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Text File  |  1997-11-20  |  12KB  |  709 lines

  1. //-----
  2. // Sfx packet definition file.
  3. // Only editable by Anthony Bowyer-Lowe.
  4. //-----
  5.  
  6. //-----
  7. //# PACKET: Battle Sfx - Allies
  8. // Last Edited: 11/20/97 - 12:13:04.
  9. // File Format: 1.0.
  10. //-----
  11.  
  12. #define SFX_BRIGHTPREPARE                0
  13. //# NAME: BrightPrepare
  14. //# PRIORITY: 100
  15. //# TYPE: 1
  16. //# FLAGS: 2
  17. //# SNDS: 1
  18. //#-----
  19. //#     SAMPLE: fireprep
  20. //#     FREQ: 11025
  21. //#     FREQDEV: 0
  22. //#     VOLUME: 165
  23. //#     LOOP: 0
  24. //#     ATTACK: 0
  25. //#     RELEASE: 0
  26.  
  27. #define SFX_FIREBALLCAST                 1
  28. //# NAME: FireBallCast
  29. //# PRIORITY: 100
  30. //# TYPE: 1
  31. //# FLAGS: 2
  32. //# SNDS: 1
  33. //#-----
  34. //#     SAMPLE: firecast
  35. //#     FREQ: 22050
  36. //#     FREQDEV: 2000
  37. //#     VOLUME: 200
  38. //#     LOOP: 0
  39. //#     ATTACK: 0
  40. //#     RELEASE: 0
  41.  
  42. #define SFX_FIREBALLHIT                  2
  43. //# NAME: FireBallHit
  44. //# PRIORITY: 75
  45. //# TYPE: 1
  46. //# FLAGS: 2
  47. //# SNDS: 1
  48. //#-----
  49. //#     SAMPLE: EXPLO03
  50. //#     FREQ: 22050
  51. //#     FREQDEV: 0
  52. //#     VOLUME: 255
  53. //#     LOOP: 0
  54. //#     ATTACK: 0
  55. //#     RELEASE: 0
  56.  
  57. #define SFX_SANGUINELOOP                 3
  58. //# NAME: SanguineLoop
  59. //# PRIORITY: 145
  60. //# TYPE: 6
  61. //# FLAGS: 2
  62. //# SNDS: 2
  63. //#-----
  64. //#     SAMPLE: fireswrd
  65. //#     FREQ: 18050
  66. //#     FREQDEV: 500
  67. //#     VOLUME: 74
  68. //#     LOOP: 0
  69. //#     ATTACK: 0
  70. //#     RELEASE: 0
  71. //#-----
  72. //#     SAMPLE: fireswrd
  73. //#     FREQ: 18050
  74. //#     FREQDEV: 700
  75. //#     VOLUME: 84
  76. //#     LOOP: 0
  77. //#     ATTACK: 0
  78. //#     RELEASE: 0
  79.  
  80. #define SFX_SANGUINEHIT                  4
  81. //# NAME: SanguineHit
  82. //# PRIORITY: 75
  83. //# TYPE: 1
  84. //# FLAGS: 2
  85. //# SNDS: 1
  86. //#-----
  87. //#     SAMPLE: fireswrd
  88. //#     FREQ: 22050
  89. //#     FREQDEV: 0
  90. //#     VOLUME: 165
  91. //#     LOOP: 0
  92. //#     ATTACK: 0
  93. //#     RELEASE: 0
  94.  
  95. #define SFX_BLASTCAST                    5
  96. //# NAME: BlastCast
  97. //# PRIORITY: 100
  98. //# TYPE: 1
  99. //# FLAGS: 2
  100. //# SNDS: 1
  101. //#-----
  102. //#     SAMPLE: firecast
  103. //#     FREQ: 18025
  104. //#     FREQDEV: 800
  105. //#     VOLUME: 195
  106. //#     LOOP: 0
  107. //#     ATTACK: 0
  108. //#     RELEASE: 0
  109.  
  110. #define SFX_BLASTHIT                     6
  111. //# NAME: BlastHit
  112. //# PRIORITY: 75
  113. //# TYPE: 1
  114. //# FLAGS: 2
  115. //# SNDS: 1
  116. //#-----
  117. //#     SAMPLE: EXPLO04
  118. //#     FREQ: 22050
  119. //#     FREQDEV: 0
  120. //#     VOLUME: 180
  121. //#     LOOP: 0
  122. //#     ATTACK: 6
  123. //#     RELEASE: 2
  124.  
