// EDF for Eternity Engine v3.35.00 // This file contains sound definitions. Note that some fields in the // sound block have very special semantics, so you should read the docs // before you mess with this at all. Confusion is bound to result otherwise. // Include gamemode-specific sounds -------------------------------------------- // Doom : DeHackEd nums 1 - 108, 125 includeifenabled("doom/sounds.edf", "DOOM") // Heretic : DeHackEd nums 300 - 397 includeifenabled("heretic/sounds.edf", "HERETIC") // MBF sounds ------------------------------------------------------------------ # killough 11/98: dog sounds sound dgsit { pitchvariance = Doom; priority = 98; dehackednum = 109 } sound dgatk { pitchvariance = Doom; priority = 70; dehackednum = 110 } sound dgact { pitchvariance = Doom; priority = 120; dehackednum = 111 } sound dgdth { pitchvariance = Doom; priority = 70; dehackednum = 112 } sound dgpain { pitchvariance = Doom; priority = 96; dehackednum = 113 } // Eternity Engine sounds ------------------------------------------------------ sound eefly { priority = 120 dehackednum = 114 clipping_dist = 512 close_dist = 64 } sound gloop { pitchvariance = Doom; priority = 100; dehackednum = 115 } sound thundr { pitchvariance = Doom; priority = 96; dehackednum = 116 } sound muck { pitchvariance = Doom; priority = 100; dehackednum = 117 } sound plfeet { pitchvariance = Doom priority = 96 dehackednum = 118 singularity = sg_oof skinindex = sk_plfeet } sound plfall { pitchvariance = Doom priority = 96 dehackednum = 119 skinindex = sk_plfall } sound fallht { pitchvariance = Doom priority = 96; dehackednum = 120 skinindex = sk_fallht } sound burn { pitchvariance = Doom; priority = 32; dehackednum = 121 } sound eehtsz { pitchvariance = Doom priority = 100 dehackednum = 122 clipping_dist = 640 close_dist = 96 } sound eedrip { pitchvariance = Doom priority = 100 dehackednum = 123 clipping_dist = 640 close_dist = 96 } sound Earthquake { lump = "quake2"; dehackednum = 124 } // NOTE: DeHackEd num 125 == plwdth in doom/sounds.edf // [CG] Quake-style ("The enemy has your flag!") announcer. sound FriendlyFlagDropped { lump = "dsefd" clipping_dist = 1 close_dist = 2 priority = 0 } sound FriendlyFlagTaken { lump = "dsefg" clipping_dist = 1 close_dist = 2 priority = 0 } sound FriendlyFlagReturned { lump = "dsefr" clipping_dist = 1 close_dist = 2 priority = 0 } sound FriendlyFlagCaptured { lump = "dsffs" clipping_dist = 1 close_dist = 2 priority = 0 } sound EnemyFlagDropped { lump = "dsffd" clipping_dist = 1 close_dist = 2 priority = 0 } sound EnemyFlagTaken { lump = "dsffg" clipping_dist = 1 close_dist = 2 priority = 0 } sound EnemyFlagReturned { lump = "dsffr" clipping_dist = 1 close_dist = 2 priority = 0 } sound EnemyFlagCaptured { lump = "dsefs" clipping_dist = 1 close_dist = 2 priority = 0 } // [CG] Unreal Tournament ("Red flag taken!") announcer. sound BlueFlagDropped { lump = "AC_BLUED" clipping_dist = 1 close_dist = 2 priority = 0 } sound RedFlagDropped { lump = "AC_REDD" clipping_dist = 1 close_dist = 2 priority = 0 } sound BlueFlagReturned { lump = "AC_BLUER" clipping_dist = 1 close_dist = 2 priority = 0 } sound RedFlagReturned { lump = "AC_REDR" clipping_dist = 1 close_dist = 2 priority = 0 } sound BlueFlagTaken { lump = "AC_BLUET" clipping_dist = 1 close_dist = 2 priority = 0 } sound RedFlagTaken { lump = "AC_REDT" clipping_dist = 1 close_dist = 2 priority = 0 } sound BlueTeamScores { lump = "AC_BLUES" clipping_dist = 1 close_dist = 2 priority = 0 } sound RedTeamScores { lump = "AC_REDS" clipping_dist = 1 close_dist = 2 priority = 0 } sound TeamAssist { lump = "AC_ASSIS" clipping_dist = 1 close_dist = 2 priority = 0 } // [CG] Generic announcer sounds sound RoundStarting { lump = "AC_PREP" clipping_dist = 1 close_dist = 2 priority = 0 } sound RoundStart { lump = "AC_FIGHT" clipping_dist = 1 close_dist = 2 priority = 0 } sound ThreeFragsLeft { lump = "AC_FRAG3" clipping_dist = 1 close_dist = 2 priority = 0 } sound TwoFragsLeft { lump = "AC_FRAG2" clipping_dist = 1 close_dist = 2 priority = 0 } sound OneFragLeft { lump = "AC_FRAG1" clipping_dist = 1 close_dist = 2 priority = 0 } sound TeamKillOne { lump = "AC_FRAT1" clipping_dist = 1 close_dist = 2 priority = 0 } sound TeamKillTwo { lump = "AC_FRAT2" clipping_dist = 1 close_dist = 2 priority = 0 } sound TeamKillThree { lump = "AC_FRAT3" clipping_dist = 1 close_dist = 2 priority = 0 } sound SuicideDeathOne { lump = "AC_SUI1" clipping_dist = 1 close_dist = 2 priority = 0 } sound SuicideDeathTwo { lump = "AC_SUI2" clipping_dist = 1 close_dist = 2 priority = 0 } sound SuicideDeathThree { lump = "AC_SUI3" clipping_dist = 1 close_dist = 2 priority = 0 } sound BlowoutWin { lump = "AC_HOLYS" clipping_dist = 1 close_dist = 2 priority = 0 } sound HumiliatingWin { lump = "AC_HUMIL" clipping_dist = 1 close_dist = 2 priority = 0 } sound ImpressiveWin { lump = "AC_IMPRE" clipping_dist = 1 close_dist = 2 priority = 0 } sound LeadGained { lump = "AC_LEADG" clipping_dist = 1 close_dist = 2 priority = 0 } sound LeadLost { lump = "AC_LEADL" clipping_dist = 1 close_dist = 2 priority = 0 } sound LeadTied { lump = "AC_LEADT" clipping_dist = 1 close_dist = 2 priority = 0 } sound RoundLost { lump = "AC_LOSE" clipping_dist = 1 close_dist = 2 priority = 0 } sound RoundTied { lump = "AC_TIE" clipping_dist = 1 close_dist = 2 priority = 0 } sound RoundWon { lump = "AC_WIN" clipping_dist = 1 close_dist = 2 priority = 0 } sound OneMinuteWarning { lump = "AC_MIN1" clipping_dist = 1 close_dist = 2 priority = 0 } sound FiveMinuteWarning { lump = "AC_MIN5" clipping_dist = 1 close_dist = 2 priority = 0 } sound DoubleKill { lump = "AC_MULT2" clipping_dist = 1 close_dist = 2 priority = 0 } sound MultiKill { lump = "AC_MULT3" clipping_dist = 1 close_dist = 2 priority = 0 } sound UltraKill { lump = "AC_MULT4" clipping_dist = 1 close_dist = 2 priority = 0 } sound MonsterKill { lump = "AC_MULT5" clipping_dist = 1 close_dist = 2 priority = 0 } sound KillingSpree { lump = "AC_SPRE1" clipping_dist = 1 close_dist = 2 priority = 0 } sound RampageSpree { lump = "AC_SPRE2" clipping_dist = 1 close_dist = 2 priority = 0 } sound DominatingSpree { lump = "AC_SPRE3" clipping_dist = 1 close_dist = 2 priority = 0 } sound UnstoppableSpree { lump = "AC_SPRE4" clipping_dist = 1 close_dist = 2 priority = 0 } sound GodLikeSpree { lump = "AC_SPRE5" clipping_dist = 1 close_dist = 2 priority = 0 } sound WickedSickSpree { lump = "AC_SPRE6" clipping_dist = 1 close_dist = 2 priority = 0 } // Default Sector Sound Sequences ---------------------------------------------- // Door Opening Sequences soundsequence EEDoorOpenNormal { commands @" play EE_DoorOpen nostopcutoff "@ } soundsequence EEDoorOpenBlazing { commands @" play EE_BDoorOpen nostopcutoff "@ } // Note: All gamemode sequences will be kept here since they are related. // DOOM Door Close Sequences ifgametype(DOOM) soundsequence EEDoorCloseNormal { commands @" play EE_DoorClose nostopcutoff "@ } soundsequence EEDoorCloseBlazing { commands @" play EE_BDoorClose nostopcutoff "@ } // Note: This sequence is only used in DOOM when comp_blazing is enabled. // It makes the (apparently) erroneous double-closing sound. soundsequence EEDoorCloseBlazingComp { commands @" play EE_BDoorClose stopsound EE_BDoorClose "@ } endif() // Heretic Door Close Sequences ifgametype(HERETIC) soundsequence EEDoorCloseNormal { commands @" play EE_DoorOpen stopsound EE_DoorClose "@ } soundsequence EEDoorCloseBlazing { commands @" play EE_BDoorOpen stopsound EE_BDoorClose "@ } endif() // Plat Sequences // This is used by most plat types, like the ordinary down-wait-up-stay type soundsequence EEPlatNormal { commands @" play EE_PlatStart stopsound EE_PlatStop "@ } // This is used by raise-and-change plat types. soundsequence EEPlatRaise { commands @" playloop EE_PlatMove 8 stopsound EE_PlatStop "@ } // This may seem pointless, but defining it allows the silent behavior of // instant move plats to be overridden by redefining this sequence. soundsequence EEPlatSilent { } // Ceiling Sequences // Used by most ceiling actions soundsequence EECeilingNormal { commands @" playloop EE_FCMove 8 "@ } // Used by "silent" crushers that aren't really silent soundsequence EECeilingSemiSilent { commands @" stopsound EE_PlatStop "@ } // Like above for plats, but for ceilings. soundsequence EECeilingSilent { } // Floor Sequences soundsequence EEFloor { commands @" playloop EE_FCMove 8 stopsound EE_PlatStop "@ }