Git Repos / fte_dogmode / qc / defs_sounds.qc
Last update to this file was on 2025-08-13 at 05:20.
Show defs_sounds.qc
//==============================================================================
// defs_sound.qc
//==============================================================================
//======================================================================
// constants
//======================================================================
//----------------------------------------------------------------------
// convenience macro frontend to sound() -- CEV
//----------------------------------------------------------------------
#if defined(CSQC)
#define SOUND(e, si) sound (e, si.channel, si.wav, si.volume, \
si.attenuation, 0, SOUNDFLAG_FOLLOW);
#elif defined(SSQC)
#define SOUND(e, si) sound (e, si.channel, si.wav, si.volume, si.attenuation);
#define SOUND_NOREPLACE(e, si) sound (e, si.channel, si.wav, si.volume, \
si.attenuation, 0, SOUNDFLAG_NOREPLACE);
#define SOUND_RDELAY(e, si) sound (e, si.channel, si.wav, si.volume, \
si.attenuation, 0, SOUNDFLAG_NOREPLACE, random() * -1);
#define AMBSOUND(org, si) ambientsound (org, si.wav, si.volume, si.attenuation);
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// sound_info -- CEV
//----------------------------------------------------------------------
typedef struct
{
float attenuation; // sound attenuation
float channel; // sound channel
float volume; // sound volume
string wav; // path to sound
} sound_info_t;
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// misc sounds
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_misc_##var
const sound_info_t snd_empty = {ATTN_NORM, CHAN_BODY, 1.0, ""};
const sound_info_t snd_null = {ATTN_NORM, CHAN_AUTO, 1.0, "misc/null.wav"};
S(h2ohit) = {ATTN_NORM, CHAN_AUTO, 0.5, "misc/h2ohit1.wav"};
S(menu1) = {ATTN_NONE, CHAN_AUTO, VOL_HIGH, "misc/menu1.wav"};
S(menu2) = {ATTN_NONE, CHAN_AUTO, VOL_HIGH, "misc/menu2.wav"};
S(menu3) = {ATTN_NONE, CHAN_AUTO, VOL_HIGH, "misc/menu3.wav"};
S(outwater) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "misc/outwater.wav"};
S(power) = {ATTN_NORM, CHAN_VOICE, 0.9, "misc/power.wav"};
S(secret) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/secret.wav"};
S(spark) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "dump/spark.wav"};
S(talk) = {ATTN_NORM, CHAN_VOICE, 0.9, "misc/talk.wav"};
S(tele1) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/r_tele1.wav"};
S(tele2) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/r_tele2.wav"};
S(tele3) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/r_tele3.wav"};
S(tele4) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/r_tele4.wav"};
S(tele5) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/r_tele5.wav"};
S(trigger1) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "misc/trigger1.wav"};
#undef S
#endif
#if defined(SSQC)
//----------------------------------------------------------------------
// misc ambient sounds -- snd_amb
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_amb_##var
S(buzz_f) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "ambience/buzz1.wav"};
S(buzz_l) = {ATTN_STATIC, CHAN_AUTO, VOL_MID, "ambience/fl_hum1.wav"};
S(comphum) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "ambience/comp1.wav"};
S(drip) = {ATTN_STATIC, CHAN_AUTO, VOL_MID, "ambience/drip1.wav"};
S(drone) = {ATTN_STATIC, CHAN_AUTO, VOL_MID, "ambience/drone6.wav"};
S(fire) = {ATTN_STATIC, CHAN_AUTO, VOL_LOW, "ambience/fire1.wav"};
S(suckwind) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "ambience/suck1.wav"};
S(swamp_01) = {ATTN_STATIC, CHAN_AUTO, VOL_MID, "ambience/swamp1.wav"};
S(swamp_02) = {ATTN_STATIC, CHAN_AUTO, VOL_MID, "ambience/swamp2.wav"};
S(telehum) = {ATTN_STATIC, CHAN_AUTO, 0.1, "ambience/hum1.wav"};
S(thunder) = {ATTN_NONE, CHAN_AUTO, VOL_HIGH, "ambience/thunder1.wav"};
S(water1) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "ambience/water1.wav"};
S(wind2) = {ATTN_STATIC, CHAN_AUTO, VOL_HIGH, "ambience/wind2.wav"};
S(windfly) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "ambience/windfly.wav"};
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// item pickup & misc sounds -- snd_item
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_item_##var
#define P() "cev/items/"
S(ammo) = {ATTN_NORM, CHAN_ITEM_AMMO, VOL_MHI, P() "ammo_pickup.ogg"};
S(armor) = {ATTN_NORM, CHAN_ITEM_ARMOR, VOL_MHI, "items/armor1.wav"};
S(backpack) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, P() "backpack_pickup.ogg"};
S(health_rott) = {ATTN_NORM, CHAN_ITEM_HEALTH, VOL_MHI, "items/r_item1.wav"};
S(health_norm) = {ATTN_NORM, CHAN_ITEM_HEALTH, VOL_MHI, "items/health1.wav"};
S(health_mega) = {ATTN_NORM, CHAN_ITEM_HEALTH, VOL_MHI, "items/r_item2.wav"};
S(health_vial) = {ATTN_NORM, CHAN_ITEM_HEALTH, VOL_MHI, "items/r_item1.wav"};
S(invis_pkup) = {ATTN_NORM, CHAN_ITEM_POWERUP, VOL_MHI, "items/inv1.wav"};
S(invis_off) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "items/inv2.wav"};
S(invis_amb) = {ATTN_IDLE, CHAN_AUTO, VOL_MID, "items/inv3.wav"};
S(key_base) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "misc/basekey.wav"};
