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SNDINFO.txt
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SNDINFO.txt
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/// MENU SOUNDS
$alias menu/choose weapons/ricochet // Choose a menu item
menu/clear DSECLUNK // Close top menu
menu/cursor SHELPKUP // Move cursor up/down
menu/backup DSCLUNK // Backup to previous menu
menu/activate STGNPUMP // Activate a new menu
menu/showhelp submshow
menu/hidehelp submhide
$random weapons/ricochet { weapons/ricochet1 weapons/ricochet2 weapons/ricochet3 weapons/ricochet4 weapons/ricochet5 weapons/ricochet6 weapons/ricochet7 }
$limit weapons/ricochet 0
weapons/ricochet1 RICO1
weapons/ricochet2 RICO2
weapons/ricochet3 RICO3
weapons/ricochet4 RICO4
weapons/ricochet5 RICO5
weapons/ricochet6 RICO6
weapons/ricochet7 RICO7
$random bullet/stone { bstone1 bstone2 bstone3 bstone4 }
bstone1 "sounds/impacts/bullet-stone1.ogg"
bstone2 "sounds/impacts/bullet-stone2.ogg"
bstone3 "sounds/impacts/bullet-stone3.ogg"
bstone4 "sounds/impacts/bullet-stone4.ogg"
$limit bstone1 1
$limit bstone2 1
$limit bstone3 1
$limit bstone4 1
$random bullet/wood { bwood1 bwood2 bwood3 }
bwood1 "sounds/impacts/bullet-wood1.ogg"
bwood2 "sounds/impacts/bullet-wood2.ogg"
bwood3 "sounds/impacts/bullet-wood3.ogg"
$limit bwood1 1
$limit bwood2 1
$limit bwood3 1
$random bullet/body { bbody1 bbody2 }
bbody1 "sounds/impacts/bullet-body1.ogg"
bbody2 "sounds/impacts/bullet-body2.ogg"
$random bullet/metal { bmetal1 bmetal2 bmetal3 bmetal4 bmetal5 }
bmetal1 "sounds/impacts/bullet-metal1.ogg"
bmetal2 "sounds/impacts/bullet-metal2.ogg"
bmetal3 "sounds/impacts/bullet-metal3.ogg"
bmetal4 "sounds/impacts/bullet-metal4.ogg"
bmetal5 "sounds/impacts/bullet-metal5.ogg"
$limit bmetal1 1
$limit bmetal2 1
$limit bmetal3 1
$limit bmetal4 1
$limit bmetal5 1
$limit bmetal1 1 512
$limit bmetal2 1 512
$limit bmetal3 1 512
$limit bmetal4 1 512
$limit bmetal5 1 512
$random body/fall { bodyfall1 bodyfall2 bodyfall3 }
bodyfall1 "sounds/bodyfalls/bodyfall1.ogg"
bodyfall2 "sounds/bodyfalls/bodyfall2.ogg"
bodyfall3 "sounds/bodyfalls/bodyfall3.ogg"
body/burn/start "sounds/gore/body_burn_start.wav"
body/burn/loop "sounds/gore/body_burn_loop.wav"
$playersound player male *land DSPLAND
$playersound player female *land DSPLAND
$playersound player other *land DSPLAND
/// GIBS AND BLOOD
//blood drops
blooddr1 blooddr1
blooddr2 blooddr2
blooddr3 blooddr3
blooddr4 blooddr4
blooddr5 blooddr5
$random gibs/blooddrop { blooddr1 blooddr2 blooddr3 blooddr4 blooddr5 }
$limit gibs/blooddrop 5
$volume gibs/blooddrop 0.5
$random gibs/metallic { mgib1 mgib2 mgib3 mgib4 mgib5 mgib6 mgib7 }
mgib1 "sounds/metalfall1.ogg"
mgib2 "sounds/metalfall2.ogg"
mgib3 "sounds/metalfall3.ogg"
mgib4 "sounds/metalfall4.ogg"
mgib5 "sounds/metalfall5.ogg"
mgib6 "sounds/metalfall6.ogg"
mgib7 "sounds/metalfall7.ogg"
$volume gibs/metallic 0.4
$attenuation gibs/metallic 2
$random gibs/bloodspurt { gibs/bloodspurt1 gibs/bloodspurt2 gibs/bloodspurt3 gibs/bloodspurt4 }
gibs/bloodspurt1 "sounds/gore/bloodspurt1.ogg"
gibs/bloodspurt2 "sounds/gore/bloodspurt2.ogg"
gibs/bloodspurt3 "sounds/gore/bloodspurt3.ogg"
gibs/bloodspurt4 "sounds/gore/bloodspurt4.ogg"
//gib landing sound
//new sounds
meatl1 meatl1
meatl2 meatl2
meatl3 meatl3
meatl4 meatl4
meatl5 meatl5
meatl6 meatl6
meatl7 meatl7
meatl8 meatl8
meatl9 meatl9
//$random gibs/meatland { meatland1 meatland2 meatland3 }
$limit gibs/meatland 10
$random gibs/meatland { meatl1 meatl2 meatl3 meatl4 meatl5 meatl6 meatl7 meatl8 meatl9 }
//minor ripping sound
gibs/rip1 DSRIP1
gibs/rip2 DSRIP2
gibs/rip3 DSRIP3
$random gibs/rip { gibs/rip1 gibs/rip2 gibs/rip3 }
$limit gibs/rip 5
//main gibbing sound
$random gibs/gibbed { ggibbed1 ggibbed2 ggibbed3 ggibbed4 ggibbed5 ggibbed6 ggibbed7 ggibbed8 }
ggibbed1 DSGIB1
ggibbed2 DSGIB2
ggibbed3 DSGIB3
