home *** CD-ROM | disk | FTP | other *** search
/ PC Gamer (Italian) 29 / PC Gamer IT CD 29 1-2.iso / DARKOMEN / darkomen / Sound / H / BATGEN.H < prev    next >
Text File  |  1997-11-18  |  6KB  |  367 lines

  1. //-----
  2. // Sfx packet definition file.
  3. // Only editable by Anthony Bowyer-Lowe.
  4. //-----
  5.  
  6. //-----
  7. //# PACKET: Battle Sfx - Genero
  8. // Last Edited: 11/18/97 - 18:13:30.
  9. // File Format: 1.0.
  10. //-----
  11.  
  12. #define SFX_EXPLOSIONLARGE               0
  13. //# NAME: ExplosionLarge
  14. //# PRIORITY: 75
  15. //# TYPE: 1
  16. //# FLAGS: 2
  17. //# SNDS: 1
  18. //#-----
  19. //#     SAMPLE: EXPLO01
  20. //#     FREQ: 16100
  21. //#     FREQDEV: 0
  22. //#     VOLUME: 255
  23. //#     LOOP: 0
  24. //#     ATTACK: 0
  25. //#     RELEASE: 0
  26.  
  27. #define SFX_EXPLOSIONSMALL               1
  28. //# NAME: ExplosionSmall
  29. //# PRIORITY: 75
  30. //# TYPE: 1
  31. //# FLAGS: 2
  32. //# SNDS: 1
  33. //#-----
  34. //#     SAMPLE: EXPLO03
  35. //#     FREQ: 22050
  36. //#     FREQDEV: 0
  37. //#     VOLUME: 255
  38. //#     LOOP: 0
  39. //#     ATTACK: 0
  40. //#     RELEASE: 0
  41.  
  42. #define SFX_HORSES                       2
  43. //# NAME: Horses
  44. //# PRIORITY: 150
  45. //# TYPE: 1
  46. //# FLAGS: 2
  47. //# SNDS: 1
  48. //#-----
  49. //#     SAMPLE: horsga09
  50. //#     FREQ: 22050
  51. //#     FREQDEV: 0
  52. //#     VOLUME: 150
  53. //#     LOOP: 1
  54. //#     ATTACK: 10
  55. //#     RELEASE: 4
  56.  
  57. #define SFX_ARROWS                       3
  58. //# NAME: Arrows
  59. //# PRIORITY: 250
  60. //# TYPE: 3
  61. //# FLAGS: 2
  62. //# SNDS: 3
  63. //#-----
  64. //#     SAMPLE: archer03
  65. //#     FREQ: 22100
  66. //#     FREQDEV: 2000
  67. //#     VOLUME: 120
  68. //#     LOOP: 0
  69. //#     ATTACK: 0
  70. //#     RELEASE: 0
  71. //#-----
  72. //#     SAMPLE: !Null
  73. //#     FREQ: 22050
  74. //#     FREQDEV: 0
  75. //#     VOLUME: 0
  76. //#     LOOP: 0
  77. //#     ATTACK: 0
  78. //#     RELEASE: 0
  79. //#-----
  80. //#     SAMPLE: ARROW13
  81. //#     FREQ: 22050
  82. //#     FREQDEV: 0
  83. //#     VOLUME: 120
  84. //#     LOOP: 0
  85. //#     ATTACK: 0
  86. //#     RELEASE: 0
  87.  
  88. #define SFX_ARROWHIT                     4
  89. //# NAME: ArrowHit
  90. //# PRIORITY: 250
  91. //# TYPE: 3
  92. //# FLAGS: 2
  93. //# SNDS: 3
  94. //#-----
  95. //#     SAMPLE: ARROW05
  96. //#     FREQ: 28000
  97. //#     FREQDEV: 2000
  98. //#     VOLUME: 100
  99. //#     LOOP: 0
  100. //#     ATTACK: 0
  101. //#     RELEASE: 0
  102. //#-----
  103. //#     SAMPLE: !Null
  104. //#     FREQ: 22050
  105. //#     FREQDEV: 0
  106. //#     VOLUME: 0
  107. //#     LOOP: 0
  108. //#     ATTACK: 0
  109. //#     RELEASE: 0
  110. //#-----
  111. //#     SAMPLE: ARCHER04
  112. //#     FREQ: 16050
  113. //#     FREQDEV: 100
  114. //#     VOLUME: 120
  115. //#     LOOP: 0
  116. //#     ATTACK: 0
  117. //#     RELEASE: 0
  118.  