  125. #define SFX_WINGSFIRE                    7
  126. //# NAME: WingsFire
  127. //# PRIORITY: 145
  128. //# TYPE: 1
  129. //# FLAGS: 2
  130. //# SNDS: 1
  131. //#-----
  132. //#     SAMPLE: firewing
  133. //#     FREQ: 18000
  134. //#     FREQDEV: 0
  135. //#     VOLUME: 132
  136. //#     LOOP: 1
  137. //#     ATTACK: 16
  138. //#     RELEASE: 5
  139.  
  140. #define SFX_FLAMESTORMBURN               8
  141. //# NAME: FlameStormBurn
  142. //# PRIORITY: 145
  143. //# TYPE: 1
  144. //# FLAGS: 2
  145. //# SNDS: 1
  146. //#-----
  147. //#     SAMPLE: crackles
  148. //#     FREQ: 16025
  149. //#     FREQDEV: 0
  150. //#     VOLUME: 147
  151. //#     LOOP: 1
  152. //#     ATTACK: 11
  153. //#     RELEASE: 6
  154.  
  155. #define SFX_FLAMESTORMCAST               9
  156. //# NAME: FlameStormCast
  157. //# PRIORITY: 100
  158. //# TYPE: 1
  159. //# FLAGS: 2
  160. //# SNDS: 1
  161. //#-----
  162. //#     SAMPLE: firecast
  163. //#     FREQ: 22050
  164. //#     FREQDEV: 0
  165. //#     VOLUME: 177
  166. //#     LOOP: 0
  167. //#     ATTACK: 0
  168. //#     RELEASE: 0
  169.  
  170. #define SFX_BURNINGHEADCAST             10
  171. //# NAME: BurningHeadCast
  172. //# PRIORITY: 100
  173. //# TYPE: 1
  174. //# FLAGS: 2
  175. //# SNDS: 1
  176. //#-----
  177. //#     SAMPLE: burnhead
  178. //#     FREQ: 11025
  179. //#     FREQDEV: 0
  180. //#     VOLUME: 190
  181. //#     LOOP: 0
  182. //#     ATTACK: 0
  183. //#     RELEASE: 0
  184.  
  185. #define SFX_BURNINGHEADHIT              11
  186. //# NAME: BurningHeadHit
  187. //# PRIORITY: 75
  188. //# TYPE: 1
  189. //# FLAGS: 2
  190. //# SNDS: 1
  191. //#-----
  192. //#     SAMPLE: bheadhit
  193. //#     FREQ: 21000
  194. //#     FREQDEV: 3000
  195. //#     VOLUME: 160
  196. //#     LOOP: 0
  197. //#     ATTACK: 0
  198. //#     RELEASE: 4
  199.  
  200. #define SFX_CONFLAGRATIONCAST           12
  201. //# NAME: ConflagrationCast
  202. //# PRIORITY: 145
  203. //# TYPE: 1
  204. //# FLAGS: 2
  205. //# SNDS: 1
  206. //#-----
  207. //#     SAMPLE: crackles
  208. //#     FREQ: 14000
  209. //#     FREQDEV: 0
  210. //#     VOLUME: 175
  211. //#     LOOP: 1
  212. //#     ATTACK: 13
  213. //#     RELEASE: 5
  214.  
  215. #define SFX_CONFLAGRATIONHIT            13
  216. //# NAME: ConflagrationHit
  217. //# PRIORITY: 75
  218. //# TYPE: 1
  219. //# FLAGS: 2
  220. //# SNDS: 1
  221. //#-----
  222. //#     SAMPLE: EXPLO12
  223. //#     FREQ: 18000
  224. //#     FREQDEV: 0
  225. //#     VOLUME: 255
  226. //#     LOOP: 0
  227. //#     ATTACK: 0
  228. //#     RELEASE: 0
  229.  