S(key_med) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "misc/medkey.wav"};
S(key_rune) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "misc/runekey.wav"};
S(pent_pkup) = {ATTN_NORM, CHAN_ITEM_POWERUP, VOL_MHI, "items/protect.wav"};
S(pent_off) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "items/protect2.wav"};
S(pent_prot) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "items/protect3.wav"};
S(quad_pkup) = {ATTN_NORM, CHAN_ITEM_POWERUP, VOL_MHI, "items/damage.wav"};
S(quad_off) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "items/damage2.wav"};
S(quad_dam) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "items/damage3.wav"};
S(respawn) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, P() "respawn.ogg"};
S(rune) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "misc/runekey.wav"};
S(shard) = {ATTN_NORM, CHAN_ITEM_ARMOR, VOL_LOW, P() "shard_pickup.ogg"};
S(suit_pkup) = {ATTN_NORM, CHAN_ITEM_POWERUP, VOL_MHI, "items/suit.wav"};
S(suit_off) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "items/suit2.wav"};
S(weapon) = {ATTN_NORM, CHAN_ITEM_WEAPON, 0.3, P() "weapon_pickup.ogg"};
#undef P
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// weapon sounds -- snd_weapon
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_weapon_##var
S(axe_swoosh) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/ax1.wav"};
S(axe_hit_meat) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "player/axhit1.wav"};
S(axe_hit_world) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "player/axhit2.wav"};
S(grenadelauncher) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/grenade.wav"};
S(grenade_bounce) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/bounce.wav"};
S(lightning_start) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/lstart.wav"};
S(lightning_hit) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/lhit.wav"};
S(nailgun) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/rocket1i.wav"};
S(noammo) = {ATTN_NORM, CHAN_WEAPON, VOL_MID, "cev/items/noammo.ogg"};
S(ric1) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/ric1.wav"};
S(ric2) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/ric2.wav"};
S(ric3) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/ric3.wav"};
S(rocketlauncher) = {ATTN_NORM, CHAN_ROCKETS, VOL_HIGH, "weapons/sgun1.wav"};
S(rocket_explosion) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/r_exp3.wav"};
S(shotgun) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/guncock.wav"};
S(supernailgun) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/spike2.wav"};
S(supershotgun) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "weapons/shotgn2.wav"};
S(tink1) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "weapons/tink1.wav"};
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// button sounds -- snd_button
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_button_##var
S(inout) = {ATTN_NORM, CHAN_VOICE, VOL_MID, "buttons/switch04.wav"};
S(metal) = {ATTN_NORM, CHAN_VOICE, VOL_MID, "buttons/switch02.wav"};
S(steam) = {ATTN_NORM, CHAN_VOICE, VOL_MID, "buttons/airbut1.wav"};
S(wood) = {ATTN_NORM, CHAN_VOICE, VOL_MID, "buttons/switch21.wav"};
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// door sounds -- snd_door
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_door_##var
S(base_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/hydro2.wav"};
S(base_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/hydro1.wav"};
S(base_try) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "doors/basetry.wav"};
S(base_use) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "doors/baseuse.wav"};
S(chain_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/stndr2.wav"};
S(chain_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/stndr1.wav"};
S(med_try) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "doors/medtry.wav"};
S(med_use) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "doors/meduse.wav"};
S(metal_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/ddoor2.wav"};
S(metal_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/ddoor1.wav"};
S(rune_try) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "doors/runetry.wav"};
S(rune_use) = {ATTN_NORM, CHAN_ITEM, VOL_HIGH, "doors/runeuse.wav"};
S(stone_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/drclos4.wav"};
S(stone_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/doormv1.wav"};
S(secret_base_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/basesec2.wav"};
S(secret_base_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/basesec1.wav"};
S(secret_med_start) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/latch2.wav"};
S(secret_med_stop) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/drclos4.wav"};
S(secret_med_travel) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/winch2.wav"};
S(secret_metal_close) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/airdoor2.wav"};
S(secret_metal_open) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "doors/airdoor1.wav"};
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// plat/lift sounds -- snd_plat