  119. #define SFX_FIREBALL                     5
  120. //# NAME: Fireball
  121. //# PRIORITY: 100
  122. //# TYPE: 1
  123. //# FLAGS: 2
  124. //# SNDS: 1
  125. //#-----
  126. //#     SAMPLE: firecast
  127. //#     FREQ: 22050
  128. //#     FREQDEV: 1000
  129. //#     VOLUME: 200
  130. //#     LOOP: 0
  131. //#     ATTACK: 0
  132. //#     RELEASE: 0
  133.  
  134. #define SFX_SCREAMF                      6
  135. //# NAME: ScreamF
  136. //# PRIORITY: 50
  137. //# TYPE: 1
  138. //# FLAGS: 2
  139. //# SNDS: 1
  140. //#-----
  141. //#     SAMPLE: screamf1
  142. //#     FREQ: 16050
  143. //#     FREQDEV: 2000
  144. //#     VOLUME: 155
  145. //#     LOOP: 0
  146. //#     ATTACK: 0
  147. //#     RELEASE: 0
  148.  
  149. #define SFX_SCREAMM                      7
  150. //# NAME: ScreamM
  151. //# PRIORITY: 50
  152. //# TYPE: 1
  153. //# FLAGS: 2
  154. //# SNDS: 1
  155. //#-----
  156. //#     SAMPLE: screamm
  157. //#     FREQ: 11050
  158. //#     FREQDEV: 2000
  159. //#     VOLUME: 200
  160. //#     LOOP: 0
  161. //#     ATTACK: 0
  162. //#     RELEASE: 0
  163.  
  164. #define SFX_OSIRISCAST                   8
  165. //# NAME: OsirisCast
  166. //# PRIORITY: 100
  167. //# TYPE: 1
  168. //# FLAGS: 2
  169. //# SNDS: 1
  170. //#-----
  171. //#     SAMPLE: osiris2
  172. //#     FREQ: 22050
  173. //#     FREQDEV: 1000
  174. //#     VOLUME: 185
  175. //#     LOOP: 0
  176. //#     ATTACK: 0
  177. //#     RELEASE: 0
  178.  
  179. #define SFX_OSIRISHIT                    9
  180. //# NAME: OsirisHit
  181. //# PRIORITY: 75
  182. //# TYPE: 1
  183. //# FLAGS: 2
  184. //# SNDS: 1
  185. //#-----
  186. //#     SAMPLE: osiris1
  187. //#     FREQ: 22050
  188. //#     FREQDEV: 1000
  189. //#     VOLUME: 166
  190. //#     LOOP: 0
  191. //#     ATTACK: 0
  192. //#     RELEASE: 0
  193.  
  194. #define SFX_HORNURGOK                   10
  195. //# NAME: HornUrgok
  196. //# PRIORITY: 75
  197. //# TYPE: 2
  198. //# FLAGS: 2
  199. //# SNDS: 2
  200. //#-----
  201. //#     SAMPLE: hornurg
  202. //#     FREQ: 18000
  203. //#     FREQDEV: 200
  204. //#     VOLUME: 199
  205. //#     LOOP: 0
  206. //#     ATTACK: 0
  207. //#     RELEASE: 0
  208. //#-----
  209. //#     SAMPLE: hornurg
  210. //#     FREQ: 18000
  211. //#     FREQDEV: 200
  212. //#     VOLUME: 100
  213. //#     LOOP: 0
  214. //#     ATTACK: 0
  215. //#     RELEASE: 0
  216.  
  217. #define SFX_MAGICREFLECT                11
  218. //# NAME: MagicReflect
  219. //# PRIORITY: 100
  220. //# TYPE: 1
  221. //# FLAGS: 2
  222. //# SNDS: 1
  223. //#-----
  224. //#     SAMPLE: mreflect
  225. //#     FREQ: 22050
  226. //#     FREQDEV: 0
  227. //#     VOLUME: 222
  228. //#     LOOP: 0
  229. //#     ATTACK: 0
  230. //#     RELEASE: 0
  231.  
  232. #define SFX_MAGICDISPEL                 12
  233. //# NAME: MagicDispel
  234. //# PRIORITY: 100
  235. //# TYPE: 1
  236. //# FLAGS: 2
  237. //# SNDS: 1
  238. //#-----
  239. //#     SAMPLE: dispel
  240. //#     FREQ: 18050
  241. //#     FREQDEV: 0
  242. //#     VOLUME: 175
  243. //#     LOOP: 0
  244. //#     ATTACK: 0
  245. //#     RELEASE: 0
  246.  
