFX_DEF) {file= "CRW_Perception01.wav"; vol = 90; }; INSTANCE CRW_Warn (C_SFX_DEF) {file= "CRW_Warn01.wav"; Vol = 127; }; INSTANCE CRW_Warn_A1 (C_SFX_DEF) {file= "CRW_Warn02.wav"; vol = 127; }; /* Molerat */ INSTANCE MOL_Ambient (C_SFX_DEF) {file= "MOL_Ambient01.wav"; vol = 50; }; INSTANCE MOL_Ambient_A1 (C_SFX_DEF) {file= "MOL_Ambient04.wav"; vol = 60; }; INSTANCE MOL_Ambient_A2 (C_SFX_DEF) {file= "MOL_Ambient01.wav"; vol = 50; }; INSTANCE MOL_Ambient_A3 (C_SFX_DEF) {file= "MOL_Ambient04.wav"; vol = 60; }; INSTANCE MOL_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_Short (C_SFX_DEF) {file= "MOL_Ambient_Short01.wav"; vol = 50; }; INSTANCE MOL_Ambient_Short_A1 (C_SFX_DEF) {file= "MOL_Ambient_Short02.wav"; vol = 50; }; INSTANCE MOL_Ambient_Short_A2 (C_SFX_DEF) {file= "MOL_Ambient_Short03.wav"; vol = 50; }; INSTANCE MOL_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE MOL_Attack (C_SFX_DEF) {file= "MOL_Attack01.wav"; vol = 80; }; INSTANCE MOL_Attack_A1 (C_SFX_DEF) {file= "MOL_Attack02.wav"; vol = 80; }; INSTANCE MOL_Die (C_SFX_DEF) {file= "MOL_Die01.wav"; vol = 60; }; INSTANCE MOL_Dig (C_SFX_DEF) {file= "MOL_Dig01.wav"; vol = 80; }; INSTANCE MOL_Hurt (C_SFX_DEF) {file= "MOL_Hurt01.wav"; vol = 80; }; INSTANCE MOL_Hurt_A1 (C_SFX_DEF) {file= "MOL_Hurt02.wav"; vol = 80; }; INSTANCE MOL_Hurt_A2 (C_SFX_DEF) {file= "MOL_Hurt03.wav"; vol = 80; }; INSTANCE MOL_Hurt_A3 (C_SFX_DEF) {file= "MOL_Hurt04.wav"; vol = 80; }; INSTANCE MOL_Hurt_A4 (C_SFX_DEF) {file= "MOL_Hurt05.wav"; vol = 80; }; INSTANCE MOL_Scratch (C_SFX_DEF) {file= "MOL_Scratch01.wav"; vol = 80; }; INSTANCE MOL_Sniff (C_SFX_DEF) {file= "MOL_Sniff01.wav"; vol = 80; }; INSTANCE MOL_Warn (C_SFX_DEF) {file= "MOL_Warn01.wav"; vol = 97; }; INSTANCE MOL_Warn_A1 (C_SFX_DEF) {file= "MOL_Warn02.wav"; vol = 97; }; INSTANCE MOL_Warn_A2 (C_SFX_DEF) {file= "MOL_Warn03.wav"; vol = 97; }; /* Orc */ INSTANCE ORC_Ambient (C_SFX_DEF) {file= "ORC_Ambient01.wav"; vol = 30; }; INSTANCE ORC_Ambient_A1 (C_SFX_DEF) {file= "ORC_Ambient02.wav"; vol = 30; }; INSTANCE ORC_Ambient_A2 (C_SFX_DEF) {file= "ORC_Ambient03.wav"; vol = 30; }; INSTANCE ORC_Ambient_A3 (C_SFX_DEF) {file= "ORC_Ambient04.wav"; vol = 30; }; INSTANCE ORC_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Angry (C_SFX_DEF) {file= "ORC_Angry01.wav"; vol = 127; }; INSTANCE ORC_Attack (C_SFX_DEF) {file= "ORC_Attack01.wav"; vol = 100; }; INSTANCE ORC_Attack_A1 (C_SFX_DEF) {file= "ORC_Attack02.wav"; vol = 100; }; INSTANCE ORC_Die (C_SFX_DEF) {file= "ORC_Die01.wav"; vol = 127; }; INSTANCE ORC_Die_A1 (C_SFX_DEF) {file= "ORC_Die02.wav"; vol = 127; }; INSTANCE ORC_Die_A2 (C_SFX_DEF) {file= "ORC_Die03.wav"; vol = 127; }; INSTANCE ORC_Frightened (C_SFX_DEF) {file= "ORC_Frightened01.wav"; vol = 100; }; INSTANCE ORC_Happy (C_SFX_DEF) {file= "ORC_Happy01.wav"; vol = 100; }; INSTANCE ORC_Hurt (C_SFX_DEF) {file= "ORC_Hurt01.wav"; vol = 110; }; INSTANCE ORC_Hurt_A1 (C_SFX_DEF) {file= "ORC_Hurt02.wav"; vol = 110; }; INSTANCE ORC_Warn (C_SFX_DEF) {file= "ORC_Warn01.wav"; vol = 127; }; INSTANCE ORC_Ambient_Short (C_SFX_DEF) {file= "ORC_Ambient_Short01.wav"; vol = 50; }; INSTANCE ORC_Ambient_Short_A1 (C_SFX_DEF) {file= "ORC_Ambient_Short02.wav"; vol = 50; }; INSTANCE ORC_Ambient_Short_A2 (C_SFX_DEF) {file= "ORC_Ambient_Short03.wav"; vol = 50; }; INSTANCE ORC_Ambient_Short_A3 (C_SFX_DEF) {file= "ORC_Ambient_Short04.wav"; vol = 50; }; INSTANCE ORC_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ORC_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* Orcbiter */ INSTANCE OCB_Ambient (C_SFX_DEF) {file= "OCB_ambient.wav"; vol = 30; }; INSTANCE OCB_Ambient_A1 (C_SFX_DEF) {file= "OCB_ambient2.wav"; vol = 30; }; INSTANCE OCB_Ambient_A2 (C_SFX_DEF) {file= "OCB_ambient3.wav"; vol = 30; }; INSTANCE OCB_Ambient_A3 (C_SFX_DEF) {file= "OCB_ambient4.wav"; vol = 30; }; INSTANCE OCB_Ambient_A4 (C_SFX_DEF) {file= "OCB_ambient5.wav"; vol = 30; }; INSTANCE OCB_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OCB_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OCB_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OCB_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OCB_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE OCB_Attack (C_SFX_DEF) {file= "OCB_attack.wav"; vol = 120; }; INSTANCE OCB_Attack_A1 (C_SFX_DEF) {file= "OCB_attack2.wav"; vol = 120; }; INSTANCE OCB_Die (C_SFX_DEF) {file= "OCB_die.wav"; vol = 100; }; INSTANCE OCB_Die_A1 (C_SFX_DEF) {file= "OCB_die2.wav"; vol = 100; }; INSTANCE OCB_Die_A2 (C_SFX_DEF) {file= "OCB_die3.wav"; vol = 100; }; INSTANCE OCB_Die_A3 (C_SFX_DEF) {file= "OCB_die4.wav"; vol = 100; }; INSTANCE OCB_Hurt (C_SFX_DEF) {file= "OCB_hurt.wav"; vol = 100; }; INSTANCE OCB_Hurt_A1 (C_SFX_DEF) {file= "OCB_hurt2.wav"; vol = 100; }; INSTANCE OCB_Hurt_A2 (C_SFX_DEF) {file= "OCB_hurt3.wav"; vol = 100; }; INSTANCE OCB_Hurt_A3 (C_SFX_DEF) {file= "OCB_hurt4.wav"; vol = 100; }; INSTANCE OCB_Warn (C_SFX_DEF) {file= "OCB_warn.wav"; vol = 120; }; /* Razor */ INSTANCE RAZ_Ambient (C_SFX_DEF) {file= "RAZ_ambient.wav"; vol = 25; }; INSTANCE RAZ_Ambient_A1 (C_SFX_DEF) {file= "RAZ_ambient2.wav"; vol = 25; }; INSTANCE RAZ_Ambient_A2 (C_SFX_DEF) {file= "RAZ_ambient3.wav"; vol = 25; }; INSTANCE RAZ_Ambient_A3 (C_SFX_DEF) {file= "RAZ_ambient4.wav"; vol = 25; }; INSTANCE RAZ_Ambient_A4 (C_SFX_DEF) {file= "RAZ_ambient5.wav"; vol = 25; }; INSTANCE RAZ_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE RAZ_Attack (C_SFX_DEF) {file= "RAZ_attack.wav"; vol = 100; }; INSTANCE RAZ_Attack_A1 (C_SFX_DEF) {file= "RAZ_attack2.wav"; vol = 100; }; INSTANCE RAZ_Attack_A2 (C_SFX_DEF) {file= "RAZ_attack3.wav"; vol = 100; }; INSTANCE RAZ_Die (C_SFX_DEF) {file= "RAZ_die.wav"; vol = 100; }; INSTANCE RAZ_Die_A1 (C_SFX_DEF) {file= "RAZ_die2.wav"; vol = 100; }; INSTANCE RAZ_Hurt (C_SFX_DEF) {file= "RAZ_hurt.wav"; vol = 100; }; INSTANCE RAZ_Hurt_A1 (C_SFX_DEF) {file= "RAZ_hurt2.wav"; vol = 100; }; INSTANCE RAZ_Hurt_A2 (C_SFX_DEF) {file= "RAZ_hurt3.wav"; vol = 100; }; INSTANCE RAZ_Hurt_A3 (C_SFX_DEF) {file= "RAZ_hurt4.wav"; vol = 100; }; INSTANCE RAZ_Warn (C_SFX_DEF) {file= "RAZ_warn.wav"; vol = 125; }; INSTANCE RAZ_Warn_A1 (C_SFX_DEF) {file= "RAZ_warn2.wav"; vol = 125; }; INSTANCE RAZ_Warn_A2 (C_SFX_DEF) {file= "RAZ_warn3.wav"; vol = 125; }; /* Scavenger*/ INSTANCE SCA_Ambient_Short (C_SFX_DEF) {file= "SCA_Ambient_Short01.wav"; vol = 50; }; INSTANCE SCA_Ambient_Short_A1 (C_SFX_DEF) {file= "SCA_Ambient_Short02.wav"; vol = 50; }; INSTANCE SCA_Ambient_Short_A2 (C_SFX_DEF) {file= "SCA_Ambient_Short03.wav"; vol = 50; }; INSTANCE SCA_Ambient_Short_A3 (C_SFX_DEF) {file= "SCA_Ambient_Short04.wav"; vol = 50; }; INSTANCE SCA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SCA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SCA_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SCA_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SCA_Attack (C_SFX_DEF) {file= "SCA_Attack01.wav"; vol = 75; }; INSTANCE SCA_Attack_A1 (C_SFX_DEF) {file= "SCA_Attack02.wav"; vol = 75; }; INSTANCE SCA_Die (C_SFX_DEF) {file= "SCA_Die01.wav"; vol = 50; }; INSTANCE SCA_Die_A1 (C_SFX_DEF) {file= "SCA_Die02.wav"; vol = 50; }; INSTANCE SCA_Fly (C_SFX_DEF) {file= "SCA_Fly01.wav"; vol = 35; }; INSTANCE SCA_Gacker (C_SFX_DEF) {file= "SCA_Gacker01.wav"; vol = 75; }; INSTANCE SCA_Hurt (C_SFX_DEF) {file= "SCA_Hurt01.wav"; vol = 75; }; INSTANCE SCA_Hurt_A1 (C_SFX_DEF) {file= "SCA_Hurt02.wav"; vol = 75; }; INSTANCE SCA_Hurt_A2 (C_SFX_DEF) {file= "SCA_Hurt03.wav"; vol = 75; }; INSTANCE SCA_Shakehead (C_SFX_DEF) {file= "SCA_Shakehead01.wav"; vol = 75; }; INSTANCE SCA_SlurpDown (C_SFX_DEF) {file= "SCA_Slurp01.wav"; vol = 75; }; INSTANCE SCA_Warn (C_SFX_DEF) {file= "SCA_Warn01.wav"; vol = 80; }; /* Shadowb. */ INSTANCE SHA_Ambient (C_SFX_DEF) {file= "SHA_Ambient01.wav"; vol = 50; }; INSTANCE SHA_Ambient_A1 (C_SFX_DEF) {file= "SHA_Ambient02.wav"; vol = 50; }; INSTANCE SHA_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHA_Ambient_Short (C_SFX_DEF) {file= "SHA_Ambient_Short01.wav"; vol = 50; }; INSTANCE SHA_Ambient_Short_A1 (C_SFX_DEF) {file= "SHA_Ambient_Short02.wav"; vol = 50; }; INSTANCE SHA_Ambient_Short_A2 (C_SFX_DEF) {file= "SHA_Ambient_Short03.wav"; vol = 50; }; INSTANCE SHA_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHA_Attack (C_SFX_DEF) {file= "SHA_Attack01.wav"; vol = 100; }; INSTANCE SHA_Attack_A1 (C_SFX_DEF) {file= "SHA_Attack02.wav"; vol = 100; }; INSTANCE SHA_Attack_A2 (C_SFX_DEF) {file= "SHA_Attack03.wav"; vol = 100; }; INSTANCE SHA_Attack_A3 (C_SFX_DEF) {file= "SHA_Attack04.wav"; vol = 100; }; INSTANCE SHA_Die (C_SFX_DEF) {file= "SHA_Die01.wav"; vol = 127; }; INSTANCE SHA_Hurt (C_SFX_DEF) {file= "SHA_Hurt01.wav"; vol = 100; }; INSTANCE SHA_Hurt_A1 (C_SFX_DEF) {file= "SHA_Hurt02.wav"; vol = 100; }; INSTANCE SHA_Hurt_A2 (C_SFX_DEF) {file= "SHA_Hurt03.wav"; vol = 100; }; INSTANCE SHA_SnoreIn (C_SFX_DEF) {file= "SHA_Snorein01.wav"; vol = 60; }; INSTANCE SHA_SnoreOut (C_SFX_DEF) {file= "SHA_Snoreout01.wav"; vol = 60; }; INSTANCE SHA_Warn (C_SFX_DEF) {file= "SHA_Warn01.wav"; vol = 127; }; INSTANCE SHA_Warn_A1 (C_SFX_DEF) {file= "SHA_Warn02.wav"; vol = 127; }; /* Sheep */ INSTANCE SHP_Ambient (C_SFX_DEF) {file= "SHP_Ambient_01.wav"; vol = 40; }; INSTANCE SHP_Ambient_A1 (C_SFX_DEF) {file= "SHP_Ambient_02.wav"; vol = 30; }; INSTANCE SHP_Ambient_A2 (C_SFX_DEF) {file= "SHP_Ambient_03.wav"; vol = 20; }; INSTANCE SHP_Ambient_A3 (C_SFX_DEF) {file= "SHP_Ambient_04.wav"; vol = 30; }; INSTANCE SHP_Ambient_A4 (C_SFX_DEF) {file= "SHP_Ambient_05.wav"; vol = 40; }; INSTANCE SHP_Ambient_A5 (C_SFX_DEF) {file= "SHP_Ambient_06.wav"; vol = 50; }; INSTANCE SHP_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SHP_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* INSTANCE SHP_Ambient (C_SFX_DEF) {file= "SHP_Ambient2_01.wav"; vol = 40; }; INSTANCE SHP_Ambient_A1 (C_SFX_DEF) {file= "SHP_Ambient2_02.wav"; vol = 30; }; INSTANCE SHP_Ambient_A2 (C_SFX_DEF) {file= "SHP_Ambient2_03.wav"; vol = 20; }; */ INSTANCE SHP_Eat (C_SFX_DEF) {file= "SHP_Eat_01.wav"; vol = 80; }; INSTANCE SHP_Hurt (C_SFX_DEF) {file= "SHP_Hurt_01.wav"; vol = 80; }; INSTANCE SHP_Hurt_A1 (C_SFX_DEF) {file= "SHP_Hurt_02.wav"; vol = 80; }; INSTANCE SHP_Hurt_A2 (C_SFX_DEF) {file= "SHP_Hurt_03.wav"; vol = 80; }; INSTANCE SHP_Hurt_A3 (C_SFX_DEF) {file= "SHP_Die_01.wav"; vol = 80; }; /* Skeleton */ INSTANCE SKE_Ambient (C_SFX_DEF) {file= "SKE_Ambient01.wav"; vol = 50; }; INSTANCE SKE_Ambient_A1 (C_SFX_DEF) {file= "SKE_Ambient02.wav"; vol = 50; }; INSTANCE SKE_Ambient_A2 (C_SFX_DEF) {file= "SKE_Ambient03.wav"; vol = 50; }; INSTANCE SKE_Die (C_SFX_DEF) {file= "SKE_Die01.wav"; vol = 90; }; INSTANCE SKE_Die_A1 (C_SFX_DEF) {file= "SKE_Die02.wav"; vol = 90; }; INSTANCE SKE_Hurt (C_SFX_DEF) {file= "SKE_Hurt01.wav"; vol = 75; }; INSTANCE SKE_Hurt_A1 (C_SFX_DEF) {file= "SKE_Hurt02.wav"; vol = 75; }; INSTANCE SKE_Run (C_SFX_DEF) {file= "SKE_Step01.wav"; vol = 15; }; INSTANCE SKE_Run_A1 (C_SFX_DEF) {file= "SKE_Step02.wav"; vol = 15; }; INSTANCE SKE_Run_A2 (C_SFX_DEF) {file= "SKE_Step03.wav"; vol = 15; }; INSTANCE SKE_Run_A3 (C_SFX_DEF) {file= "SKE_Step04.wav"; vol = 15; }; INSTANCE SKE_Run_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SKE_Run_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* Sleeper */ INSTANCE SLE_Ambient (C_SFX_DEF) {file= "SLE_Ambient01.wav"; vol = 125; }; INSTANCE SLE_Ambient_A1 (C_SFX_DEF) {file= "SLE_Ambient02.wav"; vol = 125; }; INSTANCE SLE_Snore (C_SFX_DEF) {file= "SLE_Snore01.wav"; vol = 125; }; INSTANCE SLE_Snore_A1 (C_SFX_DEF) {file= "SLE_Snore02.wav"; vol = 125; }; INSTANCE SLE_Hurt (C_SFX_DEF) {file= "SLE_Hurt01.wav"; vol = 125; }; /* Snapper */ INSTANCE SNA_Ambient (C_SFX_DEF) {file= "SNA_Ambient01.wav"; vol = 50; }; INSTANCE SNA_Ambient_A1 (C_SFX_DEF) {file= "SNA_Ambient02.wav"; vol = 50; }; INSTANCE SNA_Ambient_A2 (C_SFX_DEF) {file= "SNA_Ambient03.wav"; vol = 50; }; INSTANCE SNA_Ambient_A3 (C_SFX_DEF) {file= "SNA_Ambient02.wav"; vol = 50; }; INSTANCE SNA_Ambient_A4 (C_SFX_DEF) {file= "SNA_Ambient04.wav"; vol = 50; }; INSTANCE SNA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A10 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_Short (C_SFX_DEF) {file= "SNA_Ambient_Short01.wav"; vol = 30; }; INSTANCE SNA_Ambient_Short_A1 (C_SFX_DEF) {file= "SNA_Ambient_Short02.wav"; vol = 30; }; INSTANCE SNA_Ambient_Short_A2 (C_SFX_DEF) {file= "SNA_Ambient_Short03.wav"; vol = 30; }; INSTANCE SNA_Ambient_Short_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SNA_Attack (C_SFX_DEF) {file= "SNA_Attack01.wav"; vol = 85; }; INSTANCE SNA_Attack_A1 (C_SFX_DEF) {file= "SNA_Attack02.wav"; vol = 85; }; INSTANCE SNA_Clean (C_SFX_DEF) {file= "SNA_Clean01.wav"; vol = 100; }; INSTANCE SNA_Die (C_SFX_DEF) {file= "SNA_Die01.wav"; vol = 80; }; INSTANCE SNA_Happy (C_SFX_DEF) {file= "SNA_Happy01.wav"; vol = 100; }; INSTANCE SNA_Hurt (C_SFX_DEF) {file= "SNA_Hurt01.wav"; vol = 110; }; INSTANCE SNA_Hurt_A1 (C_SFX_DEF) {file= "SNA_Hurt02.wav"; vol = 110; }; INSTANCE SNA_Warn (C_SFX_DEF) {file= "SNA_Warn01.wav"; vol = 110; }; INSTANCE SNA_Warn_A1 (C_SFX_DEF) {file= "SNA_Warn02.wav"; vol = 110; }; /* Swampdrone */ INSTANCE SWD_attack (C_SFX_DEF) {file= "SWD_attack.wav"; vol = 100; }; INSTANCE SWD_attack_A1 (C_SFX_DEF) {file= "SWD_attack2.wav"; vol = 100; }; INSTANCE SWD_attack_A2 (C_SFX_DEF) {file= "SWD_attack3.wav"; vol = 100; }; INSTANCE SWD_attack_A3 (C_SFX_DEF) {file= "SWD_attack4.wav"; vol = 100; }; INSTANCE SWD_die (C_SFX_DEF) {file= "SWD_die.wav"; vol = 100; }; INSTANCE SWD_die_A1 (C_SFX_DEF) {file= "SWD_die2.wav"; vol = 100; }; INSTANCE SWD_fart (C_SFX_DEF) {file= "SWD_fart.wav"; vol = 100; }; INSTANCE SWD_fart_A1 (C_SFX_DEF) {file= "SWD_fart2.wav"; vol = 100; }; INSTANCE SWD_fart_A2 (C_SFX_DEF) {file= "SWD_fart3.wav"; vol = 100; }; INSTANCE SWD_fart_A3 (C_SFX_DEF) {file= "SWD_fart4.wav"; vol = 100; }; INSTANCE SWD_fart_A4 (C_SFX_DEF) {file= "SWD_fart5.wav"; vol = 100; }; INSTANCE SWD_fart_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWD_fart_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWD_fart_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWD_fart_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWD_fart_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWD_hurt (C_SFX_DEF) {file= "SWD_hurt.wav"; vol = 100; }; INSTANCE SWD_hurt_A1 (C_SFX_DEF) {file= "SWD_hurt2.wav"; vol = 100; }; INSTANCE SWD_hurt_A2 (C_SFX_DEF) {file= "SWD_hurt3.wav"; vol = 100; }; INSTANCE SWD_warn (C_SFX_DEF) {file= "SWD_warn.wav"; vol = 100; }; INSTANCE SWD_wings (C_SFX_DEF) {file= "SWD_wings.wav"; vol = 25; }; INSTANCE SWD_wings_A1 (C_SFX_DEF) {file= "SWD_wings2.wav"; vol = 25; }; INSTANCE SWD_wings_A2 (C_SFX_DEF) {file= "SWD_wings3.wav"; vol = 25; }; INSTANCE SWD_wings_A3 (C_SFX_DEF) {file= "SWD_wings4.wav"; vol = 25; }; /* Swampgolem */ INSTANCE SWG_Ambient (C_SFX_DEF) {file= "SWG_ambient.wav"; vol = 100; }; INSTANCE SWG_Ambient_A1 (C_SFX_DEF) {file= "SWG_ambient2.wav"; vol = 100; }; INSTANCE SWG_Ambient_A2 (C_SFX_DEF) {file= "SWG_ambient3.wav"; vol = 100; }; INSTANCE SWG_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWG_Attack (C_SFX_DEF) {file= "SWG_attack.wav"; vol = 127; }; INSTANCE SWG_Attack_A1 (C_SFX_DEF) {file= "SWG_attack2.wav"; vol = 127; }; INSTANCE SWG_Die (C_SFX_DEF) {file= "SWG_die.wav"; vol = 127; }; INSTANCE SWG_Warn (C_SFX_DEF) {file= "SWG_warn1.wav"; vol = 127; }; INSTANCE SWG_Warn_A1 (C_SFX_DEF) {file= "SWG_warn2.wav"; vol = 127; }; INSTANCE SWG_Warn_A2 (C_SFX_DEF) {file= "SWG_warn3.wav"; vol = 127; }; INSTANCE SWG_hurt (C_SFX_DEF) {file= "SWG_hurt.wav"; vol = 127; }; INSTANCE SWG_hurt_A1 (C_SFX_DEF) {file= "SWG_hurt2.wav"; vol = 127; }; INSTANCE SWG_hurt_A2 (C_SFX_DEF) {file= "SWG_hurt3.wav"; vol = 127; }; INSTANCE SWG_hurt_A3 (C_SFX_DEF) {file= "SWG_hurt4.wav"; vol = 127; }; INSTANCE SWG_hurt_A4 (C_SFX_DEF) {file= "SWG_hurt5.wav"; vol = 127; }; /* Swamprat */ INSTANCE SWR_Ambient (C_SFX_DEF) {file= "SWR_ambient01.wav"; vol = 50; }; INSTANCE SWR_Ambient_A1 (C_SFX_DEF) {file= "SWR_ambient02.wav"; vol = 50; }; INSTANCE SWR_Ambient_A2 (C_SFX_DEF) {file= "SWR_ambient03.wav"; vol = 50; }; INSTANCE SWR_Ambient_A3 (C_SFX_DEF) {file= "SWR_ambient04.wav"; vol = 50; }; INSTANCE SWR_Ambient_A4 (C_SFX_DEF) {file= "SWR_ambient05.wav"; vol = 50; }; INSTANCE SWR_Ambient_A5 (C_SFX_DEF) {file= "SWR_ambient06.wav"; vol = 50; }; INSTANCE SWR_Ambient_A6 (C_SFX_DEF) {file= "SWR_ambient07.wav"; vol = 50; }; INSTANCE SWR_Ambient_A7 (C_SFX_DEF) {file= "SWR_ambient08.wav"; vol = 50; }; INSTANCE SWR_Ambient_A8 (C_SFX_DEF) {file= "SWR_ambient09.wav"; vol = 50; }; INSTANCE SWR_Ambient_A9 (C_SFX_DEF) {file= "SWR_ambient10.wav"; vol = 50; }; INSTANCE SWR_Ambient_A10 (C_SFX_DEF) {file= "SWR_ambient11.wav"; vol = 50; }; INSTANCE SWR_Ambient_A11 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A12 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A13 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A14 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A15 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A16 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A17 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A18 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A19 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A20 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A21 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A22 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A23 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A24 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A25 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_A26 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWR_Ambient_Short (C_SFX_DEF) {file= "SWR_ambient_Short01.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A1 (C_SFX_DEF) {file= "SWR_ambient_Short02.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A2 (C_SFX_DEF) {file= "SWR_ambient_Short03.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A3 (C_SFX_DEF) {file= "SWR_ambient_Short04.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A4 (C_SFX_DEF) {file= "SWR_ambient_Short05.