;; Copyright 1995 Crack dot Com, All Rights reserved ;; See licencing information for more details on usage rights ;; Bobby, samples should be 8 bit mono playing 11025 Hz (defun sfxdir (filename) (concatenate 'string "sfx/" filename)) ;; steel ball bounce (def_sound 'SBALL_SND (sfxdir "ball01.wav")) ;; flying sound (def_sound 'FLY_SND (sfxdir "fly03.wav")) ;; speed sound (def_sound 'SPEED_SND (sfxdir "speed02.wav")) (setq LOW_HEALTH_SND SPEED_SND) ;; laser hitting somehting it can't kill (def_sound 'LPING_SND (sfxdir "lasrmis2.wav")) ;; light saber - should be short (def_sound 'LSABER_SND (sfxdir "plasma02.wav")) ;; when you save at a console (def_sound 'SAVE_SND (sfxdir "save05.wav")) ;; end level (def_sound 'END_LEV_SND (sfxdir "endlvl02.wav")) ;; plasma weapon (def_sound 'PLASMA_SND (sfxdir "plasma03.wav")) ;; spring (def_sound 'SPRING_SOUND (sfxdir "spring03.wav")) ;; health up sound (def_sound 'HEALTH_UP_SND (sfxdir "health01.wav")) ;; door sliding up (def_sound 'DOOR_UP (sfxdir "doorup01.wav")) ;; door sliding up (def_sound 'DOOR_DOWN (sfxdir "doorup02.wav")) ;; bomb count-down tick (def_sound 'TICK_SND (sfxdir "timerfst.wav")) (setq PLAYER_PAIN (make-array 4 :initial-contents (list (def_sound (sfxdir "plpain01.wav")) (def_sound (sfxdir "plpain02.wav")) (def_sound (sfxdir "plpain04.wav")) (def_sound (sfxdir "plpain10.wav"))))) (setq PLAYER_DEATH (make-array 4 :initial-contents (list (def_sound (sfxdir "pldeth02.wav")) (def_sound (sfxdir "pldeth04.wav")) (def_sound (sfxdir "pldeth05.wav")) (def_sound (sfxdir "pldeth07.wav"))))) ;; jugger stomp (def_sound 'JSTOMP_SND (sfxdir "blkfoot4.wav")) ;; hiding wall disappear sound (def_sound 'HWALL_SND (sfxdir "blkfoot4.wav")) ;; firebomb sound (def_sound 'FIREBOMB_SND (sfxdir "firebmb1.wav")) ;; force field (def_sound 'FF_SND (sfxdir "force01.wav")) ;; flying robot sound (def_sound 'FLYER_SND (sfxdir "robot02.wav")) ;; cleaner sound (def_sound 'CLEANER_SND (sfxdir "cleaner.wav")) ;; shotgun/laser taking from the lava sample (def_sound 'ZAP_SND (sfxdir "zap2.wav")) ;; rocket launch sound (def_sound 'ROCKET_LAUNCH_SND (sfxdir "rocket02.wav")) ;; platform de-acel (def_sound 'PLAT_D_SND (sfxdir "eledec01.wav")) ;; platform acel (def_sound 'PLAT_A_SND (sfxdir "eleacc01.wav")) ;; machine gun hitting the floor, sounds 1 & 2, played randomly (def_sound 'MG_HIT_SND1 (sfxdir "mghit01.wav")) (def_sound 'MG_HIT_SND2 (sfxdir "mghit02.wav")) ;; enemy mounted gun firing (def_sound 'MGUN_SND (sfxdir "ammo02.wav")) ;; planet explode sound (def_sound 'P_EXPLODE_SND (sfxdir "poof06.wav")) ;; space ship zipping by (def_sound 'SHIP_ZIP_SND (sfxdir "zap3.wav")) ;; grenade explosion (def_sound 'GRENADE_SND (sfxdir "grenad01.wav")) ;; opening door (def_sound 'SWISH (sfxdir "swish01.wav")) ;; sound of player going through a teleporter, not grinding (def_sound 'TELEPORTER_SND (sfxdir "telept01.wav")) ;; blowing something up (def_sound 'BLOWN_UP (sfxdir "grenad01.wav")) ;; get a "treasure"/ammo noise (def_sound 'AMMO_SND (sfxdir "ammo01.wav")) ;; lava shooting up sound (def_sound 'LAVA_SND (sfxdir "lava01.wav")) ;; sound of a switch being flipped (def_sound 'SWITCH_SND (sfxdir "switch01.wav")) ;; sound of grenade being thrown (def_sound 'GRENADE_THROW (sfxdir "throw01.wav")) ;; electricity shooting up from the ground (def_sound 'ELECTRIC_SND (sfxdir "elect02.wav")) ;; rocket being fired (def_sound 'ROCKET_SND (sfxdir "rocket02.wav")) ;; alien landing on the ground (def_sound 'ALAND_SND (sfxdir "aland01.wav")) ;; alien slash/bite noise (def_sound 'ASLASH_SND (sfxdir "aslash01.wav")) ;; light fading on (def_sound 'FADEON_SND (sfxdir "fadeon01.wav")) ;; block crumbling (def_sound 'CRUMBLE_SND (sfxdir "crmble01.wav")) ;; aliean screaming (def_sound 'ASCREAM_SND (sfxdir "alien01.wav")) ;; alien pain sound (def_sound 'APAIN_SND (sfxdir "ahit01.wav")) ;; small alien death (setq ASML_DEATH (make-array 2 :initial-contents (list (def_sound (sfxdir "adie05.wav")) (def_sound (sfxdir "poof05.wav"))))) ;; large alien death (setq ALRG_DEATH (make-array 3 :initial-contents (list (def_sound (sfxdir "adie02.wav")) (def_sound (sfxdir "adie03.wav")) (def_sound (sfxdir "poof05.wav"))))) (setq APPEAR_SND (def_sound (sfxdir "amb16.wav"))) ;; 14 (setq TAUNT_SND (def_sound (sfxdir "amb07.wav"))) ;; 15 (setq SPACE_SND (def_sound (sfxdir "ambcave1.wav"))) ;; 3 (setq A_SCREAMS (make-array 3 :initial-contents (list (def_sound (sfxdir "scream02.wav")) ;; 8 (def_sound (sfxdir "scream03.wav")) ;; 9 (def_sound (sfxdir "scream08.wav"))))) ;; 10 (setq AMB_SOUNDS (make-array 17 :initial-contents (list (def_sound (sfxdir "ambtech1.wav")) ;; 0 (def_sound (sfxdir "ambtech2.wav")) ;; 1 (def_sound (sfxdir "ambtech3.wav")) ;; 2 SPACE_SND ;; 3 (def_sound (sfxdir "ambcave2.wav")) ;; 4 (def_sound (sfxdir "ambcave3.wav")) ;; 5 (def_sound (sfxdir "ambcave4.wav")) ;; 6 (def_sound (sfxdir "ambfrst2.wav")) ;; 7 (aref A_SCREAMS 0) ;; 8 (aref A_SCREAMS 1) ;; 9 (aref A_SCREAMS 2) ;; 10 (def_sound (sfxdir "adie03.wav")) ;; 11 (def_sound (sfxdir "amb11.wav")) ;; 12 (def_sound (sfxdir "amb13.wav")) ;; 13 APPEAR_SND ;; 14 TAUNT_SND ;; 15 (def_sound (sfxdir "amb10.wav")) ;; 16 ))) (defun amb_sound_ct () (if (> (aitype) 16) (set_aitype 0) (play_sound (aref AMB_SOUNDS (aitype))))) (defun amb_sound_ai () (if (activated) (if (eq (aistate) 0) (progn (play_sound (aref AMB_SOUNDS (aitype)) (yvel) (x) (y)) (set_aistate (+ (xvel) (random (+ 1 (xacel))))) (> (xvel) 0)) (progn (set_aistate (- (aistate) 1)) T)) (progn (set_aistate 0) T))) (defun ambs_cons () (set_xvel 100) ;; delay time to 100 (set_yvel 127)) ;; set volume default to 127 (def_char AMBIENT_SOUND (funs (ai_fun amb_sound_ai) (draw_fun dev_draw) (constructor ambs_cons) (type_change_fun amb_sound_ct)) (range 500 500) (fields ("aitype" "sound # (0-15)") ("yvel" "volume (0-127)") ("xvel" "repeat delay (0=no repeat)") ("xacel" "random delay (0=none)")) (states "art/misc.spe" (stopped "sfx_player")))