SOUNDS.H 8.1 KB

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  1. /*
  2. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
  3. SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
  4. END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
  5. ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
  6. IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
  7. SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
  8. FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
  9. CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
  10. AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
  11. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
  12. */
  13. /*
  14. * $Source: f:/miner/source/main/rcs/sounds.h $
  15. * $Revision: 2.0 $
  16. * $Author: john $
  17. * $Date: 1995/02/27 11:27:32 $
  18. *
  19. * Numbering system for the sounds.
  20. *
  21. * $Log: sounds.h $
  22. * Revision 2.0 1995/02/27 11:27:32 john
  23. * New version 2.0, which has no anonymous unions, builds with
  24. * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
  25. *
  26. * Revision 1.41 1995/02/03 17:08:28 john
  27. * Changed sound stuff to allow low memory usage.
  28. * Also, changed so that Sounds isn't an array of digi_sounds, it
  29. * is a ubyte pointing into GameSounds, this way the digi.c code that
  30. * locks sounds won't accidentally unlock a sound that is already playing, but
  31. * since it's Sounds[soundno] is different, it would erroneously be unlocked.
  32. *
  33. * Revision 1.40 1995/01/30 21:45:17 adam
  34. * added weapon change sounds
  35. *
  36. * Revision 1.39 1995/01/30 21:11:57 mike
  37. * Use new weapon selection sounds, different for primary and secondary.
  38. *
  39. * Revision 1.38 1995/01/26 17:02:58 mike
  40. * make fusion cannon have more chrome, make fusion, mega rock you!
  41. *
  42. * Revision 1.37 1995/01/18 19:46:15 matt
  43. * Added sound for invulnerability wearing off, and voice message for cheating
  44. *
  45. * Revision 1.36 1995/01/18 19:05:04 john
  46. * Increased MAX_SOUNDS.
  47. *
  48. * Revision 1.35 1994/12/14 16:57:08 adam
  49. * *** empty log message ***
  50. *
  51. * Revision 1.34 1994/12/08 21:31:40 adam
  52. * *** empty log message ***
  53. *
  54. * Revision 1.33 1994/12/08 12:33:01 mike
  55. * make boss dying more interesting.
  56. *
  57. * Revision 1.32 1994/12/04 21:39:40 matt
  58. * Added sound constants for endlevel explosions
  59. *
  60. * Revision 1.31 1994/11/30 14:02:58 mike
  61. * see/claw/attack sounds.
  62. *
  63. * Revision 1.30 1994/11/29 20:43:54 matt
  64. * Deleted a bunch of unused constants
  65. *
  66. * Revision 1.29 1994/11/29 15:48:11 matt
  67. * Cleaned up, & added new sounds
  68. *
  69. * Revision 1.28 1994/11/29 14:35:36 adam
  70. * moved lava noise index
  71. *
  72. * Revision 1.27 1994/11/29 13:23:30 matt
  73. * Cleaned up sound constants
  74. *
  75. * Revision 1.26 1994/11/29 13:01:04 rob
  76. * ADded badass explosion define.
  77. *
  78. * Revision 1.25 1994/11/29 11:34:23 rob
  79. * Added new HUD sounds.
  80. *
  81. * Revision 1.24 1994/11/15 16:52:01 mike
  82. * hiss sound placeholder.
  83. *
  84. * Revision 1.23 1994/10/25 16:21:45 adam
  85. * changed homing sound
  86. *
  87. * Revision 1.22 1994/10/23 00:27:34 matt
  88. * Made exploding wall do one long sound, instead of lots of small ones
  89. *
  90. * Revision 1.21 1994/10/22 14:12:35 mike
  91. * Add sound for missile tracking player.
  92. *
  93. * Revision 1.20 1994/10/11 12:25:21 matt
  94. * Added "hot rocks" that create badass explosion when hit by weapons
  95. *
  96. * Revision 1.19 1994/10/10 20:57:50 matt
  97. * Added sound for exploding wall (hostage door)
  98. *
  99. * Revision 1.18 1994/10/04 15:33:31 john
  100. * Took out the old PLAY_SOUND??? code and replaced it
  101. * with direct calls into digi_link_??? so that all sounds
  102. * can be made 3d.
  103. *
  104. * Revision 1.17 1994/09/29 21:13:41 john
  105. * Added Master volumes for digi and midi. Also took out panning,
  106. * because it doesn't work with MasterVolume stuff.
  107. *
  108. * Revision 1.16 1994/09/29 00:42:29 matt
  109. * Made hitting a locked door play a sound
  110. *
  111. * Revision 1.15 1994/09/20 19:14:34 john
  112. * Massaged the sound system; used a better formula for determining
  113. * which l/r balance, also, put in Mike's stuff that searches for a connection
  114. * between the 2 sounds' segments, stopping for closed doors, etc.