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A5 (C_SFX_DEF) {file= "SWR_ambient_Short06.wav"; vol = 75; }; INSTANCE SWR_Ambient_Short_A6 (C_SFX_DEF) {file= "SWR_ambient_Short07.wav"; vol = 75; }; INSTANCE SWR_Attack (C_SFX_DEF) {file= "SWR_attack.wav"; vol = 100; }; INSTANCE SWR_Attack_A1 (C_SFX_DEF) {file= "SWR_attack2.wav"; vol = 100; }; INSTANCE SWR_Attack_A2 (C_SFX_DEF) {file= "SWR_attack3.wav"; vol = 100; }; INSTANCE SWR_Attack_A3 (C_SFX_DEF) {file= "SWR_attack4.wav"; vol = 100; }; INSTANCE SWR_Attack_A4 (C_SFX_DEF) {file= "SWR_attack5.wav"; vol = 100; }; INSTANCE SWR_Die (C_SFX_DEF) {file= "SWR_die.wav"; vol = 100; }; INSTANCE SWR_Die_A1 (C_SFX_DEF) {file= "SWR_die2.wav"; vol = 100; }; INSTANCE SWR_Die_A2 (C_SFX_DEF) {file= "SWR_die3.wav"; vol = 100; }; INSTANCE SWR_Hurt (C_SFX_DEF) {file= "SWR_hurt.wav"; vol = 100; }; INSTANCE SWR_Hurt_A1 (C_SFX_DEF) {file= "SWR_hurt2.wav"; vol = 100; }; INSTANCE SWR_Warn (C_SFX_DEF) {file= "SWR_warn.wav"; vol = 100; }; INSTANCE SWR_Warn_A1 (C_SFX_DEF) {file= "SWR_warn2.wav"; vol = 100; }; /* Swampshark */ INSTANCE SWA_Ambient (C_SFX_DEF) {file= "SWA_Ambient01.wav"; vol = 90; }; INSTANCE SWA_Ambient_A1 (C_SFX_DEF) {file= "SWA_Ambient02.wav"; vol = 90; }; INSTANCE SWA_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWA_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWA_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWA_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE SWA_Attack (C_SFX_DEF) {file= "SWA_Attack01.wav"; vol = 110; }; INSTANCE SWA_Attack_A1 (C_SFX_DEF) {file= "SWA_Attack02.wav"; vol = 110; }; INSTANCE SWA_Die (C_SFX_DEF) {file= "SWA_Die01.wav"; vol = 110; }; INSTANCE SWA_DieB (C_SFX_DEF) {file= "SWA_Die02.wav"; vol = 110; }; INSTANCE SWA_Hurt (C_SFX_DEF) {file= "SWA_Hurt01.wav"; vol = 110; }; INSTANCE SWA_Hurt_A1 (C_SFX_DEF) {file= "SWA_Hurt02.wav"; vol = 110; }; INSTANCE SWA_Slide (C_SFX_DEF) {file= "SWA_Slide01.wav"; vol = 90; }; INSTANCE SWA_Slide_A1 (C_SFX_DEF) {file= "SWA_Slide02.wav"; vol = 90; }; INSTANCE SWA_Slide_A2 (C_SFX_DEF) {file= "SWA_Slide03.wav"; vol = 90; }; INSTANCE SWA_Slide_A3 (C_SFX_DEF) {file= "SWA_Slide04.wav"; vol = 90; }; INSTANCE SWA_Slide_A4 (C_SFX_DEF) {file= "SWA_Slide05.wav"; vol = 90; }; INSTANCE SWA_Warn (C_SFX_DEF) {file= "SWA_Warn01.wav"; vol = 127; }; INSTANCE SWA_Warn_A1 (C_SFX_DEF) {file= "SWA_Warn02.wav"; vol = 127; }; /* Troll */ INSTANCE TRO_Ambient (C_SFX_DEF) {file= "TRO_Ambient01.wav"; vol = 110; }; INSTANCE TRO_Ambient_A1 (C_SFX_DEF) {file= "TRO_Ambient02.wav"; vol = 110; }; INSTANCE TRO_Ambient_A2 (C_SFX_DEF) {file= "TRO_Ambient03.wav"; vol = 110; }; INSTANCE TRO_Ambient_A3 (C_SFX_DEF) {file= "TRO_Ambient04.wav"; vol = 110; }; INSTANCE TRO_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE TRO_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE TRO_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE TRO_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE TRO_Attack (C_SFX_DEF) {file= "TRO_Attack01.wav"; vol = 125; }; INSTANCE TRO_Die (C_SFX_DEF) {file= "TRO_Die01.wav"; vol = 125; }; INSTANCE TRO_Fistwoosh (C_SFX_DEF) {file= "TRO_Fistwoosh01.wav"; vol = 125; }; INSTANCE TRO_Growl (C_SFX_DEF) {file= "TRO_Growl01.wav"; vol = 125; }; INSTANCE TRO_Growl_A1 (C_SFX_DEF) {file= "TRO_Growl02.wav"; vol = 125; }; INSTANCE TRO_Hurt (C_SFX_DEF) {file= "TRO_Hurt01.wav"; vol = 125; }; INSTANCE TRO_Perception (C_SFX_DEF) {file= "TRO_Perception01.wav"; vol = 125; }; INSTANCE TRO_Snore (C_SFX_DEF) {file= "TRO_Snore01.wav"; vol = 125; }; INSTANCE TRO_StepBoom (C_SFX_DEF) {file= "TRO_Stepboom01.wav"; vol = 125; }; INSTANCE TRO_StepLight (C_SFX_DEF) {file= "TRO_Stepboom01.wav"; vol = 50; }; INSTANCE TRO_Warn (C_SFX_DEF) {file= "TRO_Warn01.wav"; vol = 127; }; /* Waran / Firewaran */ INSTANCE WAR_Ambient (C_SFX_DEF) {file= "WAR_Ambient01.wav"; vol = 100; }; INSTANCE WAR_Ambient_A1 (C_SFX_DEF) {file= "WAR_Ambient02.wav"; vol = 100; }; INSTANCE WAR_Ambient_A2 (C_SFX_DEF) {file= "WAR_Ambient03.wav"; vol = 100; }; INSTANCE WAR_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_Short (C_SFX_DEF) {file= "WAR_Ambient_Short01.wav"; vol = 100; }; INSTANCE WAR_Ambient_Short_A1 (C_SFX_DEF) {file= "WAR_Ambient_Short02.wav"; vol = 100; }; INSTANCE WAR_Ambient_Short_A2 (C_SFX_DEF) {file= "WAR_Ambient_Short03.wav"; vol = 100; }; INSTANCE WAR_Ambient_Short_A3 (C_SFX_DEF) {file= "WAR_Ambient_Short04.wav"; vol = 100; }; INSTANCE WAR_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WAR_Attack (C_SFX_DEF) {file= "WAR_Attack01.wav"; vol = 100; }; INSTANCE WAR_Attack_A1 (C_SFX_DEF) {file= "WAR_Attack01.wav"; vol = 100; }; INSTANCE WAR_Die (C_SFX_DEF) {file= "WAR_Die01.wav"; vol = 100; }; INSTANCE WAR_Hurt (C_SFX_DEF) {file= "WAR_Hurt01.wav"; vol = 100; }; INSTANCE WAR_Hurt_A1 (C_SFX_DEF) {file= "WAR_Hurt02.wav"; vol = 100; }; INSTANCE WAR_Warn (C_SFX_DEF) {file= "WAR_Warn01.wav"; vol = 127; }; INSTANCE WAR_Warn_A1 (C_SFX_DEF) {file= "WAR_Warn02.wav"; vol = 127; }; INSTANCE FWA_Attack (C_SFX_DEF) {file= "FWA_Attack01.wav"; vol = 100; }; INSTANCE FWA_Attack_A1 (C_SFX_DEF) {file= "FWA_Attack01.wav"; vol = 100; }; /* Wisp */ INSTANCE WSP_Whosh1 (C_SFX_DEF) {file= "WSP_Whosh_01.wav"; vol = 40; }; INSTANCE WSP_Whosh2 (C_SFX_DEF) {file= "WSP_Whosh_02.wav"; vol = 30; }; INSTANCE WSP_Whosh3 (C_SFX_DEF) {file= "WSP_Whosh_03.wav"; vol = 20; }; INSTANCE WSP_Whosh4 (C_SFX_DEF) {file= "WSP_Whosh_04.wav"; vol = 30; }; INSTANCE WSP_Flare1 (C_SFX_DEF) {file= "WSP_Flare_01.wav"; vol = 40; }; INSTANCE WSP_Flare2 (C_SFX_DEF) {file= "WSP_Flare_02.wav"; vol = 30; }; INSTANCE WSP_Dead (C_SFX_DEF) {file= "WSP_Dead_01.wav"; vol = 55; }; INSTANCE WSP_Dead_A1 (C_SFX_DEF) {file= "WSP_Dead_02.wav"; vol = 55; }; INSTANCE WSP_Warn (C_SFX_DEF) {file= "WSP_Warn_01.wav"; vol = 55; }; INSTANCE WSP_Attack (C_SFX_DEF) {file= "WSP_Attack_01.wav"; vol = 55; }; INSTANCE WSP_Attack_A1 (C_SFX_DEF) {file= "WSP_Attack_02.wav"; vol = 55; }; /* Wolf / Orcdog */ INSTANCE WOL_Ambient (C_SFX_DEF) {file= "WOL_Ambient01.wav"; vol = 55; }; INSTANCE WOL_Ambient_A1 (C_SFX_DEF) {file= "WOL_Ambient02.wav"; vol = 55; }; INSTANCE WOL_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_Short (C_SFX_DEF) {file= "WOL_Ambient_Short01.wav"; vol = 35; }; INSTANCE WOL_Ambient_Short_A1 (C_SFX_DEF) {file= "WOL_Ambient_Short02.wav"; vol = 35; }; INSTANCE WOL_Ambient_Short_A2 (C_SFX_DEF) {file= "WOL_Ambient_Short03.wav"; vol = 35; }; INSTANCE WOL_Ambient_Short_A3 (C_SFX_DEF) {file= "WOL_Ambient_Short04.wav"; vol = 35; }; INSTANCE WOL_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE WOL_Attack (C_SFX_DEF) {file= "WOL_Attack01.wav"; vol = 112; }; INSTANCE WOL_Attack_A1 (C_SFX_DEF) {file= "WOL_Attack02.wav"; vol = 112; }; INSTANCE WOL_Die (C_SFX_DEF) {file= "WOL_Die01.wav"; vol = 120; }; INSTANCE WOL_Growl (C_SFX_DEF) {file= "WOL_Growl01.wav"; vol = 95; }; INSTANCE WOL_Hurt (C_SFX_DEF) {file= "WOL_Hurt01.wav"; vol = 55; }; INSTANCE WOL_Hurt_A1 (C_SFX_DEF) {file= "WOL_Hurt02.wav"; vol = 55; }; INSTANCE WOL_Hurt_A2 (C_SFX_DEF) {file= "WOL_Hurt03.wav"; vol = 55; }; INSTANCE WOL_Warn (C_SFX_DEF) {file= "WOL_Warn01.wav"; vol = 85; }; /* Zombie */ INSTANCE ZOM_Ambient (C_SFX_DEF) {file= "ZOM_Ambient03.wav"; vol = 75; }; INSTANCE ZOM_Ambient_A1 (C_SFX_DEF) {file= "ZOM_Ambient04.wav"; vol = 75; }; INSTANCE ZOM_Ambient_A2 (C_SFX_DEF) {file= "ZOM_Ambient06.wav"; vol = 50; }; INSTANCE ZOM_Ambient_A3 (C_SFX_DEF) {file= "ZOM_Ambient03.wav"; vol = 75; }; INSTANCE ZOM_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Ambient_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Ambient_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Ambient_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Ambient_A8 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Ambient_A9 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE ZOM_Attack (C_SFX_DEF) {file= "ZOM_Attack01.wav"; vol = 120; }; INSTANCE ZOM_Attack_A1 (C_SFX_DEF) {file= "ZOM_Attack02.wav"; vol = 120; }; INSTANCE ZOM_Die (C_SFX_DEF) {file= "ZOM_Die01.wav"; vol = 80; }; INSTANCE ZOM_Die_A1 (C_SFX_DEF) {file= "ZOM_Die02.wav"; vol = 80; }; INSTANCE ZOM_Die_A2 (C_SFX_DEF) {file= "ZOM_Die03.wav"; vol = 80; }; INSTANCE ZOM_Hurt (C_SFX_DEF) {file= "ZOM_Hurt01.wav"; vol = 100; }; INSTANCE ZOM_Hurt_A1 (C_SFX_DEF) {file= "ZOM_Hurt02.wav"; vol = 100; }; INSTANCE ZOM_Hurt_A2 (C_SFX_DEF) {file= "ZOM_Hurt03.wav"; vol = 100; }; INSTANCE ZOM_Warn (C_SFX_DEF) {file= "ZOM_Warn01.wav"; vol = 127; }; INSTANCE ZOM_Warn_A1 (C_SFX_DEF) {file= "ZOM_Warn02.wav"; vol = 127; }; /* (A)mbientsounds für die Addon-(ST)einmonster added by Patrick */ INSTANCE AST_crumble (C_SFX_DEF) {file= "AST_crumble.wav"; vol = 100; }; INSTANCE AST_crumble_A1 (C_SFX_DEF) {file= "AST_crumble2.wav"; vol = 100; }; INSTANCE AST_crumble_A2 (C_SFX_DEF) {file= "AST_crumble3.wav"; vol = 100; }; INSTANCE AST_crumble_A3 (C_SFX_DEF) {file= "AST_crumble4.wav"; vol = 100; }; INSTANCE AST_crumble_A4 (C_SFX_DEF) {file= "AST_crumble5.wav"; vol = 100; }; INSTANCE AST_grind (C_SFX_DEF) {file= "AST_grind.wav"; vol = 100; }; INSTANCE AST_grind_A1 (C_SFX_DEF) {file= "AST_grind2.wav"; vol = 100; }; INSTANCE AST_grind_A2 (C_SFX_DEF) {file= "AST_grind3.wav"; vol = 100; }; INSTANCE AST_grind_A3 (C_SFX_DEF) {file= "AST_grind4.wav"; vol = 100; }; INSTANCE AST_grind_A4 (C_SFX_DEF) {file= "AST_grind5.wav"; vol = 100; }; INSTANCE AST_grind_A5 (C_SFX_DEF) {file= "AST_grind6.wav"; vol = 100; }; INSTANCE AST_grind_A6 (C_SFX_DEF) {file= "AST_grind7.wav"; vol = 100; }; INSTANCE AST_grind_A7 (C_SFX_DEF) {file= "AST_grind8.wav"; vol = 100; }; INSTANCE AST_grind_A8 (C_SFX_DEF) {file= "AST_grind9.wav"; vol = 100; }; INSTANCE AST_rub (C_SFX_DEF) {file= "AST_rub.wav"; vol = 100; }; INSTANCE AST_rub_A1 (C_SFX_DEF) {file= "AST_rub2.wav"; vol = 100; }; INSTANCE AST_rub_A2 (C_SFX_DEF) {file= "AST_rub3.wav"; vol = 100; }; INSTANCE AST_rub_A3 (C_SFX_DEF) {file= "AST_rub4.wav"; vol = 100; }; INSTANCE AST_rub_A4 (C_SFX_DEF) {file= "AST_rub5.wav"; vol = 100; }; INSTANCE AST_rub_A5 (C_SFX_DEF) {file= "AST_rub6.wav"; vol = 100; }; INSTANCE AST_rub_A6 (C_SFX_DEF) {file= "AST_rub7.wav"; vol = 100; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // H U M A N S ////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /////////////////////// // MDS - SFX /////////////////////// INSTANCE WashSelf01 (C_SFX_DEF) {file= "Wash_01.wav"; vol = 90; }; INSTANCE WashSelf02 (C_SFX_DEF) {file= "Wash_02.wav"; vol = 90; }; INSTANCE Couldron_Stir (C_SFX_DEF) {file= "couldron_stir_01.wav"; vol = 60; }; INSTANCE Couldron_Stir_A1 (C_SFX_DEF) {file= "couldron_stir_02.wav"; vol = 40; }; INSTANCE Walk_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 80; }; INSTANCE Walk_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 80; }; /////////////////////// // Animations-SFX_Human /////////////////////// // INSTANCE Jump (C_SFX_DEF) {file= "Ignajmp.wav"; vol = 20; }; // INSTANCE Hang (C_SFX_DEF) {file= "Uaah.wav"; }; // INSTANCE t_Hang_2_Stand (C_SFX_DEF) {file= "t_hang2stand.wav"; }; // INSTANCE ClimbUp (C_SFX_DEF) {file= "ClimbUp.wav"; vol = 60; }; // INSTANCE ClimbDown (C_SFX_DEF) {file= "ClimbDown.wav"; }; // Added by KaiRo: INSTANCE Human_Spit (C_SFX_DEF) {file= "Spit_Long.wav"; vol = 50; }; INSTANCE Human_Scratch (C_SFX_DEF) {file= "Human_Scratch_01.wav"; vol = 50; }; INSTANCE Human_PissOff (C_SFX_DEF) {file= "Special_pinkeln_02.wav"; vol = 10; }; INSTANCE Human_SnoreIn (C_SFX_DEF) {file= "Snore_BreathOut_01.wav"; vol = 80; }; INSTANCE Human_SnoreIn_A1 (C_SFX_DEF) {file= "Snore_BreathOut_02.wav"; vol = 80; }; INSTANCE Human_SnoreIn_A2 (C_SFX_DEF) {file= "Snore_BreathOut_03.wav"; vol = 80; }; INSTANCE Human_SnoreOut (C_SFX_DEF) {file= "Snore_BreathIn_01.wav"; vol = 80; }; INSTANCE Human_SnoreOut_A1 (C_SFX_DEF) {file= "Snore_BreathIn_02.wav"; vol = 80; }; INSTANCE Human_SnoreOut_A2 (C_SFX_DEF) {file= "Snore_BreathIn_03.wav"; vol = 80; }; // INSTANCE Stumble (C_SFX_DEF) {file= "Uaaah.wav"; }; // INSTANCE Fall (C_SFX_DEF) {file= "Ooooh.wav"; }; // INSTANCE Fallen (C_SFX_DEF) {file= "Uaaah.wav"; }; ////////////////////////////////////////////////// // Unterwasserblubberbasenklangeffektinstanzbeschreibung INSTANCE BreathBubbles (C_SFX_DEF) {file= "uw_breathout_bubbles_01.wav"; vol = 40; }; INSTANCE BreathBubbles_A1 (C_SFX_DEF) {file= "uw_breathout_bubbles_02.wav"; vol = 50; }; INSTANCE BreathBubbles_A2 (C_SFX_DEF) {file= "uw_breathout_bubbles_03.wav"; vol = 35; }; // Replaced by KaiRo INSTANCE FallIntoWater (C_SFX_DEF) {file= "Water_FallInto.wav"; vol = 110; }; INSTANCE Swim (C_SFX_DEF) {file= "Swim_Littlewaves_01.wav"; vol = 30; }; INSTANCE Swim_A1 (C_SFX_DEF) {file= "Swim_Littlewaves_02.wav"; vol = 30; }; INSTANCE Swim_A2 (C_SFX_DEF) {file= "Swim_Littlewaves_03.wav"; vol = 30; }; INSTANCE Swim_A3 (C_SFX_DEF) {file= "Swim_Littlewaves_04.wav"; vol = 30; }; INSTANCE SwimBack (C_SFX_DEF) {file= "Swim_Littlewaves_01.wav"; vol = 20; }; INSTANCE SwimBack_A1 (C_SFX_DEF) {file= "Swim_Littlewaves_02.wav"; vol = 20; }; INSTANCE Swim2Hang (C_SFX_DEF) {file= "Swim_ClimbOut.wav"; vol = 40; }; INSTANCE Swim2Dive (C_SFX_DEF) {file= "Swim_DiveDown.wav"; vol = 40; }; INSTANCE SwimWaves (C_SFX_DEF) {file= "Swim_Little_01.wav"; vol = 40; }; INSTANCE SwimWaves_A1 (C_SFX_DEF) {file= "Swim_Little_02.wav"; vol = 40; }; INSTANCE SwimWaves_A2 (C_SFX_DEF) {file= "Swim_Little_03.wav"; vol = 40; }; INSTANCE Dive (C_SFX_DEF) {file= "Swim_Underwater.wav"; vol = 60; }; INSTANCE DiveWaves (C_SFX_DEF) {file= "Swim_Littlew_U_01.wav"; vol = 30; }; INSTANCE DiveWaves_A1 (C_SFX_DEF) {file= "Swim_Littlew_u_02.wav"; vol = 30; }; INSTANCE Drown (C_SFX_DEF) {file= "Swim_Drown.wav"; vol = 60; }; // INSTANCE Slide (C_SFX_DEF) {file= "slide.wav"; loop=1; }; // INSTANCE Push (C_SFX_DEF) {file= "Pushst.wav"; }; // INSTANCE Pull (C_SFX_DEF) {file= "Pullst.wav"; }; // INSTANCE TorchToggle (C_SFX_DEF) {file= "Wouf.wav"; }; // INSTANCE TorchThrow (C_SFX_DEF) {file= "TorchThrow.wav"; }; /////////////////////// // Untergrund-SFX_Human /////////////////////// // -------RUN: /* Earth */ INSTANCE Run_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 20; }; INSTANCE Run_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 20; }; INSTANCE Run_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 20; }; INSTANCE Run_Earth_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 20; }; INSTANCE Run_Earth_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 20; }; INSTANCE Run_Earth_A5 (C_SFX_DEF) {file= "Step_Earth_06.wav"; vol = 20; }; INSTANCE Run_Earth_A6 (C_SFX_DEF) {file= "Step_Earth_07.wav"; vol = 20; }; INSTANCE Run_Earth_A7 (C_SFX_DEF) {file= "Step_Earth_08.wav"; vol = 20; }; /* Sand */ INSTANCE Run_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 40; }; INSTANCE Run_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 40; }; INSTANCE Run_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 40; }; INSTANCE Run_Sand_A3 (C_SFX_DEF) {file= "Step_Sand_04.wav"; vol = 40; }; INSTANCE Run_Sand_A4 (C_SFX_DEF) {file= "Step_Sand_05.wav"; vol = 40; }; /* Metal */ INSTANCE Run_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 45; }; INSTANCE Run_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 45; }; INSTANCE Run_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 45; }; INSTANCE Run_Metal_A3 (C_SFX_DEF) {file= "Step_Metal_04.wav"; vol = 45; }; INSTANCE Run_Metal_A4 (C_SFX_DEF) {file= "Step_Metal_05.wav"; vol = 45; }; /* Stone */ INSTANCE Run_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 35; }; INSTANCE Run_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 35; }; INSTANCE Run_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 35; }; INSTANCE Run_Stone_A3 (C_SFX_DEF) {file= "Step_Stone_04.wav"; vol = 35; }; INSTANCE Run_Stone_A4 (C_SFX_DEF) {file= "Step_Stone_05.wav"; vol = 35; }; /* Water */ INSTANCE Run_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 55; }; INSTANCE Run_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 55; }; INSTANCE Run_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 55; }; INSTANCE Run_Water_A3 (C_SFX_DEF) {file= "Step_Water_04.wav"; vol = 55; }; INSTANCE Run_Water_A4 (C_SFX_DEF) {file= "Step_Water_05.wav"; vol = 55; }; /* Wood */ INSTANCE Run_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 40; }; INSTANCE Run_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 40; }; INSTANCE Run_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 40; }; INSTANCE Run_Wood_A3 (C_SFX_DEF) {file= "Step_Wood_04.wav"; vol = 40; }; INSTANCE Run_Wood_A4 (C_SFX_DEF) {file= "Step_Wood_05.wav"; vol = 40; }; /* Undef */ INSTANCE Run_Undef (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 35; }; INSTANCE Run_Undef_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 35; }; INSTANCE Run_Undef_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 35; }; INSTANCE Run_Undef_A3 (C_SFX_DEF) {file= "Step_Stone_04.wav"; vol = 35; }; INSTANCE Run_Undef_A4 (C_SFX_DEF) {file= "Step_Stone_05.wav"; vol = 35; }; // -------SNEAK: /* Earth */ INSTANCE Sneak_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 10; }; INSTANCE Sneak_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 10; }; INSTANCE Sneak_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 10; }; /* Sand */ INSTANCE Sneak_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 15; }; INSTANCE Sneak_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 15; }; INSTANCE Sneak_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 15; }; /* Metal */ INSTANCE Sneak_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 15; }; INSTANCE Sneak_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 15; }; INSTANCE Sneak_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 15; }; /* Stone */ INSTANCE Sneak_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 15; }; INSTANCE Sneak_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 15; }; INSTANCE Sneak_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 15; }; /* Water */ INSTANCE Sneak_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 15; }; INSTANCE Sneak_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 15; }; INSTANCE Sneak_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 15; }; /* Wood */ INSTANCE Sneak_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 20; }; INSTANCE Sneak_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 20; }; INSTANCE Sneak_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 20; }; /* Undef */ INSTANCE Sneak_Undef (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 15; }; INSTANCE Sneak_Undef_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 15; }; INSTANCE Sneak_Undef_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 15; }; INSTANCE Sneak_Undef_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 15; }; INSTANCE Sneak_Undef_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 15; }; // -------TURN: /* Earth */ INSTANCE Turn_Earth (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 15; }; INSTANCE Turn_Earth_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 15; }; INSTANCE Turn_Earth_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 15; }; /* Sand */ INSTANCE Turn_Sand (C_SFX_DEF) {file= "Step_Sand_01.wav"; vol = 