  230. #define SFX_CRIMSONBANDS                14
  231. //# NAME: CrimsonBands
  232. //# PRIORITY: 145
  233. //# TYPE: 1
  234. //# FLAGS: 2
  235. //# SNDS: 1
  236. //#-----
  237. //#     SAMPLE: crimband
  238. //#     FREQ: 15000
  239. //#     FREQDEV: 0
  240. //#     VOLUME: 185
  241. //#     LOOP: 1
  242. //#     ATTACK: 16
  243. //#     RELEASE: 4
  244.  
  245. #define SFX_ICEPREPARE                  15
  246. //# NAME: IcePrepare
  247. //# PRIORITY: 100
  248. //# TYPE: 1
  249. //# FLAGS: 2
  250. //# SNDS: 1
  251. //#-----
  252. //#     SAMPLE: iceprep
  253. //#     FREQ: 22050
  254. //#     FREQDEV: 0
  255. //#     VOLUME: 200
  256. //#     LOOP: 0
  257. //#     ATTACK: 0
  258. //#     RELEASE: 0
  259.  
  260. #define SFX_SHIELDCOLD                  16
  261. //# NAME: ShieldCold
  262. //# PRIORITY: 145
  263. //# TYPE: 1
  264. //# FLAGS: 2
  265. //# SNDS: 1
  266. //#-----
  267. //#     SAMPLE: iceloop
  268. //#     FREQ: 22050
  269. //#     FREQDEV: 0
  270. //#     VOLUME: 155
  271. //#     LOOP: 1
  272. //#     ATTACK: 12
  273. //#     RELEASE: 6
  274.  
  275. #define SFX_ICEFREEZE                   17
  276. //# NAME: IceFreeze
  277. //# PRIORITY: 75
  278. //# TYPE: 1
  279. //# FLAGS: 2
  280. //# SNDS: 1
  281. //#-----
  282. //#     SAMPLE: FREEZE2
  283. //#     FREQ: 16050
  284. //#     FREQDEV: 0
  285. //#     VOLUME: 155
  286. //#     LOOP: 0
  287. //#     ATTACK: 0
  288. //#     RELEASE: 0
  289.  
  290. #define SFX_ICESHATTER                  18
  291. //# NAME: IceShatter
  292. //# PRIORITY: 100
  293. //# TYPE: 1
  294. //# FLAGS: 2
  295. //# SNDS: 1
  296. //#-----
  297. //#     SAMPLE: icehit
  298. //#     FREQ: 22050
  299. //#     FREQDEV: 0
  300. //#     VOLUME: 155
  301. //#     LOOP: 0
  302. //#     ATTACK: 0
  303. //#     RELEASE: 0
  304.  
  305. #define SFX_DEATHFROSTCAST              19
  306. //# NAME: DeathFrostCast
  307. //# PRIORITY: 100
  308. //# TYPE: 1
  309. //# FLAGS: 2
  310. //# SNDS: 1
  311. //#-----
  312. //#     SAMPLE: freeze
  313. //#     FREQ: 22050
  314. //#     FREQDEV: 1000
  315. //#     VOLUME: 180
  316. //#     LOOP: 0
  317. //#     ATTACK: 0
  318. //#     RELEASE: 0
  319.  
  320. #define SFX_DEATHFROSTEND               20
  321. //# NAME: DeathFrostEnd
  322. //# PRIORITY: 75
  323. //# TYPE: 1
  324. //# FLAGS: 2
  325. //# SNDS: 1
  326. //#-----
  327. //#     SAMPLE: icehit
  328. //#     FREQ: 20050
  329. //#     FREQDEV: 1000
  330. //#     VOLUME: 175
  331. //#     LOOP: 0
  332. //#     ATTACK: 0
  333. //#     RELEASE: 0
  334.  
  335. #define SFX_CHILLBLASTCAST              21
  336. //# NAME: ChillBlastCast
  337. //# PRIORITY: 100
  338. //# TYPE: 1
  339. //# FLAGS: 2
  340. //# SNDS: 1
  341. //#-----
  342. //#     SAMPLE: icehowl
  343. //#     FREQ: 22050
  344. //#     FREQDEV: 2000
  345. //#     VOLUME: 135
  346. //#     LOOP: 0
  347. //#     ATTACK: 0
  348. //#     RELEASE: 0
  349.  