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_plat_##var
S(base1) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/plat1.wav"};
S(base2) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/plat2.wav"};
S(med1) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/medplat1.wav"};
S(med2) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/medplat2.wav"};
S(train1) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/train1.wav"};
S(train2) = {ATTN_NORM, CHAN_VOICE, VOL_MHI, "plats/train2.wav"};
#undef S
#endif
#if defined(CSQC) || defined(SSQC)
//----------------------------------------------------------------------
// player sounds -- snd_player
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_player_##var
#define P() "cev/player/"
S(death_01) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/death1.wav"};
S(death_02) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/death2.wav"};
S(death_03) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/death3.wav"};
S(death_04) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/death4.wav"};
S(death_05) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/death5.wav"};
S(drown_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/drown1.wav"};
S(drown_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/drown2.wav"};
S(gasp_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/gasp1.wav"};
S(gasp_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/gasp2.wav"};
S(gib_01) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/gib.wav"};
S(h2odeath) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/h2odeath.wav"};
S(inlava) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "player/inlava.wav"};
S(inslime) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "player/slimbrn2.wav"};
S(inwater) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "player/inh2o.wav"};
S(jump_00) = {ATTN_NORM, CHAN_BODY, 0.9, "player/plyrjmp8.wav"};
S(jump_01) = {ATTN_NORM, CHAN_BODY, 0.15, P() "jump_01.ogg"};
S(jump_02) = {ATTN_NORM, CHAN_BODY, 0.15, P() "jump_02.ogg"};
S(jump_03) = {ATTN_NORM, CHAN_BODY, 0.15, P() "jump_03.ogg"};
S(jump_04) = {ATTN_NORM, CHAN_BODY, 0.15, P() "jump_04.ogg"};
S(jumpwater) = {ATTN_NORM, CHAN_BODY, VOL_HIGH, "player/h2ojump.wav"};
S(land_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/land.wav"};
S(land_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/land2.wav"};
S(lavaburn_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/lburn1.wav"};
S(lavaburn_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/lburn2.wav"};
S(pain_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain1.wav"};
S(pain_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain2.wav"};
S(pain_03) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain3.wav"};
S(pain_04) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain4.wav"};
S(pain_05) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain5.wav"};
S(pain_06) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/pain6.wav"};
S(slide_00) = {ATTN_FEET, CHAN_SLIDE, 0.3, P() "dive.ogg"};
S(slide_silent) = {ATTN_FEET, CHAN_SLIDE, 0.4, "misc/null.wav"};
S(stepdirt_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_dirt_01.ogg"};
S(stepdirt_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_dirt_02.ogg"};
S(stepdirt_03) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_dirt_03.ogg"};
S(stepdirt_04) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_dirt_04.ogg"};
S(stepdirt_05) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_dirt_05.ogg"};
S(stepmetal_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_01.ogg"};
S(stepmetal_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_02.ogg"};
S(stepmetal_03) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_03.ogg"};
S(stepmetal_04) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_04.ogg"};
S(stepmetal_05) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_05.ogg"};
S(stepmetal_06) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_06.ogg"};
S(stepmetal_07) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_07.ogg"};
S(stepmetal_08) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_08.ogg"};
S(stepmetal_09) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_metal_09.ogg"};
S(stepstone_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_01.ogg"};
S(stepstone_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_02.ogg"};
S(stepstone_03) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_03.ogg"};
S(stepstone_04) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_04.ogg"};
S(stepstone_05) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_05.ogg"};
S(stepstone_06) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_stone_06.ogg"};
S(stepwater_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_water_01.ogg"};
S(stepwater_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_water_02.ogg"};
S(stepwater_03) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_water_03.ogg"};
S(stepwater_04) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_water_04.ogg"};
S(stepwood_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_wood_01.ogg"};
S(stepwood_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_wood_02.ogg"};
