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PC Gamer (Italian) 29
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PC Gamer IT CD 29 1-2.iso
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DARKOMEN
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BATALL.H
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Text File
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1997-11-20
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12KB
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709 lines
//-----
// Sfx packet definition file.
// Only editable by Anthony Bowyer-Lowe.
//-----
//-----
//# PACKET: Battle Sfx - Allies
// Last Edited: 11/20/97 - 12:13:04.
// File Format: 1.0.
//-----
#define SFX_BRIGHTPREPARE 0
//# NAME: BrightPrepare
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: fireprep
//# FREQ: 11025
//# FREQDEV: 0
//# VOLUME: 165
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_FIREBALLCAST 1
//# NAME: FireBallCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: firecast
//# FREQ: 22050
//# FREQDEV: 2000
//# VOLUME: 200
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_FIREBALLHIT 2
//# NAME: FireBallHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: EXPLO03
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 255
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_SANGUINELOOP 3
//# NAME: SanguineLoop
//# PRIORITY: 145
//# TYPE: 6
//# FLAGS: 2
//# SNDS: 2
//#-----
//# SAMPLE: fireswrd
//# FREQ: 18050
//# FREQDEV: 500
//# VOLUME: 74
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: fireswrd
//# FREQ: 18050
//# FREQDEV: 700
//# VOLUME: 84
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_SANGUINEHIT 4
//# NAME: SanguineHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: fireswrd
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 165
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_BLASTCAST 5
//# NAME: BlastCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: firecast
//# FREQ: 18025
//# FREQDEV: 800
//# VOLUME: 195
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_BLASTHIT 6
//# NAME: BlastHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: EXPLO04
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 180
//# LOOP: 0
//# ATTACK: 6
//# RELEASE: 2
#define SFX_WINGSFIRE 7
//# NAME: WingsFire
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: firewing
//# FREQ: 18000
//# FREQDEV: 0
//# VOLUME: 132
//# LOOP: 1
//# ATTACK: 16
//# RELEASE: 5
#define SFX_FLAMESTORMBURN 8
//# NAME: FlameStormBurn
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: crackles
//# FREQ: 16025
//# FREQDEV: 0
//# VOLUME: 147
//# LOOP: 1
//# ATTACK: 11
//# RELEASE: 6
#define SFX_FLAMESTORMCAST 9
//# NAME: FlameStormCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: firecast
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 177
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_BURNINGHEADCAST 10
//# NAME: BurningHeadCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: burnhead
//# FREQ: 11025
//# FREQDEV: 0
//# VOLUME: 190
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_BURNINGHEADHIT 11
//# NAME: BurningHeadHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: bheadhit
//# FREQ: 21000
//# FREQDEV: 3000
//# VOLUME: 160
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 4
#define SFX_CONFLAGRATIONCAST 12
//# NAME: ConflagrationCast
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: crackles
//# FREQ: 14000
//# FREQDEV: 0
//# VOLUME: 175
//# LOOP: 1
//# ATTACK: 13
//# RELEASE: 5
#define SFX_CONFLAGRATIONHIT 13
//# NAME: ConflagrationHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: EXPLO12
//# FREQ: 18000
//# FREQDEV: 0
//# VOLUME: 255
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_CRIMSONBANDS 14
//# NAME: CrimsonBands
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: crimband
//# FREQ: 15000
//# FREQDEV: 0
//# VOLUME: 185
//# LOOP: 1
//# ATTACK: 16
//# RELEASE: 4
#define SFX_ICEPREPARE 15
//# NAME: IcePrepare
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: iceprep
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 200
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_SHIELDCOLD 16
//# NAME: ShieldCold
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: iceloop
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 155
//# LOOP: 1
//# ATTACK: 12
//# RELEASE: 6
#define SFX_ICEFREEZE 17
//# NAME: IceFreeze
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: FREEZE2
//# FREQ: 16050
//# FREQDEV: 0
//# VOLUME: 155
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_ICESHATTER 18
//# NAME: IceShatter
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehit
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 155
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_DEATHFROSTCAST 19
//# NAME: DeathFrostCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: freeze
//# FREQ: 22050
//# FREQDEV: 1000
//# VOLUME: 180
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_DEATHFROSTEND 20
//# NAME: DeathFrostEnd
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehit
//# FREQ: 20050
//# FREQDEV: 1000
//# VOLUME: 175
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_CHILLBLASTCAST 21