ggibbed4 DSGIB4
ggibbed5 DSGIB5
ggibbed6 DSGIB6
ggibbed7 DSGIB7
ggibbed8 DSGIB8
$limit gibs/gibbed 6
misc/bounce BOUNCE
misc/flyloop "sounds/flyloop.ogg"
$limit misc/flyloop 10
///////////////////////
/////// MONSTERS //////
///////////////////////
gibs/metalgib DSMETALB
$random gibs/cybergibs { gibs/metalgib gibs/metalgib gibs/meatland }
$random gibs/metalgibs { gibs/metalgib gibs/metalgib misc/bounce }
/// Enemy Sounds
spiderdemon/explosion SPIDDIE //spidermaster explosion
spiderdemon/shutdown SPIDSHUT //spidermaster mechanical shutdown sound (before explosion)
spiderdemon/fire1 SPIDGUN1
spiderdemon/fire2 SPIDGUN2
spiderdemon/fire3 SPIDGUN3
$random spiderdemon/fire { spiderdemon/fire1 spiderdemon/fire2 spiderdemon/fire3 }
cyberdemon/death CYBDIE //cyberdemon shutdown/dying sound
cyberdemon/explosion CYBEXP //cyberdemon explosion death sound
$rolloff spiderdemon/fire1 600 3000
$rolloff spiderdemon/fire2 600 3000
$rolloff spiderdemon/fire3 600 3000
$random spiderdemon/debris { spidde1 spidde2 spidde3 }
spidde1 spidde1
spidde2 spidde2
spidde3 spidde3
revenant/tracerfly TRACFLY
bossbrain/spawn "sounds/Hellspawn.ogg"
bossbrain/cubeloop "sounds/hellscream.ogg"
chainguy/sight1 dcposit1
chainguy/sight2 dcposit2
chainguy/sight3 dcposit3
chainguy/active dcposact
chainguy/pain dcpopain
chainguy/death1 dcpodth1
chainguy/death2 dcpodth2
chainguy/death3 dcpodth3
electric/hum elcthum1
archvile/flameprep "Sounds/arfireprep.ogg"
archvile/flameexplosion "Sounds/arfireexplo.ogg"
//////////////////////////
//// ITEMS & OBJECTS /////
//////////////////////////
/// MISC
//misc/keytry LOCKCARD[
world/glassbreak glascrck
world/trycard LOCKCARD
world/tryskull LOCKSKUL
world/torch DSTORCH
$random world/heartbeat { hbeat1 hbeat2 hbeat3 }
hbeat1 hbeat1
hbeat2 hbeat2
hbeat3 hbeat3
$random world/spark { bspark1 bspark2 bspark3 }
bspark1 "sounds/decorations/spark1.ogg"
bspark2 "sounds/decorations/spark2.ogg"
bspark3 "sounds/decorations/spark3.ogg"
$limit world/spark 3
lamp/hum "sounds/decorations/humloop.ogg"
$limit lamp/hum 4
torch/burn "sounds/decorations/torchloop.ogg"
$limit torch/burn 4
$random victims/ropecreak { rope1 rope2 rope3 rope4 rope5 rope6 }
rope1 rope1
rope2 rope2
rope3 rope3
rope4 rope4
rope5 rope5
rope6 rope6
$random victims/chain { chain1 chain2 chain3 chain4 }
chain1 chain1
chain2 chain2
chain3 chain3
chain4 chain4
$random victims/cough { cough1 cough2 cough3 cough4 cough5 }
cough1 cough1
cough2 cough2
cough3 cough3
cough4 cough4
cough5 cough5
$random victims/pain { vicpain1 vicpain2 vicpain3 vicpain4 vicpain5 vicpain6 }
vicpain1 vicpain1
vicpain2 vicpain2
vicpain3 vicpain3
vicpain4 vicpain4
vicpain5 vicpain5
vicpain6 vicpain6
$random victims/death { vicdie1 vicdie2 vicdie3 vicdie4 }
vicdie1 vicdie1
vicdie2 vicdie2
vicdie3 vicdie3
vicdie4 vicdie4
$random world/ebarrel { ebarrel1 ebarrel2 ebarrel3 ebarrel4 }
ebarrel1 ebarrel1
ebarrel2 ebarrel2
ebarrel3 ebarrel3
ebarrel4 ebarrel4
$limit world/ebarrel 10
// Item Pickup Sounds
pickups/health0 MED0PKUP //health bonus
pickups/health1 MED1PKUP
pickups/health2 MED2PKUP
pickups/soulsphere SOULPKUP
pickups/megasphere MEGAPKUP
pickups/invulnerability INVUPKUP
pickups/invisibility INVSPKUP
pickups/googles GGLSPKUP
pickups/allmap AMAPPKUP
pickups/armor0 ARM0PKUP
pickups/armor1 ARM1PKUP
pickups/armor2 ARM2PKUP
pickups/keycard CARDPKUP
pickups/skullkey SKULPKUP
pickups/radsuit SUITPKUP
pickups/backpack BKPKPKUP
pickups/berserk BERSPKUP
ammo/clip CLIPPKUP
ammo/clipbox CBOXPKUP
ammo/shells SHELPKUP
ammo/rockets ROCKPKUP
ammo/cells CELLPKUP
pickups/chaingun CHGNPKUP
pickups/rocketlauncher RLANDRAW
pickups/plasmarifle PLSDRAW
pickups/bfg BFGDRAW
$random cleaner/mop { rwmop1 rwmop2 rwmop3 }
rwmop1 rwmop1
rwmop2 rwmop2
rwmop3 rwmop3
$random cleaner/bucketdrop { rwbuck1 rwbuck2 rwbuck3 }
rwbuck1 rwbuck1
rwbuck2 rwbuck2
rwbuck3 rwbuck3