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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/sounds.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:27:32 $
- *
- * Numbering system for the sounds.
- *
- * $Log: sounds.h $
- * Revision 2.0 1995/02/27 11:27:32 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.41 1995/02/03 17:08:28 john
- * Changed sound stuff to allow low memory usage.
- * Also, changed so that Sounds isn't an array of digi_sounds, it
- * is a ubyte pointing into GameSounds, this way the digi.c code that
- * locks sounds won't accidentally unlock a sound that is already playing, but
- * since it's Sounds[soundno] is different, it would erroneously be unlocked.
- *
- * Revision 1.40 1995/01/30 21:45:17 adam
- * added weapon change sounds
- *
- * Revision 1.39 1995/01/30 21:11:57 mike
- * Use new weapon selection sounds, different for primary and secondary.
- *
- * Revision 1.38 1995/01/26 17:02:58 mike
- * make fusion cannon have more chrome, make fusion, mega rock you!
- *
- * Revision 1.37 1995/01/18 19:46:15 matt
- * Added sound for invulnerability wearing off, and voice message for cheating
- *
- * Revision 1.36 1995/01/18 19:05:04 john
- * Increased MAX_SOUNDS.
- *
- * Revision 1.35 1994/12/14 16:57:08 adam
- * *** empty log message ***
- *
- * Revision 1.34 1994/12/08 21:31:40 adam
- * *** empty log message ***
- *
- * Revision 1.33 1994/12/08 12:33:01 mike
- * make boss dying more interesting.
- *
- * Revision 1.32 1994/12/04 21:39:40 matt
- * Added sound constants for endlevel explosions
- *
- * Revision 1.31 1994/11/30 14:02:58 mike
- * see/claw/attack sounds.
- *
- * Revision 1.30 1994/11/29 20:43:54 matt
- * Deleted a bunch of unused constants
- *
- * Revision 1.29 1994/11/29 15:48:11 matt
- * Cleaned up, & added new sounds
- *
- * Revision 1.28 1994/11/29 14:35:36 adam
- * moved lava noise index
- *
- * Revision 1.27 1994/11/29 13:23:30 matt
- * Cleaned up sound constants
- *
- * Revision 1.26 1994/11/29 13:01:04 rob
- * ADded badass explosion define.
- *
- * Revision 1.25 1994/11/29 11:34:23 rob
- * Added new HUD sounds.
- *
- * Revision 1.24 1994/11/15 16:52:01 mike
- * hiss sound placeholder.
- *
- * Revision 1.23 1994/10/25 16:21:45 adam
- * changed homing sound
- *
- * Revision 1.22 1994/10/23 00:27:34 matt
- * Made exploding wall do one long sound, instead of lots of small ones
- *
- * Revision 1.21 1994/10/22 14:12:35 mike
- * Add sound for missile tracking player.
- *
- * Revision 1.20 1994/10/11 12:25:21 matt
- * Added "hot rocks" that create badass explosion when hit by weapons
- *
- * Revision 1.19 1994/10/10 20:57:50 matt
- * Added sound for exploding wall (hostage door)
- *
- * Revision 1.18 1994/10/04 15:33:31 john
- * Took out the old PLAY_SOUND??? code and replaced it
- * with direct calls into digi_link_??? so that all sounds
- * can be made 3d.
- *
- * Revision 1.17 1994/09/29 21:13:41 john
- * Added Master volumes for digi and midi. Also took out panning,
- * because it doesn't work with MasterVolume stuff.
- *
- * Revision 1.16 1994/09/29 00:42:29 matt
- * Made hitting a locked door play a sound
- *
- * Revision 1.15 1994/09/20 19:14:34 john
- * Massaged the sound system; used a better formula for determining
- * which l/r balance, also, put in Mike's stuff that searches for a connection
- * between the 2 sounds' segments, stopping for closed doors, etc.
- *
- * Revision 1.14 1994/07/06 15:23:59 john
- * Revamped hostage sound.
- *
- * Revision 1.13 1994/06/21 19:13:27 john
- * *** empty log message ***
- *
- * Revision 1.12 1994/06/21 12:09:54 adam
- * *** empty log message ***
- *
- * Revision 1.11 1994/06/21 12:03:15 john
- * Added more sounds.
- *
- * Revision 1.10 1994/06/20 22:01:54 matt
- * Added prototype for Play3D()
- *
- * Revision 1.9 1994/06/20 21:06:06 yuan
- * Fixed up menus.
- *
- * Revision 1.8 1994/06/17 12:21:54 mike
- * Hook for robot hits player.
