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500 Game Surplus
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27
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SND.TXT
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Text File
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1995-09-21
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6KB
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222 lines
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.