S(stepwood_03) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_wood_03.ogg"};
S(stepwood_04) = {ATTN_FEET, CHAN_FEET, 0.3, P() "step_wood_04.ogg"};
S(teledeath) = {ATTN_NONE, CHAN_VOICE, VOL_HIGH, "player/teledth1.wav"};
S(tornoff2) = {ATTN_NONE, CHAN_BODY, VOL_HIGH, "player/tornoff2.wav"};
S(udeath) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "player/udeath.wav"};
S(wadewater_01) = {ATTN_FEET, CHAN_FEET, 0.3, P() "wade_water_01.ogg"};
S(wadewater_02) = {ATTN_FEET, CHAN_FEET, 0.3, P() "wade_water_02.ogg"};
S(water_01) = {ATTN_NORM, CHAN_BODY, 0.6, "misc/water1.wav"};
S(water_02) = {ATTN_NORM, CHAN_BODY, 0.6, "misc/water2.wav"};
#undef P
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_boss sounds -- snd_boss -- Chthon
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_boss_##var
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss1/death.wav"};
S(out1) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "boss1/out1.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss1/pain.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss1/sight1.wav"};
S(throw) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "boss1/throw.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_demon1 sounds -- snd_demon1 -- Fiends
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_demon1_##var
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "demon/ddeath.wav"};
S(hit2) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "demon/dhit2.wav"};
S(idle1) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "demon/idle1.wav"};
S(jump) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "demon/djump.wav"};
S(land) = {ATTN_NORM, CHAN_FEET, VOL_HIGH, "demon/dland2.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "demon/dpain1.wav"};
S(sight2) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "demon/sight2.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_dog sounds -- snd_dog -- Dogs
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_dog_##var
S(attack1) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "dog/dattack1.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "dog/ddeath.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "dog/idle.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "dog/dpain1.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "dog/dsight.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_enforcer sounds -- snd_enforcer -- Enforcers
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_enforcer_##var
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/death1.wav"};
S(fire) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "enforcer/enfire.wav"};
S(fire_hit) = {ATTN_STATIC, CHAN_WEAPON, VOL_HIGH, "enforcer/enfstop.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "enforcer/idle1.wav"};
S(pain_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/pain1.wav"};
S(pain_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/pain2.wav"};
S(sight_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/sight1.wav"};
S(sight_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/sight2.wav"};
S(sight_03) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/sight3.wav"};
S(sight_04) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "enforcer/sight4.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_fish sounds -- snd_fish -- Fishies
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_fish_##var
S(bite) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "fish/bite.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "fish/death.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "fish/idle.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_hell_knight sounds -- snd_hknight -- Death Knights
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_hknight_##var
S(attack) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "hknight/attack1.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "hknight/death1.wav"};
S(grunt) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "hknight/grunt.wav"};
S(hit) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "hknight/hit.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "hknight/idle.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "hknight/pain1.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "hknight/sight1.wav"};
S(slash) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "hknight/slash1.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_knight sounds -- snd_knight -- Knights
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_knight_##var
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "knight/kdeath.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "knight/idle.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "knight/khurt.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "knight/ksight.wav"};
S(sword_01) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "knight/sword1.wav"};
S(sword_02) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "knight/sword2.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_ogre sounds -- snd_ogre -- Ogres
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_ogre_##var
