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game_sounds.txt
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2005-05-08
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// Channels
// CHAN_AUTO = 0,
// CHAN_WEAPON = 1,
// CHAN_VOICE = 2,
// CHAN_ITEM = 3,
// CHAN_BODY = 4,
// CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
// CHAN_STATIC = 6, // allocate channel from the static area
// these can be set with "channel" "2" or "channel" "chan_voice"
//-----------------------------------------------------------------------------
// common attenuation values
//-----------------------------------------------------------------------------
// DON'T USE THESE - USE SNDLVL_ INSTEAD!!!
// ATTN_NONE 0.0f
// ATTN_NORM 0.8f
// ATTN_IDLE 2.0f
// ATTN_STATIC 1.25f
// ATTN_RICOCHET 1.5f
// ATTN_GUNFIRE 0.27f
// SNDLVL_NONE = 0,
// SNDLVL_25dB = 25,
// SNDLVL_30dB = 30,
// SNDLVL_35dB = 35,
// SNDLVL_40dB = 40,
// SNDLVL_45dB = 45,
// SNDLVL_50dB = 50, // 3.9
// SNDLVL_55dB = 55, // 3.0
// SNDLVL_IDLE = 60, // 2.0
// SNDLVL_TALKING = 60, // 2.0
// SNDLVL_60dB = 60, // 2.0
// SNDLVL_65dB = 65, // 1.5
// SNDLVL_STATIC = 66, // 1.25
// SNDLVL_70dB = 70, // 1.0
// SNDLVL_NORM = 75,
// SNDLVL_75dB = 75, // 0.8
// SNDLVL_80dB = 80, // 0.7
// SNDLVL_85dB = 85, // 0.6
// SNDLVL_90dB = 90, // 0.5
// SNDLVL_95dB = 95,
// SNDLVL_100dB = 100, // 0.4
// SNDLVL_105dB = 105,
// SNDLVL_120dB = 120,
// SNDLVL_130dB = 130,
// SNDLVL_GUNFIRE = 140, // 0.27
// SNDLVL_140dB = 140, // 0.2
// SNDLVL_150dB = 150, // 0.2
"AI_BaseNPC.BodyDrop_Heavy"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "90"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.BodyDrop_Light"
{
"channel" "CHAN_BODY"
"volume" "0.9"
"soundlevel" "SNDLVL_75dB"
"pitch" "105"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.SwishSound"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "npc/zombie/claw_miss2.wav"
}
"AI_BaseNPC.SentenceStop"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_60dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.CorpseGib"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "physics/flesh/flesh_squishy_impact_hard2.wav"
}
}
"BaseCombatCharacter.StopWeaponSounds"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.AmmoPickup"
{
"channel" "CHAN_ITEM"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "items/ammo_pickup.wav"
}
"BaseCombatWeapon.WeaponDrop"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "95,110"
"rndwave"
{
"wave" "physics/metal/weapon_impact_hard1.wav"
"wave" "physics/metal/weapon_impact_hard2.wav"
"wave" "physics/metal/weapon_impact_hard3.wav"
}
}
"BaseCombatWeapon.WeaponMaterialize"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "150"
"wave" "items/suitchargeok1.wav"
}
"General.BurningFlesh"
{
"channel" "CHAN_WEAPON"
"volume" "0.45"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "npc/headcrab/headcrab_burning_loop2.wav"
}
"General.BurningObject"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_small_loop2.wav"
}
"General.StopBurning"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "common/null.wav"
}