- *
- * Revision 1.7 1994/06/15 19:01:35 john
- * Added the capability to make 3d sounds play just once for the
- * laser hit wall effects.
- *
- * Revision 1.6 1994/06/08 11:43:03 john
- * Enable 3D sound.
- *
- * Revision 1.5 1994/06/07 18:21:20 john
- * Start changing sound to the new 3D system.
- *
- * Revision 1.4 1994/05/16 16:17:41 john
- * Bunch of stuff on my Inferno Task list May16-23
- *
- * Revision 1.3 1994/05/09 21:11:38 john
- * Sound changes; pass index instead of pointer to digi routines.
- * Made laser sound cut off the last laser sound.
- *
- * Revision 1.2 1994/04/27 11:47:46 john
- * First version.
- *
- * Revision 1.1 1994/04/26 10:44:36 john
- * Initial revision
- *
- *
- */
- #ifndef _SOUNDS_H
- #define _SOUNDS_H
- #include "vecmat.h"
- #include "digi.h"
- //------------------- List of sound effects --------------------
- #define SOUND_LASER_FIRED 10
- #define SOUND_WEAPON_HIT_DOOR 27
- #define SOUND_WEAPON_HIT_BLASTABLE 11
- #define SOUND_BADASS_EXPLOSION 11 // need something different for this if possible
- #define SOUND_ROBOT_HIT_PLAYER 17
- #define SOUND_ROBOT_HIT 20
- #define SOUND_ROBOT_DESTROYED 21
- #define SOUND_VOLATILE_WALL_HIT 21
- #define SOUND_LASER_HIT_CLUTTER 30
- #define SOUND_CONTROL_CENTER_HIT 30
- #define SOUND_EXPLODING_WALL 31 //one long sound
- #define SOUND_CONTROL_CENTER_DESTROYED 31
- #define SOUND_CONTROL_CENTER_WARNING_SIREN 32
- #define SOUND_MINE_BLEW_UP 33
- #define SOUND_FUSION_WARMUP 34
- #define SOUND_REFUEL_STATION_GIVING_FUEL 62
- #define SOUND_PLAYER_HIT_WALL 70
- #define SOUND_PLAYER_GOT_HIT 71
- #define SOUND_HOSTAGE_RESCUED 91
- #define SOUND_COUNTDOWN_0_SECS 100 //countdown 100..114
- #define SOUND_COUNTDOWN_13_SECS 113
- #define SOUND_COUNTDOWN_29_SECS 114
- #define SOUND_HUD_MESSAGE 117
- #define SOUND_HUD_KILL 118
- #define SOUND_HOMING_WARNING 122 // Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.
- #define SOUND_VOLATILE_WALL_HISS 151 // need a hiss sound here.
- #define SOUND_GOOD_SELECTION_PRIMARY 153
- #define SOUND_BAD_SELECTION 156
- #define SOUND_GOOD_SELECTION_SECONDARY 154 // Adam: New sound number here! MK, 01/30/95
- #define SOUND_ALREADY_SELECTED 155 // Adam: New sound number here! MK, 01/30/95
- #define SOUND_CLOAK_OFF 161 //sound when cloak goes away
- #define SOUND_INVULNERABILITY_OFF 163 //sound when invulnerability goes away
- #define SOUND_BOSS_SHARE_SEE 183
- #define SOUND_BOSS_SHARE_ATTACK 184
- #define SOUND_BOSS_SHARE_DIE 185
- #define SOUND_NASTY_ROBOT_HIT_1 190 // ding.raw ; tearing metal 1
- #define SOUND_NASTY_ROBOT_HIT_2 191 // ding.raw ; tearing metal 2
- #define ROBOT_SEE_SOUND_DEFAULT 170
- #define ROBOT_ATTACK_SOUND_DEFAULT 171
- #define ROBOT_CLAW_SOUND_DEFAULT 190
- #define SOUND_BIG_ENDLEVEL_EXPLOSION SOUND_EXPLODING_WALL
- #define SOUND_TUNNEL_EXPLOSION SOUND_EXPLODING_WALL
- #define SOUND_DROP_BOMB 26
- #define SOUND_CHEATER 200
- //--------------------------------------------------------------
- #define MAX_SOUNDS 250
- //I think it would be nice to have a scrape sound...
- //#define SOUND_PLAYER_SCRAPE_WALL 72
- extern ubyte Sounds[MAX_SOUNDS];
- extern ubyte AltSounds[MAX_SOUNDS];
- #endif
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