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PC Gamer (Italian) 26
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PC Gamer IT CD 26 1-2.iso
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JSFDEMO
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data1.cab
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Samples
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SAMPLES
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SFX.dsc
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1997-10-09
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15KB
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451 lines
// SOUND DESCRIPTIONS //////////////////////////////////////////////////////////
//---AIRCRAFT SOUNDS-------------------------
//AFTERBURNER_LOOP
DefineSound( 0, "pln_001");
//EJECT
DefineSound( 2, "pln_003");
//ENGINE_EXT
DefineSound( 3, "pln_004");
//ENGINE_INT
DefineSound( 4, "pln_005");
//LANDING_GEAR
DefineSound( 5, "pln_006");
//WEAPONS_DOOR
DefineSound( 8, "pln_009");
//WHEEL_RWAY1
DefineSound( 9, "pln_010");
//WHEEL_RWAY2
DefineSound( 10, "pln_011");
//WHEEL_GROUND1
DefineSound( 11, "pln_012");
//---WEAPON SOUNDS----------------------------
//FLARE_CHAFF
DefineSound( 13, "wpn_001");
//GUNSHOT_GROUND
DefineSound( 14, "wpn_002");
//GUNSHOT_OBJECT
DefineSound( 15, "wpn_003");
//GUNSHOT_WATER
DefineSound( 16, "wpn_004");
//MISSILE_FLYING
DefineSound( 17, "wpn_005");
//MISSILE_RELEASE
DefineSound( 18, "wpn_006");
//PLANE_GUN
DefineSound( 19, "wpn_007");
//AAG_STATIONARY
DefineSound( 21, "wpn_009");
//AAG_TANK
DefineSound( 22, "wpn_010");
//--- EXPLOTIONS -----------------------------
//EXPLO_BIG
DefineSound( 23, "xpl_001");
//EXPLO_MEDIUM
DefineSound( 24, "xpl_002");
//EXPLO_SMALL
DefineSound( 25, "xpl_003");
//WATEREXPLO_BIG
DefineSound( 26, "xpl_004");
//WATEREXPLO_MEDIUM
DefineSound( 27, "xpl_005");
//AAA_EXPLOAIR
DefineSound( 28, "xpl_006");
//--- VEHICLES --------------------------------
//TANK_DRIVING
DefineSound( 29, "vcl_002");
//TRUCK_DRIVING
DefineSound( 30, "vcl_003");
//SLOWCAR_DRIVING
DefineSound( 31, "vcl_003");
//BOAT_DRIVING
DefineSound( 32, "vcl_004");
//HELICOPTER
DefineSound( 33, "vcl_001");
//--- INSTRUMENTS -----------------------------
//MFD_BUTTON
DefineSound( 34, "ins_001");
//TARGET_CYCLE
DefineSound( 35, "ins_002");
//TARGET_LOCK
DefineSound( 36, "c_lockon");
//SENSOR_LOCK
DefineSound( 37, "ins_003");
//PULLUP
DefineSound( 38, "c_pullup");
//SHOOT
DefineSound( 39, "c_shoot");
//WARNING_SOUND
DefineSound( 40, "ins_004");
//--- AMBIENCE -------------------------------
//AMB_WIND
DefineSound( 42, "amb_002");
// MULTIPLAYER
//MULTI_REFUEL
DefineSound( 43, "mlt_fx1");
//MULTI_REFUEL
DefineSound( 44, "mlt_fx2");
// SFX DESCRIPTIONS ////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------
DefineSFX(
SFX_AFTERBURNER_LOOP, // SFX
10000, // Volume
1, // Number of samples
0, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_EJECT, // SFX
22000, // Volume
1, // Number of samples
2, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_PLANE_ENGINE, // SFX
19000, // Volume
3, // Number of samples
4, 256, 256, LOOPING, // Sample, pitch, volume, flags
3, 256, 15, LOOPING, // Sample, pitch, volume, flags
0, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_LANDING_GEAR, // SFX
16500, // Volume
1, // Number of samples
5, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WEAPONS_DOOR, // SFX
17500, // Volume
1, // Number of samples
8, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WHEEL_RWAY1, // SFX
18000, // Volume
1, // Number of samples
9, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WHEEL_RWAY2, // SFX
18000, // Volume
1, // Number of samples
10, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WHEEL_GROUND1, // SFX
19500, // Volume
1, // Number of samples
11, 200, 256, LOOPING // Sample, pitch, volume, flags
);
//--------------------
DefineSFX(
SFX_FLARE_CHAFF, // SFX
22000, // Volume
1, // Number of samples
13, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_GUNSHOT_GROUND, // SFX
23000, // Volume
1, // Number of samples
14, 200, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_GUNSHOT_OBJECT, // SFX
25000, // Volume
1, // Number of samples
15, 200, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_GUNSHOT_WATER, // SFX
25000, // Volume
1, // Number of samples
16, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_MISSILE_FLYING, // SFX
22000, // Volume
1, // Number of samples
17, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_MISSILE_RELEASE, // SFX
21000, // Volume
1, // Number of samples
18, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_PLANE_GUN, // SFX
17000, // Volume
1, // Number of samples
19, 280, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_AAG_STATIONARY, // SFX
22000, // Volume
1, // Number of samples
21, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_AAG_TANK, // SFX
22000, // Volume
1, // Number of samples
22, 256, 256, LOOPING // Sample, pitch, volume, flags
);
--------------------
DefineSFX(
SFX_PLANE_EXPLOAIR, // SFX
40000, // Volume
2, // Number of samples
23, 256, 256, 0, // Sample, pitch, volume, flags
24, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_PLANE_EXPLOAIR, // SFX
40000, // Volume
2, // Number of samples
23, 256, 256, 0, // Sample, pitch, volume, flags
24, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_EXPLO_BIG, // SFX
28000, // Volume
1, // Number of samples
23, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_EXPLO_MEDIUM, // SFX
28000, // Volume
1, // Number of samples
24, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_EXPLO_SMALL, // SFX
28000, // Volume
1, // Number of samples
25, 156, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WATEREXPLO_BIG, // SFX
28000, // Volume
1, // Number of samples
26, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WATEREXPLO_MEDIUM, // SFX
22000, // Volume
1, // Number of samples
27, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_AAA_EXPLOAIR, // SFX
22000, // Volume
1, // Number of samples
28, 256, 256, 0 // Sample, pitch, volume, flags
);
--------------------
DefineSFX(
SFX_TANK_DRIVING, // SFX
17000, // Volume
1, // Number of samples
29, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_TRUCK_DRIVING, // SFX
17000, // Volume
1, // Number of samples
30, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_SLOWCAR_DRIVING, // SFX
17000, // Volume
1, // Number of samples
31, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_BOAT_DRIVING, // SFX
17000, // Volume
1, // Number of samples
32, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_HELICOPTER, // SFX
20000, // Volume
1, // Number of samples
33, 256, 256, LOOPING // Sample, pitch, volume, flags
);
--------------------
DefineSFX(
SFX_MFD_BUTTON, // SFX
22000, // Volume
1, // Number of samples
34, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_TARGET_CYCLE, // SFX
22000, // Volume
1, // Number of samples
35, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_TARGET_LOCK, // SFX
22000, // Volume
1, // Number of samples
36, 256, 256, 0 // Sample, pitch, volume, flags
);
DefineSFX(
SFX_SENSOR_LOCK, // SFX
22000, // Volume
1, // Number of samples
37, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_PULLUP, // SFX
22000, // Volume
1, // Number of samples
38, 256, 256, SPEECH // Sample, pitch, volume, flags
);
DefineSFX(
SFX_SHOOT, // SFX
17000, // Volume
1, // Number of samples
39, 256, 256, SPEECH // Sample, pitch, volume, flags
);
DefineSFX(
SFX_WARNING_SOUND, // SFX
22000, // Volume
1, // Number of samples
40, 256, 256, 0 // Sample, pitch, volume, flags
);
--------------------
DefineSFX(
SFX_AMB_WIND, // SFX
30000, // Volume
1, // Number of samples
42, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_MULTI_REFUEL, // SFX
30000, // Volume
1, // Number of samples
43, 256, 256, LOOPING // Sample, pitch, volume, flags
);
DefineSFX(
SFX_MULTI_GLADMELDING, // SFX
30000, // Volume
1, // Number of samples
44, 256, 256, 0 // Sample, pitch, volume, flags
);