  115. *
  116. * Revision 1.14 1994/07/06 15:23:59 john
  117. * Revamped hostage sound.
  118. *
  119. * Revision 1.13 1994/06/21 19:13:27 john
  120. * *** empty log message ***
  121. *
  122. * Revision 1.12 1994/06/21 12:09:54 adam
  123. * *** empty log message ***
  124. *
  125. * Revision 1.11 1994/06/21 12:03:15 john
  126. * Added more sounds.
  127. *
  128. * Revision 1.10 1994/06/20 22:01:54 matt
  129. * Added prototype for Play3D()
  130. *
  131. * Revision 1.9 1994/06/20 21:06:06 yuan
  132. * Fixed up menus.
  133. *
  134. * Revision 1.8 1994/06/17 12:21:54 mike
  135. * Hook for robot hits player.
  136. *
  137. * Revision 1.7 1994/06/15 19:01:35 john
  138. * Added the capability to make 3d sounds play just once for the
  139. * laser hit wall effects.
  140. *
  141. * Revision 1.6 1994/06/08 11:43:03 john
  142. * Enable 3D sound.
  143. *
  144. * Revision 1.5 1994/06/07 18:21:20 john
  145. * Start changing sound to the new 3D system.
  146. *
  147. * Revision 1.4 1994/05/16 16:17:41 john
  148. * Bunch of stuff on my Inferno Task list May16-23
  149. *
  150. * Revision 1.3 1994/05/09 21:11:38 john
  151. * Sound changes; pass index instead of pointer to digi routines.
  152. * Made laser sound cut off the last laser sound.
  153. *
  154. * Revision 1.2 1994/04/27 11:47:46 john
  155. * First version.
  156. *
  157. * Revision 1.1 1994/04/26 10:44:36 john
  158. * Initial revision
  159. *
  160. *
  161. */
  162. #ifndef _SOUNDS_H
  163. #define _SOUNDS_H
  164. #include "vecmat.h"
  165. #include "digi.h"
  166. //------------------- List of sound effects --------------------
  167. #define SOUND_LASER_FIRED 10
  168. #define SOUND_WEAPON_HIT_DOOR 27
  169. #define SOUND_WEAPON_HIT_BLASTABLE 11
  170. #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
  171. #define SOUND_ROBOT_HIT_PLAYER 17
  172. #define SOUND_ROBOT_HIT 20
  173. #define SOUND_ROBOT_DESTROYED 21
  174. #define SOUND_VOLATILE_WALL_HIT 21
  175. #define SOUND_LASER_HIT_CLUTTER 30
  176. #define SOUND_CONTROL_CENTER_HIT 30
  177. #define SOUND_EXPLODING_WALL 31 //one long sound
  178. #define SOUND_CONTROL_CENTER_DESTROYED 31
  179. #define SOUND_CONTROL_CENTER_WARNING_SIREN 32
  180. #define SOUND_MINE_BLEW_UP 33
  181. #define SOUND_FUSION_WARMUP 34
  182. #define SOUND_REFUEL_STATION_GIVING_FUEL 62
  183. #define SOUND_PLAYER_HIT_WALL 70
  184. #define SOUND_PLAYER_GOT_HIT 71
  185. #define SOUND_HOSTAGE_RESCUED 91
  186. #define SOUND_COUNTDOWN_0_SECS 100 //countdown 100..114
  187. #define SOUND_COUNTDOWN_13_SECS 113
  188. #define SOUND_COUNTDOWN_29_SECS 114
  189. #define SOUND_HUD_MESSAGE 117
  190. #define SOUND_HUD_KILL 118
  191. #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
  192. #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
  193. #define SOUND_GOOD_SELECTION_PRIMARY 153
  194. #define SOUND_BAD_SELECTION 156
  195. #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
  196. #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
  197. #define SOUND_CLOAK_OFF 161 //sound when cloak goes away
  198. #define SOUND_INVULNERABILITY_OFF 163 //sound when invulnerability goes away
  199. #define SOUND_BOSS_SHARE_SEE 183
  200. #define SOUND_BOSS_SHARE_ATTACK 184
  201. #define SOUND_BOSS_SHARE_DIE 185
  202. #define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1
  203. #define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2
  204. #define ROBOT_SEE_SOUND_DEFAULT 170
  205. #define ROBOT_ATTACK_SOUND_DEFAULT 171
  206. #define ROBOT_CLAW_SOUND_DEFAULT 190
  207. #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
  208. #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
  209. #define SOUND_DROP_BOMB 26
  210. #define SOUND_CHEATER 200
  211. //--------------------------------------------------------------
  212. #define MAX_SOUNDS 250
  213. //I think it would be nice to have a scrape sound...
  214. //#define SOUND_PLAYER_SCRAPE_WALL 72
  215. extern ubyte Sounds[MAX_SOUNDS];
  216. extern ubyte AltSounds[MAX_SOUNDS];
  217. #endif
  218.