  350. #define SFX_CHILLBLASTHIT               22
  351. //# NAME: ChillBlastHit
  352. //# PRIORITY: 75
  353. //# TYPE: 1
  354. //# FLAGS: 2
  355. //# SNDS: 1
  356. //#-----
  357. //#     SAMPLE: icehit
  358. //#     FREQ: 22050
  359. //#     FREQDEV: 1000
  360. //#     VOLUME: 145
  361. //#     LOOP: 0
  362. //#     ATTACK: 0
  363. //#     RELEASE: 0
  364.  
  365. #define SFX_ICESHARDSCAST               23
  366. //# NAME: IceShardsCast
  367. //# PRIORITY: 100
  368. //# TYPE: 1
  369. //# FLAGS: 2
  370. //# SNDS: 1
  371. //#-----
  372. //#     SAMPLE: icewail
  373. //#     FREQ: 22050
  374. //#     FREQDEV: 2000
  375. //#     VOLUME: 125
  376. //#     LOOP: 0
  377. //#     ATTACK: 0
  378. //#     RELEASE: 0
  379.  
  380. #define SFX_ICESHARDSHIT                24
  381. //# NAME: IceShardsHit
  382. //# PRIORITY: 75
  383. //# TYPE: 1
  384. //# FLAGS: 2
  385. //# SNDS: 1
  386. //#-----
  387. //#     SAMPLE: icehit
  388. //#     FREQ: 22050
  389. //#     FREQDEV: 4000
  390. //#     VOLUME: 135
  391. //#     LOOP: 0
  392. //#     ATTACK: 0
  393. //#     RELEASE: 0
  394.  
  395. #define SFX_WINDCOLD                    25
  396. //# NAME: WindCold
  397. //# PRIORITY: 145
  398. //# TYPE: 1
  399. //# FLAGS: 2
  400. //# SNDS: 1
  401. //#-----
  402. //#     SAMPLE: icewind
  403. //#     FREQ: 22050
  404. //#     FREQDEV: 0
  405. //#     VOLUME: 135
  406. //#     LOOP: 1
  407. //#     ATTACK: 13
  408. //#     RELEASE: 7
  409.  
  410. #define SFX_WINDCOLDHIT                 26
  411. //# NAME: WindColdHit
  412. //# PRIORITY: 75
  413. //# TYPE: 1
  414. //# FLAGS: 2
  415. //# SNDS: 1
  416. //#-----
  417. //#     SAMPLE: icemelt
  418. //#     FREQ: 22050
  419. //#     FREQDEV: 0
  420. //#     VOLUME: 125
  421. //#     LOOP: 0
  422. //#     ATTACK: 0
  423. //#     RELEASE: 0
  424.  
  425. #define SFX_HAWKSMISKA                  27
  426. //# NAME: HawksMiska
  427. //# PRIORITY: 145
  428. //# TYPE: 1
  429. //# FLAGS: 2
  430. //# SNDS: 1
  431. //#-----
  432. //#     SAMPLE: icehawks
  433. //#     FREQ: 22050
  434. //#     FREQDEV: 0
  435. //#     VOLUME: 240
  436. //#     LOOP: 1
  437. //#     ATTACK: 12
  438. //#     RELEASE: 7
  439.  
  440. #define SFX_SNOWBLIZZARD                28
  441. //# NAME: SnowBlizzard
  442. //# PRIORITY: 145
  443. //# TYPE: 1
  444. //# FLAGS: 2
  445. //# SNDS: 1
  446. //#-----
  447. //#     SAMPLE: icewind
  448. //#     FREQ: 22050
  449. //#     FREQDEV: 0
  450. //#     VOLUME: 145
  451. //#     LOOP: 1
  452. //#     ATTACK: 14
  453. //#     RELEASE: 6
  454.  
  455. #define SFX_CRYSTALCLOAK                29
  456. //# NAME: CrystalCloak
  457. //# PRIORITY: 145
  458. //# TYPE: 1
  459. //# FLAGS: 2
  460. //# SNDS: 1
  461. //#-----
  462. //#     SAMPLE: iceloop
  463. //#     FREQ: 37100
  464. //#     FREQDEV: 0
  465. //#     VOLUME: 135
  466. //#     LOOP: 1
  467. //#     ATTACK: 11
  468. //#     RELEASE: 7
  469.  