S(attack) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "ogre/ogsawatk.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "ogre/ogdth.wav"};
S(drag) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "ogre/ogdrag.wav"};
S(idle_01) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "ogre/ogidle.wav"};
S(idle_02) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "ogre/ogidle2.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "ogre/ogpain1.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "ogre/ogwake.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_oldone sounds -- snd_oldone -- Boss 2
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_oldone_##var
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss2/death.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "boss2/idle.wav"};
S(pop) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss2/pop2.wav"};
S(pop_pd) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "oldone2/pd_pop2.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "boss2/sight.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_shalrath sounds -- snd_shalrath -- Vores
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_shalrath_##var
S(attack_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shalrath/attack.wav"};
S(attack_02) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "shalrath/attack2.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shalrath/death.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "shalrath/idle.wav"};
S(pain) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "shalrath/pain.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shalrath/sight.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_shambler sounds -- snd_shambler -- Shambler
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_shambler_##var
S(attack) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "shambler/sattck1.wav"};
S(boom) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "shambler/sboom.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/sdeath.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "shambler/sidle.wav"};
S(melee_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/melee1.wav"};
S(melee_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/melee2.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/shurt2.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/ssight.wav"};
S(smack) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "shambler/smack.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_army sounds -- snd_army -- Soldiers / Grunts / Army
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_army_##var
S(attack) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "soldier/sattck1.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "soldier/death1.wav"};
S(idle) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "soldier/idle.wav"};
S(pain_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "soldier/pain1.wav"};
S(pain_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "soldier/pain2.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "soldier/sight1.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_wizard sounds -- snd_wizard -- Wizards / Scrags
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_wizard_##var
S(attack) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "wizard/wattack.wav"};
S(death) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "wizard/wdeath.wav"};
S(hit) = {ATTN_NORM, CHAN_AUTO, VOL_HIGH, "wizard/hit.wav"};
S(idle_01) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "wizard/widle1.wav"};
S(idle_02) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "wizard/widle2.wav"};
S(pain) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "wizard/wpain.wav"};
S(sight) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "wizard/wsight.wav"};
#undef S
#endif
#ifdef SSQC
//----------------------------------------------------------------------
// monster_zombie sounds -- snd_zombie -- Zombies
//----------------------------------------------------------------------
#define S(var) const sound_info_t snd_zombie_##var
S(fall) = {ATTN_NORM, CHAN_BODY, VOL_HIGH, "zombie/z_fall.wav"};
S(idle_01) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "zombie/z_idle.wav"};
S(idle_02) = {ATTN_IDLE, CHAN_VOICE, VOL_HIGH, "zombie/z_idle1.wav"};
S(idle_03) = {ATTN_STATIC, CHAN_VOICE, VOL_HIGH, "zombie/idle_w2.wav"};
S(gib) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "zombie/z_gib.wav"};
S(hit) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "zombie/z_hit.wav"};
S(miss) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "zombie/z_miss.wav"};
S(pain_01) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "zombie/z_pain.wav"};
S(pain_02) = {ATTN_NORM, CHAN_VOICE, VOL_HIGH, "zombie/z_pain1.wav"};
S(shot) = {ATTN_NORM, CHAN_WEAPON, VOL_HIGH, "zombie/z_shot1.wav"};
#undef S
#endif
Return to the top of this page or return to the overview of this repo.
Log defs_sounds.qc
Date | Commit Message | Author | + | - |
---|---|---|---|---|
2025-08-13 | Another big commit. Item changes, field rework, etc. | cev | +481 |
Return to the top of this page or return to the overview of this repo.