20; }; INSTANCE Turn_Sand_A1 (C_SFX_DEF) {file= "Step_Sand_02.wav"; vol = 20; }; INSTANCE Turn_Sand_A2 (C_SFX_DEF) {file= "Step_Sand_03.wav"; vol = 20; }; /* Metal */ INSTANCE Turn_Metal (C_SFX_DEF) {file= "Step_Metal_01.wav"; vol = 20; }; INSTANCE Turn_Metal_A1 (C_SFX_DEF) {file= "Step_Metal_02.wav"; vol = 20; }; INSTANCE Turn_Metal_A2 (C_SFX_DEF) {file= "Step_Metal_03.wav"; vol = 20; }; /* Stone */ INSTANCE Turn_Stone (C_SFX_DEF) {file= "Step_Stone_01.wav"; vol = 20; }; INSTANCE Turn_Stone_A1 (C_SFX_DEF) {file= "Step_Stone_02.wav"; vol = 20; }; INSTANCE Turn_Stone_A2 (C_SFX_DEF) {file= "Step_Stone_03.wav"; vol = 20; }; /* Water */ INSTANCE Turn_Water (C_SFX_DEF) {file= "Step_Water_01.wav"; vol = 20; }; INSTANCE Turn_Water_A1 (C_SFX_DEF) {file= "Step_Water_02.wav"; vol = 20; }; INSTANCE Turn_Water_A2 (C_SFX_DEF) {file= "Step_Water_03.wav"; vol = 20; }; /* Wood */ INSTANCE Turn_Wood (C_SFX_DEF) {file= "Step_Wood_01.wav"; vol = 25; }; INSTANCE Turn_Wood_A1 (C_SFX_DEF) {file= "Step_Wood_02.wav"; vol = 25; }; INSTANCE Turn_Wood_A2 (C_SFX_DEF) {file= "Step_Wood_03.wav"; vol = 25; }; /* Undef */ INSTANCE Turn_Undef (C_SFX_DEF) {file= "Step_Earth_01.wav"; vol = 20; }; INSTANCE Turn_Undef_A1 (C_SFX_DEF) {file= "Step_Earth_02.wav"; vol = 20; }; INSTANCE Turn_Undef_A2 (C_SFX_DEF) {file= "Step_Earth_03.wav"; vol = 20; }; INSTANCE Turn_Undef_A3 (C_SFX_DEF) {file= "Step_Earth_04.wav"; vol = 20; }; INSTANCE Turn_Undef_A4 (C_SFX_DEF) {file= "Step_Earth_05.wav"; vol = 20; }; // Replaced by KaiRo ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // H U M A N S F I G H T ////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// /* whoosh */ INSTANCE Whoosh (C_SFX_DEF) {file= "woosh_01.wav"; vol = 80; }; INSTANCE Whoosh_A1 (C_SFX_DEF) {file= "woosh_02.wav"; vol = 90; }; INSTANCE Whoosh_A2 (C_SFX_DEF) {file= "woosh_03.wav"; vol = 80; }; INSTANCE Whoosh_A3 (C_SFX_DEF) {file= "woosh_04.wav"; vol = 90; }; INSTANCE Whoosh_A4 (C_SFX_DEF) {file= "woosh_05.wav"; vol = 80; }; INSTANCE Whoosh_A5 (C_SFX_DEF) {file= "woosh_06.wav"; vol = 90; }; /* whoosh_after */ INSTANCE Back (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 90; }; INSTANCE Back_A1 (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 90; }; /* ready */ INSTANCE Drawsound_ME (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; }; INSTANCE Drawsound_ME_A1 (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; }; INSTANCE Drawsound_WO (C_SFX_DEF) {file= "Sword_Draw_01.wav"; vol = 25; }; INSTANCE Drawsound_Bow (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 60; }; /* parade */ INSTANCE D_Parade (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 80; }; INSTANCE D_Parade_A1 (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 80; }; INSTANCE D_Parade_A2 (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 80; }; INSTANCE D_Parade_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; /* breath */ INSTANCE D_Breath (C_SFX_DEF) {file= "Breath01.wav"; vol = 30; }; INSTANCE D_Breath_A1 (C_SFX_DEF) {file= "Breath02.wav"; vol = 30; }; INSTANCE D_Breath_A2 (C_SFX_DEF) {file= "Breath03.wav"; vol = 30; }; INSTANCE D_Breath_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE D_Breath_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; INSTANCE D_Breath_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; }; // ------------- Damage --------------- // sollte über das Kollisionssoundsystem geregelt werden. IAM_ME_FL etc. /* flesh */ // INSTANCE FIG_HitFlesh (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 90; }; // INSTANCE FIG_HitFlesh_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 90; }; /* final */ // nicht löschen !!! INSTANCE FIG_SwordFinal (C_SFX_DEF) {file= "Sword_Finalhit.wav"; vol = 45; }; /* dummydie */ INSTANCE FIG_DummyDie (C_SFX_DEF) {file= "Dummy_arghdead.wav"; vol = 127; }; /* wounded */ INSTANCE FIG_DummyWound (C_SFX_DEF) {file= "Dummy_argh.wav"; vol = 127; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// INSTANCE FistAttack (C_SFX_DEF) {file= "woosh_02.wav"; vol = 80; }; INSTANCE ReadyBow (C_SFX_DEF) {file= "Flap1.wav"; }; INSTANCE BowShoot (C_SFX_DEF) {file= "Bow_Fire_01.wav"; vol = 30; }; INSTANCE BowReload (C_SFX_DEF) {file= "Woosh_After_01.wav"; vol = 40; }; INSTANCE CrossbowShoot (C_SFX_DEF) {file= "Bow_Fire_01.wav"; vol = 40; }; INSTANCE CrossbowReload (C_SFX_DEF) {file= "Woosh_After_02.wav"; vol = 40; }; // Weapons // INSTANCE ReadyMag (C_SFX_DEF) {file= "kampfschrei.wav"; }; // INSTANCE ReadyPsi (C_SFX_DEF) {file= "kampfschrei.wav"; }; // INSTANCE ReadyFist (C_SFX_DEF) {file= "kampfschrei.wav"; }; // INSTANCE Ready1hS (C_SFX_DEF) {file= "Sword_Activate_03.wav"; vol = 80; }; // Replaced by KaiRo // INSTANCE Ready1hS_A1 (C_SFX_DEF) {file= "Sword_Activate_05.wav"; vol = 80; }; // Replaced by KaiRo // INSTANCE Ready1hA (C_SFX_DEF) {file= "Ready1hs.wav"; }; // INSTANCE Ready2hS (C_SFX_DEF) {file= "Sword_Activate_03.wav"; vol = 80; }; // Replaced by KaiRo // INSTANCE Ready2hS_A1 (C_SFX_DEF) {file= "Sword_Activate_05.wav"; vol = 80; }; // Replaced by KaiRo // INSTANCE Ready2hA (C_SFX_DEF) {file= "Ready1hs.wav"; }; // INSTANCE ReadyCrossbow (C_SFX_DEF) {file= "ReadyCrossbow.wav"; }; // Idea by KaiRo: // INSTANCE ActivateWeaponname ... (e.g. Schwert aus Scheide ziehen) // INSTANCE DeactivateWeaponname ... (e.g. Schwert in Scheide schieben) /* // Replaced by KaiRo INSTANCE 1hAttack (C_SFX_DEF) {file= "Woosh_01.wav"; vol = 60; }; INSTANCE 1hAttack_A1 (C_SFX_DEF) {file= "Woosh_02.wav"; vol = 60; }; INSTANCE 1hAttackT (C_SFX_DEF) {file= "woosh_02.wav"; vol = 70; }; INSTANCE 1hAttackT_A1 (C_SFX_DEF) {file= "woosh_03.wav"; vol = 70; }; INSTANCE 1hAttackTurn (C_SFX_DEF) {file= "woosh_04.wav"; vol = 85; }; INSTANCE 1hParade (C_SFX_DEF) {file= "woosh_02.wav"; vol = 85; }; // Replaced by KaiRo INSTANCE 2hAttack (C_SFX_DEF) {file= "Woosh_04.wav"; vol = 70; pitchOff=0; pitchVar=2; loop=0; }; INSTANCE 2hAttackT (C_SFX_DEF) {file= "Woosh_01.wav"; vol = 80; pitchOff=4; pitchVar=0; loop=0; }; INSTANCE 2hAttackTurn (C_SFX_DEF) {file= "Woosh_02.wav"; vol = 85; }; INSTANCE 2hParade (C_SFX_DEF) {file= "Woosh_03.wav"; vol = 90; }; */ /* // Magie-SFX_Human // INSTANCE LIGHT_LOGO (C_SFX_DEF) {}; INSTANCE LIGHT_SELECTED (C_SFX_DEF) {file= "Magic_2.wav"; }; INSTANCE LIGHT_CASTED (C_SFX_DEF) {file= "Magic_10.wav"; }; // INSTANCE LIGHT_SPHERE (C_SFX_DEF) {}; INSTANCE LIGHT_FADES (C_SFX_DEF) {file= "Magic_5.wav"; }; INSTANCE LIGHT_CANCELED (C_SFX_DEF) {file= "Magic_3.wav"; }; // INSTANCE FIREBALL_LOGO (C_SFX_DEF) {}; // INSTANCE FIREBALL_SELECTED (C_SFX_DEF) {}; // INSTANCE FIREBALL_GROWS (C_SFX_DEF) {}; INSTANCE FIREBALL_SHOT (C_SFX_DEF) {file= "Magic_15.wav"; }; INSTANCE FIREBALL_FLIES (C_SFX_DEF) {file= "Magic_13.wav"; }; INSTANCE FIREBALL_EXPLODES (C_SFX_DEF) {file= "Magic_11.wav"; }; INSTANCE FIREBALL_CANCELED (C_SFX_DEF) {file= "Magic_12.wav"; }; // INSTANCE CONTROL_LOGO (C_SFX_DEF) {}; INSTANCE CONTROL_SELECTED (C_SFX_DEF) {file= "Magic_8.wav" ; }; // INSTANCE CONTROL_STRUGGLE (C_SFX_DEF) {}; INSTANCE CONTROL_FAILED (C_SFX_DEF) {file= "Magic_9.wav" ; }; INSTANCE CONTROL_SUCCESS (C_SFX_DEF) {file= "Magic_5.wav" ; }; // INSTANCE CONTROL_CONTROL (C_SFX_DEF) {}; INSTANCE CONTROL_RETURN (C_SFX_DEF) {file= "Magic_6.wav" ; }; // INSTANCE SHAPESHIFT_LOGO (C_SFX_DEF) {}; // INSTANCE SHAPESHIFT_SELECTED (C_SFX_DEF) {}; // INSTANCE SHAPESHIFT_TOGGLE (C_SFX_DEF) {}; // INSTANCE SHAPESHIFT_SHIFT (C_SFX_DEF) {}; // INSTANCE SHAPESHIFT_RETURN (C_SFX_DEF) {}; */ // Untergrund-SFX_Gobbo // !NOTE by KaiRo // In der GOBBO.MDS habe ich für den Gobbo die gleichen Untergrund-Sounds genommen, wie für den Human. // Kollisions-, Zerstoerungs-, Slide- SFX // WICHTIG: Die Praefixe 'CS_', 'DS_', 'SS_' muessen eingehalten werden ! // Konzept-Tabellle, Ac_Technik.doc, 2.2.4, Tabelle 2 // Die Abkuerzungen stehen fuer die jeweiligen Materialien, Trefferarten, nat. Waffenarten, etc. // Die Reihenfolge der Aufzaehlungen ist WICHTIG und muss mit der Festlegung dieser Attribute durch Ulf // an anderer Stelle uebereinstimmen (z.B. hat Ulf die moeglichen 'Objekt-Materialien' an anderer Stelle // definiert). /*CONST STRING CS_MH = "FL LE ME"; // Flesh, Leather, Metal CONST STRING CS_MA = "FI JA TA"; // Fist, Jaw, Tail CONST STRING CS_IH = "WO ST ME LE CL GL"; // Wood, Stone, Metal, Leather, Clay, Glas CONST STRING CS_IA = "WO ME ME ME"; // Dagger, 1hSword, 2hSword, 2hAxe CONST STRING CS_OH = "WO ST ME LE CL GL"; CONST STRING CS_HM = "FL LE ME"; CONST STRING CS_AM = "DM BL BM"; // Damage, BL = Bounces from Leather (Kein Schaden), BM = Bounces from Metal CONST STRING CS_HI = "WO ST ME LE CL GL"; CONST STRING CS_AI = "WO BW ME LE CL GL"; CONST STRING CS_HO = "WO ST ME LE CL GL"; CONST STRING CS_AO = "WO ST ME LE CL GL"; CONST STRING CS_HL = "UD ME ST WO EA WA"; CONST STRING CS_AL = "UD ME ST WO EA WA";*/ // [EDENFELD] In Gothic 2 wird das System drastisch verkürzt, da die Programmlogik für obige Tabelle buggy ist. // Niemand versteht diese Geschichten jetzt noch ausser ich, also Finger weg CONST STRING CS_MH = "FL LE ME"; // Flesh, Leather, Metal CONST STRING CS_MA = "FI JA TA"; // Fist, Jaw, Tail CONST STRING CS_IH = "WO ST ME LE CL GL"; // Wood, Stone, Metal, Leather, Clay, Glas CONST STRING CS_IA = "WO ST ME LE CL GL"; // Dagger, 1hSword, 2hSword, 2hAxe CONST STRING CS_OH = "WO ST ME LE CL GL"; CONST STRING CS_HM = "FL LE ME"; CONST STRING CS_AM = "WO ST ME FL CL GL"; CONST STRING CS_HI = "WO ST ME LE CL GL"; CONST STRING CS_AI = "WO ST ME LE CL GL"; CONST STRING CS_HO = "WO ST ME LE CL GL"; CONST STRING CS_AO = "WO ST ME LE CL GL"; CONST STRING CS_HL = "WO ST ME SA EA WA"; CONST STRING CS_AL = "UD ME ST WO EA WA"; /////////////////////// // destruction sounds /////////////////////// // "DS_" (WO ST ME LE CL GL - Wood, Stone, Metal, Leather, Clay, Glass) /* INSTANCE DS_WO (C_SFX_DEF) {file= "Crash;Wood_2.wav"; }; INSTANCE DS_ST (C_SFX_DEF) {file= "Crash;Wood_2.wav"; }; INSTANCE DS_ME (C_SFX_DEF) {file= "Crash;Wood_2.wav"; }; INSTANCE DS_LE (C_SFX_DEF) {file= "Crash;Item.wav"; }; INSTANCE DS_CL (C_SFX_DEF) {file= "CRASH;CLAY.wav"; }; INSTANCE DS_GL (C_SFX_DEF) {file= "Crash;Wood_2.wav"; }; */ ////////////////////// // slide sounds ////////////////////// // (loop=1!), "SS_" INSTANCE SS_UD (C_SFX_DEF) {file= "slide.wav"; loop=1; }; //.. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // COLLISION SOUNDS ////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Defaults (CS_MHL, CS_MHM ...) werden benutzt, wenn der im Game auftauchenden Collisions-Situation // kein Script-Sound zugeordnet wurde, bei dem die Materialien (o.ä.) passen. ////////////////////////////////////////////////////// // Materialkürzel: // --------------- // WO - Wood // ME - Metal // ST - Stone // FL - Flesh // WA - Water // EA - Earth // SA - Sand // UD - Undefined // Event-Kategorien: // ----------------- // IAI - Item Attacks Item, überwiegend Parade beim Schertkampf // IAM - Item Attacks Model, Spieler drescht mit der Waffe auf einen NPC ein // IAL - Item Attacks Level, Spieler haut mit der Waffe vor eine Wand // IAO - Item Attacks Object, Spieler haut mit der Waffe auf ein Objekt, meistens die gleichen Waves wie bei IAL // IHL - Item Hits Level, ein Gegenstand fällt auf den Boden // IHO - Item Hits Object, ein Gegenstand fällt auf ein Objekt, meistens Brücken etc. // MAM - Model Attacks Model, Spieler brät seinem Gegenüber im Faustkampf eins über // MAL - ?!?!?!? - Model Attacks Level, Spieler trifft mit dem Fausthieb eine Wand // MAO - ?!?!?!? - Model Attacks Object, Spieler boxt vor einen Tisch. Naja... /* IAI */ // schwert trifft auf schwert INSTANCE CS_IAI (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ME_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; }; // [EDENFELD] neu, die machen vielleicht auch Sinn (Paladin Rüstung) // gibts noch mehr Rüstungmaterialien als Leather und Metal ? Nein ? Dann ist hiermit genug! INSTANCE CS_IAI_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; }; INSTANCE CS_IAI_WO_ME_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A4 (C_SFX_DEF) {file= "CS_IAI_ME_ME_05.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A5 (C_SFX_DEF) {file= "CS_IAI_ME_ME_06.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A6 (C_SFX_DEF) {file= "CS_IAI_ME_ME_07.wav"; vol = 60; }; INSTANCE CS_IAI_ME_WO_A7 (C_SFX_DEF) {file= "CS_IAI_ME_ME_08.wav"; vol = 60; }; INSTANCE CS_IAI_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60; }; /* IAM */ // schwert trifft auf monster/human INSTANCE CS_IAM (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; INSTANCE CS_IAM_ME_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; INSTANCE CS_IAM_ME_FL_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 80; }; INSTANCE CS_IAM_ME_FL_A2 (C_SFX_DEF) {file= "CS_IAM_UD_FL_03.wav"; vol = 80; }; INSTANCE CS_IAM_ME_FL_A3 (C_SFX_DEF) {file= "CS_IAM_UD_FL_04.wav"; vol = 80; }; INSTANCE CS_IAM_ME_FL_A4 (C_SFX_DEF) {file= "CS_IAM_UD_FL_05.wav"; vol = 80; }; INSTANCE CS_IAM_WO_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; INSTANCE CS_IAM_ME_LE (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; INSTANCE CS_IAM_WO_LE (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; // [EDENFELD] neu, die machen vielleicht auch Sinn (Paladin Rüstung) // gibts noch mehr Rüstungmaterialien als Leather und Metal ? Nein ? Dann ist hiermit genug! INSTANCE CS_IAM_WO_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; INSTANCE CS_IAM_ME_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 80; }; /* IHL */ // gegenstand trifft auf level INSTANCE CS_IHL (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ME_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IHL_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 60; pfxname="CPFX_IAM_ME_ME"; }; INSTANCE CS_IHL_ME_ST (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ST_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ST_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IHL_ME_ST_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IHL_ME_WA (C_SFX_DEF) {file= "CS_IHL_ME_WA.wav"; vol = 60; pfxname="WATERSPLASH";}; INSTANCE CS_IHL_ME_EA (C_SFX_DEF) {file= "CS_IHL_ME_EA.wav"; vol = 40; pfxname="CPFX_Wood";}; INSTANCE CS_IHL_ME_SA (C_SFX_DEF) {file= "CS_IHL_ME_SA.wav"; vol = 60; }; INSTANCE CS_IHL_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 60;pfxname="CPFX_Wood"; }; INSTANCE CS_IHL_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60;pfxname="CPFX_Wood"; }; INSTANCE CS_IHL_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60;pfxname="CPFX_Wood"; }; INSTANCE CS_IHL_WO_WA (C_SFX_DEF) {file= "CS_IHL_WO_WA.wav"; vol = 60;pfxname="WATERSPLASH";}; INSTANCE CS_IHL_WO_EA (C_SFX_DEF) {file= "CS_IHL_WO_EA.wav"; vol = 40; }; INSTANCE CS_IHL_WO_SA (C_SFX_DEF) {file= "CS_IHL_WO_SA.wav"; vol = 60; }; INSTANCE CS_IHL_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; }; INSTANCE CS_IHL_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 60; }; INSTANCE CS_IHL_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; }; INSTANCE CS_IHL_ST_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 60; }; INSTANCE CS_IHL_ST_EA (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 40; }; INSTANCE CS_IHL_ST_SA (C_SFX_DEF) {file= "CS_IHL_ST_SA.wav"; vol = 60; }; INSTANCE CS_IHL_GL_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; }; INSTANCE CS_IHL_GL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 60; }; INSTANCE CS_IHL_GL_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; }; INSTANCE CS_IHL_GL_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 60; }; INSTANCE CS_IHL_GL_EA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_GL_SA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_ME (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_WO (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_ST (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_WA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_EA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; INSTANCE CS_IHL_LE_SA (C_SFX_DEF) {file= "CS_IHL_GL_UD.wav"; vol = 60; }; // wenn die folgenden 3 blöcke einkommentiert werden, stürzt der parser ab. // lösung: bei programmieren im debug-mode durchlaufen lassen und im parser // direkt überprüfen, was er für mucken macht. // hinweis: die materialkürzel CL und GL tauchen oben in dem string auf, FL hingegen nicht /* INSTANCE CS_IHL_GL_ME (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_GL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_GL_ST (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_GL_WA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_GL_EA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_GL_SA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; */ /*INSTANCE CS_IHL_CL_ME (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_CL_WO (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_CL_ST (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_CL_WA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_CL_EA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; INSTANCE CS_IHL_CL_SA (C_SFX_DEF) {file= "CS_IHL_GL_WO.wav"; vol = 80; }; */ /* INSTANCE CS_IHL_FL_ME (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; INSTANCE CS_IHL_FL_WO (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; INSTANCE CS_IHL_FL_ST (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; INSTANCE CS_IHL_FL_WA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; INSTANCE CS_IHL_FL_EA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; INSTANCE CS_IHL_FL_SA (C_SFX_DEF) {file= "CS_IHL_FL_UD.wav"; vol = 80; }; */ /* IHO */ // work in progress /* INSTANCE CS_IHO (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 80; }; INSTANCE CS_IHO_ME_ME (C_SFX_DEF) {file= "CS_IHL_ME_ME.wav"; vol = 80; }; INSTANCE CS_IHO_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 80; }; INSTANCE CS_IHO_ME_ST (C_SFX_DEF) {file= "CS_IHL_ME_ST.wav"; vol = 80; }; INSTANCE CS_IHO_ME_WA (C_SFX_DEF) {file= "CS_IHL_ME_WA.wav"; vol = 80; }; INSTANCE CS_IHO_ME_EA (C_SFX_DEF) {file= "CS_IHL_ME_EA.wav"; vol = 80; }; INSTANCE CS_IHO_ME_SA (C_SFX_DEF) {file= "CS_IHL_ME_SA.wav"; vol = 80; }; INSTANCE CS_IHO_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 80; }; INSTANCE CS_IHO_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 80; }; INSTANCE CS_IHO_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 80; }; INSTANCE CS_IHO_WO_WA (C_SFX_DEF) {file= "CS_IHL_WO_WA.wav"; vol = 80; }; INSTANCE CS_IHO_WO_EA (C_SFX_DEF) {file= "CS_IHL_WO_EA.wav"; vol = 80; }; INSTANCE CS_IHO_WO_SA (C_SFX_DEF) {file= "CS_IHL_WO_SA.wav"; vol = 