//# NAME: ChillBlastCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehowl
//# FREQ: 22050
//# FREQDEV: 2000
//# VOLUME: 135
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_CHILLBLASTHIT 22
//# NAME: ChillBlastHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehit
//# FREQ: 22050
//# FREQDEV: 1000
//# VOLUME: 145
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_ICESHARDSCAST 23
//# NAME: IceShardsCast
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icewail
//# FREQ: 22050
//# FREQDEV: 2000
//# VOLUME: 125
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_ICESHARDSHIT 24
//# NAME: IceShardsHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehit
//# FREQ: 22050
//# FREQDEV: 4000
//# VOLUME: 135
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_WINDCOLD 25
//# NAME: WindCold
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icewind
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 135
//# LOOP: 1
//# ATTACK: 13
//# RELEASE: 7
#define SFX_WINDCOLDHIT 26
//# NAME: WindColdHit
//# PRIORITY: 75
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icemelt
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 125
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_HAWKSMISKA 27
//# NAME: HawksMiska
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icehawks
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 240
//# LOOP: 1
//# ATTACK: 12
//# RELEASE: 7
#define SFX_SNOWBLIZZARD 28
//# NAME: SnowBlizzard
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: icewind
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 145
//# LOOP: 1
//# ATTACK: 14
//# RELEASE: 6
#define SFX_CRYSTALCLOAK 29
//# NAME: CrystalCloak
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: iceloop
//# FREQ: 37100
//# FREQDEV: 0
//# VOLUME: 135
//# LOOP: 1
//# ATTACK: 11
//# RELEASE: 7
#define SFX_STEAMLOOP 30
//# NAME: SteamLoop
//# PRIORITY: 145
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: steamlop
//# FREQ: 22050
//# FREQDEV: 1000
//# VOLUME: 100
//# LOOP: 1
//# ATTACK: 8
//# RELEASE: 6
#define SFX_STEAMWHISTLECOOL 31
//# NAME: SteamWhistleCool
//# PRIORITY: 100
//# TYPE: 4
//# FLAGS: 2
//# SNDS: 2
//#-----
//# SAMPLE: steamwh
//# FREQ: 22050
//# FREQDEV: 500
//# VOLUME: 90
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: steamwh
//# FREQ: 22550
//# FREQDEV: 500
//# VOLUME: 100
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_STEAMWHISTLE 32
//# NAME: SteamWhistle
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: steamwh
//# FREQ: 22050
//# FREQDEV: 1000
//# VOLUME: 80
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_GUNSHOT 33
//# NAME: GunShot
//# PRIORITY: 100
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: 9mm
//# FREQ: 22050
//# FREQDEV: 1000
//# VOLUME: 111
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_BATTLEALLIES 34
//# NAME: BattleAllies
//# PRIORITY: 150
//# TYPE: 6
//# FLAGS: 2
//# SNDS: 13
//#-----
//# SAMPLE: swish03
//# FREQ: 22100
//# FREQDEV: 200
//# VOLUME: 130
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: sword05
//# FREQ: 22100
//# FREQDEV: 2500
//# VOLUME: 100
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: sword06
//# FREQ: 22100
//# FREQDEV: 3000
//# VOLUME: 120
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: sword06
//# FREQ: 19000
//# FREQDEV: 1500
//# VOLUME: 130
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: sword09
//# FREQ: 22100
//# FREQDEV: 4000
//# VOLUME: 140
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: sword11
//# FREQ: 20000
//# FREQDEV: 2000
//# VOLUME: 120
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: Groan1
//# FREQ: 22050
//# FREQDEV: 4000
//# VOLUME: 90
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: punch1
//# FREQ: 24000
//# FREQDEV: 2000
//# VOLUME: 100
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: BodyHit5
//# FREQ: 22050
//# FREQDEV: 4000
//# VOLUME: 120
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: stab2
//# FREQ: 22050
//# FREQDEV: 0
//# VOLUME: 120
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: Ungh3
//# FREQ: 14050
//# FREQDEV: 2000
//# VOLUME: 90
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: Ungh4
//# FREQ: 14050
//# FREQDEV: 4000
//# VOLUME: 80
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
//#-----
//# SAMPLE: punch1
//# FREQ: 22050
//# FREQDEV: 2000
//# VOLUME: 100
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_HUMANBURN 35
//# NAME: HumanBurn
//# PRIORITY: 125
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: screamm
//# FREQ: 11050
//# FREQDEV: 1000
//# VOLUME: 180
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_HUMANWOUND 36
//# NAME: HumanWound
//# PRIORITY: 50
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: Groan1
//# FREQ: 22050
//# FREQDEV: 2000
//# VOLUME: 105
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_HUMANFLYING 37
//# NAME: HumanFlying
//# PRIORITY: 125
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: Yell1
//# FREQ: 16050
//# FREQDEV: 1000
//# VOLUME: 115
//# LOOP: 0
//# ATTACK: 0
//# RELEASE: 0
#define SFX_HUMANCHARGE 38
//# NAME: HumanCharge
//# PRIORITY: 150
//# TYPE: 1
//# FLAGS: 2
//# SNDS: 1
//#-----
//# SAMPLE: footstep
//# FREQ: 18050
//# FREQDEV: 0
//# VOLUME: 175
//# LOOP: 1
//# ATTACK: 20
//# RELEASE: 5