  247. #define SFX_MAGICHIT                    13
  248. //# NAME: MagicHit
  249. //# PRIORITY: 75
  250. //# TYPE: 1
  251. //# FLAGS: 2
  252. //# SNDS: 1
  253. //#-----
  254. //#     SAMPLE: magichit
  255. //#     FREQ: 22050
  256. //#     FREQDEV: 1000
  257. //#     VOLUME: 115
  258. //#     LOOP: 0
  259. //#     ATTACK: 0
  260. //#     RELEASE: 0
  261.  
  262. #define SFX_PLOPSPLISH                  14
  263. //# NAME: PlopSplish
  264. //# PRIORITY: 200
  265. //# TYPE: 1
  266. //# FLAGS: 2
  267. //# SNDS: 1
  268. //#-----
  269. //#     SAMPLE: SPLISH3
  270. //#     FREQ: 22050
  271. //#     FREQDEV: 2000
  272. //#     VOLUME: 95
  273. //#     LOOP: 0
  274. //#     ATTACK: 0
  275. //#     RELEASE: 0
  276.  
  277. #define SFX_MORTARFLY                   15
  278. //# NAME: MortarFly
  279. //# PRIORITY: 125
  280. //# TYPE: 1
  281. //# FLAGS: 2
  282. //# SNDS: 1
  283. //#-----
  284. //#     SAMPLE: mortar
  285. //#     FREQ: 22050
  286. //#     FREQDEV: 0
  287. //#     VOLUME: 100
  288. //#     LOOP: 0
  289. //#     ATTACK: 0
  290. //#     RELEASE: 0
  291.  
  292. #define SFX_CATAPULT                    16
  293. //# NAME: Catapult
  294. //# PRIORITY: 100
  295. //# TYPE: 1
  296. //# FLAGS: 2
  297. //# SNDS: 1
  298. //#-----
  299. //#     SAMPLE: CATAPULT
  300. //#     FREQ: 20050
  301. //#     FREQDEV: 1000
  302. //#     VOLUME: 165
  303. //#     LOOP: 0
  304. //#     ATTACK: 0
  305. //#     RELEASE: 0
  306.  
  307. #define SFX_BUILDINGBURN                17
  308. //# NAME: BuildingBurn
  309. //# PRIORITY: 145
  310. //# TYPE: 1
  311. //# FLAGS: 2
  312. //# SNDS: 1
  313. //#-----
  314. //#     SAMPLE: crackles
  315. //#     FREQ: 11025
  316. //#     FREQDEV: 0
  317. //#     VOLUME: 147
  318. //#     LOOP: 1
  319. //#     ATTACK: 11
  320. //#     RELEASE: 6
  321.  
  322. #define SFX_LIGHTNINGZZZAP              18
  323. //# NAME: Lightningzzzap
  324. //# PRIORITY: 75
  325. //# TYPE: 1
  326. //# FLAGS: 2
  327. //# SNDS: 1
  328. //#-----
  329. //#     SAMPLE: zzzap
  330. //#     FREQ: 20050
  331. //#     FREQDEV: 500
  332. //#     VOLUME: 180
  333. //#     LOOP: 0
  334. //#     ATTACK: 0
  335. //#     RELEASE: 0
  336.  
  337. #define SFX_BIGBADBONG                  19
  338. //# NAME: BigBadBong
  339. //# PRIORITY: 100
  340. //# TYPE: 1
  341. //# FLAGS: 0
  342. //# SNDS: 1
  343. //#-----
  344. //#     SAMPLE: BONG
  345. //#     FREQ: 22050
  346. //#     FREQDEV: 0
  347. //#     VOLUME: 175
  348. //#     LOOP: 0
  349. //#     ATTACK: -8
  350. //#     RELEASE: -1
  351.  
  352. #define SFX_FIGHTLOOP                   20
  353. //# NAME: FightLoop
  354. //# PRIORITY: 128
  355. //# TYPE: 1
  356. //# FLAGS: 2
  357. //# SNDS: 1
  358. //#-----
  359. //#     SAMPLE: bigfigt2
  360. //#     FREQ: 16025
  361. //#     FREQDEV: 0
  362. //#     VOLUME: 135
  363. //#     LOOP: 1
  364. //#     ATTACK: 10
  365. //#     RELEASE: 7
  366.  
  367.