80; }; INSTANCE CS_IHO_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 80; }; INSTANCE CS_IHO_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 80; }; INSTANCE CS_IHO_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 80; }; INSTANCE CS_IHO_ST_WA (C_SFX_DEF) {file= "CS_IHL_ST_WA.wav"; vol = 80; }; INSTANCE CS_IHO_ST_EA (C_SFX_DEF) {file= "CS_IHL_ST_EA.wav"; vol = 80; }; INSTANCE CS_IHO_ST_SA (C_SFX_DEF) {file= "CS_IHL_ST_SA.wav"; vol = 80; }; */ /* MAM */ // faust trifft auf monster/human INSTANCE CS_MAM (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_A1 (C_SFX_DEF) {file= "CS_IAM_UD_FL_02.wav"; vol = 60; }; INSTANCE CS_MAM_A2 (C_SFX_DEF) {file= "CS_IAM_UD_FL_03.wav"; vol = 60; }; // [EDENFELD] neu // Menschenfaust trifft auf Rüstung INSTANCE CS_MAM_FI_FL (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf INSTANCE CS_MAM_FI_FL_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf INSTANCE CS_MAM_FI_FL_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_01.wav"; vol = 60; }; // Menschen-Faustkampf INSTANCE CS_MAM_FI_ME (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; }; INSTANCE CS_MAM_FI_ME_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; }; INSTANCE CS_MAM_FI_ME_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_02.wav"; vol = 60; }; INSTANCE CS_MAM_FI_WO (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; }; INSTANCE CS_MAM_FI_WO_A1 (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; }; INSTANCE CS_MAM_FI_WO_A2 (C_SFX_DEF) {file= "CS_MAM_FI_FL_03.wav"; vol = 60; }; // Monster trifft auf Rüstung INSTANCE CS_MAM_JA_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; // Monster gegen Faust INSTANCE CS_MAM_JA_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_JA_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_ME_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_ME_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_ME_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_WO_FL (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_WO_ME (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 60; }; INSTANCE CS_MAM_WO_WO (C_SFX_DEF) {file= "CS_IAM_UD_FL_01.wav"; vol = 5600; }; // ++++++++++++++++++++++++++++++++++++++++test statt CS_MAM_UD_FL_01 /* IHI */ // neu: Pfeil trifft auf Item, Item wird fallengelassen und trifft auf anderes Item INSTANCE CS_IHI (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IHI_ME_ME (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IHI_ME_ME_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IHI_ME_ME_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IHI_ME_WO (C_SFX_DEF) {file= "CS_IHL_ME_WO.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ST (C_SFX_DEF) {file= "CS_IAI_ME_ME_01.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ST_A1 (C_SFX_DEF) {file= "CS_IAI_ME_ME_02.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ST_A2 (C_SFX_DEF) {file= "CS_IAI_ME_ME_03.wav"; vol = 60; }; INSTANCE CS_IAI_ME_ST_A3 (C_SFX_DEF) {file= "CS_IAI_ME_ME_04.wav"; vol = 60; }; INSTANCE CS_IHI_ME_LE (C_SFX_DEF) {file= "CS_IHL_ME_LE.wav"; vol = 60; }; INSTANCE CS_IHI_ME_CL (C_SFX_DEF) {file= "CS_IHL_ME_CL.wav"; vol = 60; }; INSTANCE CS_IHI_ME_GL (C_SFX_DEF) {file= "CS_IHL_ME_GL.wav"; vol = 60; }; INSTANCE CS_IHI_WO_ME (C_SFX_DEF) {file= "CS_IHL_WO_ME.wav"; vol = 60; }; INSTANCE CS_IHI_WO_WO (C_SFX_DEF) {file= "CS_IHL_WO_WO.wav"; vol = 60; }; INSTANCE CS_IHI_WO_ST (C_SFX_DEF) {file= "CS_IHL_WO_ST.wav"; vol = 60; }; INSTANCE CS_IHI_WO_GL (C_SFX_DEF) {file= "CS_IHL_WO_GL.wav"; vol = 60; }; INSTANCE CS_IHI_WO_CL (C_SFX_DEF) {file= "CS_IHL_WO_CL.wav"; vol = 60; }; INSTANCE CS_IHI_WO_LE (C_SFX_DEF) {file= "CS_IHL_WO_LE.wav"; vol = 60; }; INSTANCE CS_IHI_ST_ME (C_SFX_DEF) {file= "CS_IHL_ST_ME.wav"; vol = 60; }; INSTANCE CS_IHI_ST_WO (C_SFX_DEF) {file= "CS_IHL_ST_WO.wav"; vol = 60; }; INSTANCE CS_IHI_ST_ST (C_SFX_DEF) {file= "CS_IHL_ST_ST.wav"; vol = 60; }; INSTANCE CS_IHI_ST_GL (C_SFX_DEF) {file= "CS_IHL_ST_GL.wav"; vol = 60; }; INSTANCE CS_IHI_ST_CL (C_SFX_DEF) {file= "CS_IHL_ST_CL.wav"; vol = 60; }; INSTANCE CS_IHI_ST_LE (C_SFX_DEF) {file= "CS_IHL_ST_LE.wav"; vol = 60; }; //////////////////// // Aktions-SFX //////////////////// INSTANCE INV_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; }; INSTANCE INV_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; }; INSTANCE INV_CHANGE (C_SFX_DEF) {file="inv_change.wav"; vol = 127; }; INSTANCE TRADE_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; }; INSTANCE TRADE_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; }; INSTANCE PROFILE_OPEN (C_SFX_DEF) {file="inv_open.wav"; vol = 100; }; INSTANCE PROFILE_CLOSE (C_SFX_DEF) {file="inv_close.wav"; vol = 100; }; INSTANCE ASK_YES (C_SFX_DEF) {file="nosound.wav"; vol = 0; }; INSTANCE ASK_NO (C_SFX_DEF) {file="nosound.wav"; vol = 0; }; INSTANCE HELP_ON (C_SFX_DEF) {file="nosound.wav"; vol = 0; }; INSTANCE HELP_OFF (C_SFX_DEF) {file="nosound.wav"; vol = 0; }; //////////////////// // VOB-SFX //////////////////// INSTANCE TORCH_ENLIGHT (C_SFX_DEF) {file= "torch_enlight.wav"; }; INSTANCE TORCH_BURN (C_SFX_DEF) {file= "torch_burning.wav"; }; INSTANCE CAMPFIRE_BURN (C_SFX_DEF) {file= "campfire_02.wav"; loop=1; }; INSTANCE BOILING_POT (C_SFX_DEF) {file= "boiling_pot.wav"; loop=1; }; INSTANCE FIRE_LARGE (C_SFX_DEF) {file= "fire_large01.wav"; vol = 100; }; INSTANCE FIRE_MEDIUM (C_SFX_DEF) {file= "fire_medium01.wav"; vol = 100; }; INSTANCE FIRE_SMALL (C_SFX_DEF) {file= "fire_small01.wav"; vol = 100; }; // INSTANCE WATERFALL (C_SFX_DEF) {file= "WATERFALL.wav"; loop=1; }; // INSTANCE FOUNTAIN (C_SFX_DEF) {file= "FOUNTAIN.wav"; loop=1; }; //////////////////// // Ambient-SFX //////////////////// // INSTANCE AMBIENT_WINDYCAVE (C_SFX_DEF) {file= "AMBIENT;WINDYCAVE.wav"; loop=1; }; // INSTANCE AMBIENT_UNDERWATER (C_SFX_DEF) {file= "AMBIENT;UNDERWATER.wav"; loop=1; }; // INSTANCE AMBIENT_NIGHTMEADOW (C_SFX_DEF) {}; // INSTANCE AMBIENT_DARKNIGHT (C_SFX_DEF) {}; // INSTANCE AMBIENT_SUNRISE (C_SFX_DEF) {file= "AMBIENT;SUNRISE.wav"; loop=1; }; // INSTANCE AMBIENT_RAIN (C_SFX_DEF) {file= "AMBIENT;RAIN.wav"; loop=1; }; // INSTANCE AMBIENT_MINE (C_SFX_DEF) {file= "AMB;MINE.wav"; loop=1; }; //////////////////// // Skript-SFX //////////////////// // INSTANCE CHEST_OPEN (C_SFX_DEF) {file= "CHEST;OPEN.wav"; }; // INSTANCE CHEST_CLOSE (C_SFX_DEF) {file= "CHEST;CLOSE.wav"; }; // INSTANCE BIGCHEST_OPEN (C_SFX_DEF) {file= "BIGCHEST;OPEN.wav"; }; // INSTANCE BIGCHEST_CLOSE (C_SFX_DEF) {file= "BIGCHEST;CLOSE.wav"; }; // INSTANCE LEVEL_USE (C_SFX_DEF) {}; // INSTANCE PORTCULLI_UP (C_SFX_DEF) {file= "PORTCULLI;UP.wav"; }; // INSTANCE PORTCULLI_DOWN (C_SFX_DEF) {file= "PORTCULLI;DOWN.wav"; }; // INSTANCE PORTCULLI_FALL (C_SFX_DEF) {file= "PORTCULLI;FALL.wav"; }; // INSTANCE STONEHEAP_USE (C_SFX_DEF) {file= "STONEHEAP;USE.wav"; }; // INSTANCE KEY_OPEN (C_SFX_DEF) {file= "KEY;OPEN.wav"; }; // INSTANCE KEY_CLOSE (C_SFX_DEF) {file= "KEY;CLOSE.wav"; }; //////////////////// // Sprachsamples //////////////////// // Human_Deutsch // *********************** // Carsten - Magiesounds // *********************** INSTANCE TMAG_TEST (C_SFX_DEF) {file= "magic_1.wav"; loop=1; }; INSTANCE TMAG_OPEN (C_SFX_DEF) {file= "magic_2.wav"; loop=1; }; INSTANCE TMAG_INIT (C_SFX_DEF) {file= "magic_3.wav"; }; INSTANCE TMAG_INVESTNEXT (C_SFX_DEF) {file= "magic_4.wav"; }; INSTANCE TMAG_CAST (C_SFX_DEF) {file= "magic_15.wav"; vol = 50; }; INSTANCE TMAG_COLLIDE (C_SFX_DEF) {file= "magic_11.wav"; }; INSTANCE TMAG_STOP (C_SFX_DEF) {file= "magic_7.wav"; }; INSTANCE FB_INV1 (C_SFX_DEF) {file= "key01.wav"; }; INSTANCE FB_INV2 (C_SFX_DEF) {file= "key02.wav"; }; INSTANCE FB_CAST (C_SFX_DEF) {file= "flyloop.wav"; loop=1; }; INSTANCE FB_COLLIDE (C_SFX_DEF) {file= "explosion.wav"; }; INSTANCE SPELL_LIGHTNING_CAST (C_SFX_DEF) {file= "lightning_spell_cast.wav"; loop=1; }; // *********************** // Carsten - Menusounds // *********************** INSTANCE MENU_BROWSE (C_SFX_DEF) {file= "inv_change.wav"; vol = 127; }; INSTANCE MENU_SELECT (C_SFX_DEF) {file= "inv_open.wav"; vol = 127; }; INSTANCE MENU_ESC (C_SFX_DEF) {file= "inv_close.wav"; vol = 127; }; // *********************** // Bert - Menusounds // *********************** // menu: multiplayer INSTANCE MENU_NET_GAME_FOUND (C_SFX_DEF) {file= "eat_apple_bite_2.wav"; vol = 127; }; INSTANCE MENU_NET_GAME_NOTFOUND (C_SFX_DEF) {file= "spit_short.wav"; vol = 127; }; // menu: chatroom INSTANCE MENU_NET_INFO_REQUEST (C_SFX_DEF) {file= "doorknob01.wav"; vol = 127; }; INSTANCE MENU_NET_PLAYER_ENTER (C_SFX_DEF) {file= "doorknob03.wav"; vol = 127; }; INSTANCE MENU_NET_PLAYER_LEAVE (C_SFX_DEF) {file= "doorclose01.wav"; vol = 127; }; INSTANCE MENU_NET_PLAYER_TIMEOUT (C_SFX_DEF) {file= "pickore_1.wav"; vol = 127; }; INSTANCE MENU_NET_PLAYER_CRCERROR (C_SFX_DEF) {file= "pickore_1.wav"; vol = 127; }; INSTANCE MENU_NET_PLAYER_CHANGE (C_SFX_DEF) {file= "eat_apple_bite_2.wav"; vol = 127; }; INSTANCE MENU_NET_GAME_START (C_SFX_DEF) {file= "various_cast1.wav"; vol = 127; }; // ***** Ende von Carstens Part ***** INSTANCE BLA23 (C_SFX_DEF) {file= "campfire_mono.wav"; vol = 127; loop=1; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // EVENTS //////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Gates, Stonewalls, Traps INSTANCE GATE_START (C_SFX_DEF) {file= "gate_start.wav"; vol = 127; }; INSTANCE GATE_LOOP (C_SFX_DEF) {file= "gate_loop.wav"; vol = 127; }; INSTANCE GATE_STOP (C_SFX_DEF) {file= "gate_stop.wav"; vol = 127; }; INSTANCE STONE_SMALL_START (C_SFX_DEF) {file= "stone_small_start.wav"; vol = 105; }; INSTANCE STONE_SMALL_LOOP (C_SFX_DEF) {file= "stone_small_loop.wav"; vol = 105; }; INSTANCE STONE_SMALL_STOP (C_SFX_DEF) {file= "stone_small_stop.wav"; vol = 105; }; INSTANCE STONE_START (C_SFX_DEF) {file= "stone_start.wav"; vol = 105; }; INSTANCE STONE_LOOP (C_SFX_DEF) {file= "stone_loop.wav"; vol = 105; }; INSTANCE STONE_STOP (C_SFX_DEF) {file= "stone_stop.wav"; vol = 105; }; INSTANCE SPEAR_START (C_SFX_DEF) {file= "spear_start.wav"; vol = 110; }; INSTANCE SPEAR_START_01 (C_SFX_DEF) {file= "spear_start_01.wav"; vol = 110; }; INSTANCE SPEAR_STOP (C_SFX_DEF) {file= "spear_stop.wav"; vol = 110; }; ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // SVM //////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // AARGH INSTANCE SVM_1_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; }; INSTANCE SVM_1_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; }; INSTANCE SVM_1_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_1_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_1_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_2_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; }; INSTANCE SVM_2_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; }; INSTANCE SVM_2_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_2_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_2_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_3_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 107; }; INSTANCE SVM_3_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 107; }; INSTANCE SVM_3_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_3_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_3_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_4_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 107; }; INSTANCE SVM_4_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 107; }; INSTANCE SVM_4_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_4_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_4_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_5_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 110; }; INSTANCE SVM_5_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 110; }; INSTANCE SVM_5_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; }; INSTANCE SVM_5_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; }; INSTANCE SVM_5_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 110; }; INSTANCE SVM_6_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 110; }; INSTANCE SVM_6_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 110; }; INSTANCE SVM_6_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; }; INSTANCE SVM_6_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; }; INSTANCE SVM_6_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 110; }; INSTANCE SVM_7_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 110; }; INSTANCE SVM_7_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 110; }; INSTANCE SVM_7_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; }; INSTANCE SVM_7_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; }; INSTANCE SVM_7_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 110; }; INSTANCE SVM_8_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 110; }; INSTANCE SVM_8_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 110; }; INSTANCE SVM_8_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; }; INSTANCE SVM_8_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; }; INSTANCE SVM_8_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 110; }; INSTANCE SVM_9_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; }; INSTANCE SVM_9_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; }; INSTANCE SVM_9_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_9_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_9_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_10_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; }; INSTANCE SVM_10_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; }; INSTANCE SVM_10_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_10_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_10_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_11_AARGH (C_SFX_DEF) {file= "svm_3_aargh_1.wav"; vol = 107; }; INSTANCE SVM_11_AARGH_1 (C_SFX_DEF) {file= "svm_3_aargh_2.wav"; vol = 107; }; INSTANCE SVM_11_AARGH_2 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_11_AARGH_3 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_11_AARGH_4 (C_SFX_DEF) {file= "svm_3_aargh_3.wav"; vol = 107; }; INSTANCE SVM_12_AARGH (C_SFX_DEF) {file= "svm_4_aargh_1.wav"; vol = 107; }; INSTANCE SVM_12_AARGH_1 (C_SFX_DEF) {file= "svm_4_aargh_2.wav"; vol = 107; }; INSTANCE SVM_12_AARGH_2 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_12_AARGH_3 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_12_AARGH_4 (C_SFX_DEF) {file= "svm_4_aargh_3.wav"; vol = 107; }; INSTANCE SVM_13_AARGH (C_SFX_DEF) {file= "svm_1_aargh_1.wav"; vol = 107; }; INSTANCE SVM_13_AARGH_1 (C_SFX_DEF) {file= "svm_1_aargh_2.wav"; vol = 107; }; INSTANCE SVM_13_AARGH_2 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_13_AARGH_3 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_13_AARGH_4 (C_SFX_DEF) {file= "svm_1_aargh_3.wav"; vol = 107; }; INSTANCE SVM_14_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; }; INSTANCE SVM_14_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; }; INSTANCE SVM_14_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_14_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_14_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_15_AARGH (C_SFX_DEF) {file= "svm_2_aargh_1.wav"; vol = 107; }; INSTANCE SVM_15_AARGH_1 (C_SFX_DEF) {file= "svm_2_aargh_2.wav"; vol = 107; }; INSTANCE SVM_15_AARGH_2 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_15_AARGH_3 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; INSTANCE SVM_15_AARGH_4 (C_SFX_DEF) {file= "svm_2_aargh_3.wav"; vol = 107; }; // DEAD INSTANCE SVM_1_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; }; INSTANCE SVM_2_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; INSTANCE SVM_3_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; }; INSTANCE SVM_4_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; }; INSTANCE SVM_5_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; INSTANCE SVM_6_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; }; INSTANCE SVM_7_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; }; INSTANCE SVM_8_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; INSTANCE SVM_9_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; }; INSTANCE SVM_10_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; }; INSTANCE SVM_11_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; INSTANCE SVM_12_DEAD (C_SFX_DEF) {file= "svm_3_dead.wav"; vol = 120; }; INSTANCE SVM_13_DEAD (C_SFX_DEF) {file= "svm_1_dead.wav"; vol = 120; }; INSTANCE SVM_14_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; INSTANCE SVM_15_DEAD (C_SFX_DEF) {file= "svm_2_dead.wav"; vol = 120; }; // BERZERK INSTANCE SVM_1_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; }; INSTANCE SVM_2_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; }; INSTANCE SVM_3_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; }; INSTANCE SVM_4_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; }; INSTANCE SVM_5_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; }; INSTANCE SVM_6_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; }; INSTANCE SVM_7_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; }; INSTANCE SVM_8_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; }; INSTANCE SVM_9_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; }; INSTANCE SVM_10_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; }; INSTANCE SVM_11_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; }; INSTANCE SVM_12_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; }; INSTANCE SVM_13_BERZERK (C_SFX_DEF) {file= "svm_1_berzerk.wav"; vol = 110; }; INSTANCE SVM_14_BERZERK (C_SFX_DEF) {file= "svm_2_berzerk.wav"; vol = 110; }; INSTANCE SVM_15_BERZERK (C_SFX_DEF) {file= "svm_3_berzerk.wav"; vol = 110; }; INSTANCE DEMENTHOR_TALK (C_SFX_DEF) {file= "DementhorTalk.wav"; vol=60; loop=1; }; INSTANCE WOODCHOPPIN_NOISE (C_SFX_DEF) {file= "SplitWoodFX1A.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_NOISE_A1 (C_SFX_DEF) {file= "SplitWoodFX2A.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_NOISE_A2 (C_SFX_DEF) {file= "SplitWoodFX3A.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_NOISE2 (C_SFX_DEF) {file= "SplitWoodFX1B.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_NOISE2_A1 (C_SFX_DEF) {file= "SplitWoodFX2B.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_NOISE2_A2 (C_SFX_DEF) {file= "SplitWoodFX3B.wav"; vol = 170; }; INSTANCE WOODCHOPPIN_SPLIT (C_SFX_DEF) {file= "SplitWoodFX1C.wav"; vol = 120; }; INSTANCE WOODCHOPPIN_SPLIT_A1 (C_SFX_DEF) {file= "SplitWoodFX2C.wav"; vol = 120; }; INSTANCE WOODCHOPPIN_SPLIT_A2 (C_SFX_DEF) {file= "SplitWoodFX3C.wav"; vol = 120; };