Sampling Freaks! This is your playground. The BikeBattle sound files in total =================================== PLAINGF // plain gun firing PLAINGH // plain gun hit VTPASS // bike passing vtunnel BKEXPL // bike crashing BAZOF // bazooka fired BAZOH // bazooka hit MISLF // missile fire MISLH // missile hit KATSHAF1 // katjusha fire KATSHAF2 // variation KATSHAH // katjusha hit XWEAPC // collected extra stuff MATCHEND // end of match APPLAUSE // applause at end of set BKNOSHDS // alarm: bike has no shields FLAMEF // FlameThrower's flame firing ADVTPLR1 // advantage player1 ADVTPLR2 // advantage player2 DUCETEXT // duce textual (spoken) MATCHPNT // match point announcement PLAINMGF // plain mgun fire PLAINMGE // plain mgun empty FATMGF // fat mgun fire FATMGE // fat mgun empty BKHWALL // bike hits wall BKHOBST // bike hits obstacle BKSTART // bike starts BKSTOP // bike stops BKTYRES // bike's tyres sound BKDRIVE1 // first driving sound BKDRIVE2 // second driving sound CANF1 // cannon (MGun+++ or ++++) CANF2 // variation | in CANF3 // variation | a CANF4 // variation / sequence CANE // cannon empty PGUNFR // pump gun fire & reload PGUNFE // pump gun fire & empty OILF // oil 'firing' LSOPEN // light sword opening LSCLOSE // closing LSE // empty LSH1 // strike hits something LSH2 // variation | in a LSH3 // variation / sequence LSHBK // when lsword hits a bike LSMOVE1 // lightsword circular movement LSMOVE2 // variation | in a LSMOVE3 // variation/ sequence BKHBORD // bike hits field border HTPASSL // htunnel pass left channel HTPASSR // htunnel pass right channel PLUS2 // weapon ++ PLUS3 // weapon +++ PLUS4 // weapon ++++ PLUS5 // weapon +++++ PGUNHXS // pump gun hit extra strong LSPLUS2 // light sword ++ NITROXPL // nitro glycerine explosion / HTOPEN // tunnel opens / HTCLOSE // tunnel closes BKWCYCLE // bike weapon cycling TERMCRT // terminator creation SETBIKE0 // one player may get the set SETBIKE1 // variation | SETBIKE2 // variation | in a SETBIKE3 // variation | sequence!!! SETBIKE4 // variation | SETBIKE5 // variation | used sounds must start SETBIKE6 // variation | at SETBIKE0 and be SETBIKE7 // variation | in one block. SETBIKE8 // variation | first unused sound SETBIKE9 // variation | ends the block. SETBIKE10 // variation | ... SETBIKE37 // variation | SETBIKE38 // variation | SETBIKE39 // variation/ DUCE0 // duce set bike was not won DUCE1 // variation | DUCE2 // variation | DUCE3 // variation | DUCE4 // variation | DUCE5 // variation | DUCE6 // variation | DUCE7 // variation | DUCE8 // variation | DUCE9 // variation/ BKNOSH0 // bike has no shields random sound BKNOSH1 // variation | BKNOSH2 // variation | in BKNOSH3 // variation | a BKNOSH4 // variation | sequence!!! BKNOSH5 // variation | used sounds must start BKNOSH6 // variation | at BKNOSH0 and be BKNOSH7 // variation | in one block. BKNOSH8 // variation | first unused sound BKNOSH9 // variation | ends the block. BKNOSH10 // variation | ... BKNOSH67 // variation | BKNOSH68 // variation | BKNOSH69 // variation/ REPOW1 // repowered min REPOW2 // repowered med REPOW3 // repowered max BKHWOIL // bike hits wall with oil on tyres BKHMG // bike hit by mg BKHFLAME // bike hit by flame MGUN4F1 // mgun 4+ firing (extension) MGUN4F2 // variation | in a MGUN4F3 // variation/ sequence MGUN4E // mgun 4+ empty BAZOC // bazo collect AMOC // ammunition collect LSWORDC // lsword collect MGUNC // mg collect PGUNC // pgun collect SHIELDC // shield collect MLAUNC // mlauncher collect KATSHAC // katjusha collect OILC // oil collect FTHROWC // fthrower collect MLAUNE // rocket launcher empty KATSHAE // katjusha empty FTHROWE // flame thrower empty * Usually, all sounds are 32 kHz 8 bit mono. If selected, they're converted to 22 or 11 kHz while the game loads them. * The following sound file qualities are supported: 11025 hz, 22050 hz, 32000 hz. In general, we recommend you use 32000 hz. * In the Compact Demo, all sound are 11 kHz 8 bit mono. If selected, they're up-sampled to 22 or 32 kHz while the game loads them. Due to (simple) interpolation performed during the upsampling, this might even sound a bit better than 11 kHz. * Supported file formats are - AMIGA IFF (.iff) - RAW PCM DATA (.pcm) * "CoolEdit" is a very good shareware program to sample sounds, and "GoldWave" does the file format conversion. These tools are found on the Pegasus 4.0 Shareware CD. * When loading sounds, the game will not load any of the sounds after BKNOSH0 if BKNOSH0 is not available. * Some of the sounds above are considered to be "extension sounds", therefore they must reside in a directory "ext" inside the "snd" directory. These sounds are: ext/setbk3 to ext/setbk39 ext/duce0 to ext/duce9 ext/bknosh10 to ext/bknosh69 ext/repow2 ext/repow3 ext/bkhwoil ext/bkhmg ext/bkhflame ext/mgun4f1 ext/mgun4f2 ext/mgun4f3 ext/mgun4e ext/bazoc ext/amoc ext/lswordc ext/mgunc ext/pgunc ext/shieldc ext/mlaunc ext/katshac ext/oilc ext/fthrowc ext/mlaune ext/katshae ext/fthrowe * add the line "showsounds 1" to bb.ini to see a detailed list of all sounds that are (not) loaded. This is supported by the original version only, and requires at least 800x600 screen resolution.