  470. #define SFX_STEAMLOOP                   30
  471. //# NAME: SteamLoop
  472. //# PRIORITY: 145
  473. //# TYPE: 1
  474. //# FLAGS: 2
  475. //# SNDS: 1
  476. //#-----
  477. //#     SAMPLE: steamlop
  478. //#     FREQ: 22050
  479. //#     FREQDEV: 1000
  480. //#     VOLUME: 100
  481. //#     LOOP: 1
  482. //#     ATTACK: 8
  483. //#     RELEASE: 6
  484.  
  485. #define SFX_STEAMWHISTLECOOL            31
  486. //# NAME: SteamWhistleCool
  487. //# PRIORITY: 100
  488. //# TYPE: 4
  489. //# FLAGS: 2
  490. //# SNDS: 2
  491. //#-----
  492. //#     SAMPLE: steamwh
  493. //#     FREQ: 22050
  494. //#     FREQDEV: 500
  495. //#     VOLUME: 90
  496. //#     LOOP: 0
  497. //#     ATTACK: 0
  498. //#     RELEASE: 0
  499. //#-----
  500. //#     SAMPLE: steamwh
  501. //#     FREQ: 22550
  502. //#     FREQDEV: 500
  503. //#     VOLUME: 100
  504. //#     LOOP: 0
  505. //#     ATTACK: 0
  506. //#     RELEASE: 0
  507.  
  508. #define SFX_STEAMWHISTLE                32
  509. //# NAME: SteamWhistle
  510. //# PRIORITY: 100
  511. //# TYPE: 1
  512. //# FLAGS: 2
  513. //# SNDS: 1
  514. //#-----
  515. //#     SAMPLE: steamwh
  516. //#     FREQ: 22050
  517. //#     FREQDEV: 1000
  518. //#     VOLUME: 80
  519. //#     LOOP: 0
  520. //#     ATTACK: 0
  521. //#     RELEASE: 0
  522.  
  523. #define SFX_GUNSHOT                     33
  524. //# NAME: GunShot
  525. //# PRIORITY: 100
  526. //# TYPE: 1
  527. //# FLAGS: 2
  528. //# SNDS: 1
  529. //#-----
  530. //#     SAMPLE: 9mm
  531. //#     FREQ: 22050
  532. //#     FREQDEV: 1000
  533. //#     VOLUME: 111
  534. //#     LOOP: 0
  535. //#     ATTACK: 0
  536. //#     RELEASE: 0
  537.  
  538. #define SFX_BATTLEALLIES                34
  539. //# NAME: BattleAllies
  540. //# PRIORITY: 150
  541. //# TYPE: 6
  542. //# FLAGS: 2
  543. //# SNDS: 13
  544. //#-----
  545. //#     SAMPLE: swish03
  546. //#     FREQ: 22100
  547. //#     FREQDEV: 200
  548. //#     VOLUME: 130
  549. //#     LOOP: 0
  550. //#     ATTACK: 0
  551. //#     RELEASE: 0
  552. //#-----
  553. //#     SAMPLE: sword05
  554. //#     FREQ: 22100
  555. //#     FREQDEV: 2500
  556. //#     VOLUME: 100
  557. //#     LOOP: 0
  558. //#     ATTACK: 0
  559. //#     RELEASE: 0
  560. //#-----
  561. //#     SAMPLE: sword06
  562. //#     FREQ: 22100
  563. //#     FREQDEV: 3000
  564. //#     VOLUME: 120
  565. //#     LOOP: 0
  566. //#     ATTACK: 0
  567. //#     RELEASE: 0
  568. //#-----
  569. //#     SAMPLE: sword06
  570. //#     FREQ: 19000
  571. //#     FREQDEV: 1500
  572. //#     VOLUME: 130
  573. //#     LOOP: 0
  574. //#     ATTACK: 0
  575. //#     RELEASE: 0
  576. //#-----
  577. //#     SAMPLE: sword09
  578. //#     FREQ: 22100
  579. //#     FREQDEV: 4000
  580. //#     VOLUME: 140
  581. //#     LOOP: 0
  582. //#     ATTACK: 0
  583. //#     RELEASE: 0
  584. //#-----
  585. //#     SAMPLE: sword11
  586. //#     FREQ: 20000
  587. //#     FREQDEV: 2000
  588. //#     VOLUME: 120
  589. //#     LOOP: 0
  590. //#     ATTACK: 0
  591. //#     RELEASE: 0
  592. //#-----
  593. //#     SAMPLE: Groan1
  594. //#     FREQ: 22050
  595. //#     FREQDEV: 4000
  596. //#     VOLUME: 90
  597. //#     LOOP: 0
  598. //#     ATTACK: 0
  599. //#     RELEASE: 0
  600. //#-----
  601. //#     SAMPLE: punch1
  602. //#     FREQ: 24000
  603. //#     FREQDEV: 2000
  604. //#     VOLUME: 100
  605. //#     LOOP: 0
  606. //#     ATTACK: 0
  607. //#     RELEASE: 0
  608. //#-----
  609. //#     SAMPLE: BodyHit5
  610. //#     FREQ: 22050
  611. //#     FREQDEV: 4000
  612. //#     VOLUME: 120
  613. //#     LOOP: 0
  614. //#     ATTACK: 0
  615. //#     RELEASE: 0
  616. //#-----
  617. //#     SAMPLE: stab2
  618. //#     FREQ: 22050
  619. //#     FREQDEV: 0
  620. //#     VOLUME: 120
  621. //#     LOOP: 0
  622. //#     ATTACK: 0
  623. //#     RELEASE: 0
  624. //#-----
  625. //#     SAMPLE: Ungh3
  626. //#     FREQ: 14050
  627. //#     FREQDEV: 2000
  628. //#     VOLUME: 90
  629. //#     LOOP: 0
  630. //#     ATTACK: 0
  631. //#     RELEASE: 0
  632. //#-----
  633. //#     SAMPLE: Ungh4
  634. //#     FREQ: 14050
  635. //#     FREQDEV: 4000
  636. //#     VOLUME: 80
  637. //#     LOOP: 0
  638. //#     ATTACK: 0
  639. //#     RELEASE: 0
  640. //#-----
  641. //#     SAMPLE: punch1
  642. //#     FREQ: 22050
  643. //#     FREQDEV: 2000
  644. //#     VOLUME: 100
  645. //#     LOOP: 0
  646. //#     ATTACK: 0
  647. //#     RELEASE: 0
  648.  
  649. #define SFX_HUMANBURN                   35
  650. //# NAME: HumanBurn
  651. //# PRIORITY: 125
  652. //# TYPE: 1
  653. //# FLAGS: 2
  654. //# SNDS: 1
  655. //#-----
  656. //#     SAMPLE: screamm
  657. //#     FREQ: 11050
  658. //#     FREQDEV: 1000
  659. //#     VOLUME: 180
  660. //#     LOOP: 0
  661. //#     ATTACK: 0
  662. //#     RELEASE: 0
  663.  
  664. #define SFX_HUMANWOUND                  36
  665. //# NAME: HumanWound
  666. //# PRIORITY: 50
  667. //# TYPE: 1
  668. //# FLAGS: 2
  669. //# SNDS: 1
  670. //#-----
  671. //#     SAMPLE: Groan1
  672. //#     FREQ: 22050
  673. //#     FREQDEV: 2000
  674. //#     VOLUME: 105
  675. //#     LOOP: 0
  676. //#     ATTACK: 0
  677. //#     RELEASE: 0
  678.  
  679. #define SFX_HUMANFLYING                 37
  680. //# NAME: HumanFlying
  681. //# PRIORITY: 125
  682. //# TYPE: 1
  683. //# FLAGS: 2
  684. //# SNDS: 1
  685. //#-----
  686. //#     SAMPLE: Yell1
  687. //#     FREQ: 16050
  688. //#     FREQDEV: 1000
  689. //#     VOLUME: 115
  690. //#     LOOP: 0
  691. //#     ATTACK: 0
  692. //#     RELEASE: 0
  693.  
  694. #define SFX_HUMANCHARGE                 38
  695. //# NAME: HumanCharge
  696. //# PRIORITY: 150
  697. //# TYPE: 1
  698. //# FLAGS: 2
  699. //# SNDS: 1
  700. //#-----
  701. //#     SAMPLE: footstep
  702. //#     FREQ: 18050
  703. //#     FREQDEV: 0
  704. //#     VOLUME: 175
  705. //#     LOOP: 1
  706. //#     ATTACK: 20
  707. //#     RELEASE: 5
  708.  
  709.