;dko denotes a comment by dwight@westwood ; ; -------- Misc Weapons ---------------------- ; [SingleShotPistol] Sounds=hk_engineer_pistol_1 FShift=-1 1 Volume=70 ;dko 4/24/01 test new idries call [saheavymg-longburst1] Sounds = sardukar_mgun_1 sardukar_mgun_2 Control=random Volume=70 ;dko 4/24/01 test new idries call [saheavymg-longburst2] Sounds = sardukar_mgun_1 sardukar_mgun_2 Control=random Volume=70 ;dko added 4/10/01 [MedMG-Longburst] Sounds = sardukar_mgun_1 sardukar_mgun_2 Control=random Volume=70 [HeavyMG-Shortburst] Sounds=hk_buzzsaw_gun_1 FShift=-1 1 Volume=70 ; HMGL1, HMGL2, HMGL2 samples are not currently being called by any ; units but might be needed in future [HeavyMG-Longburst] Sounds = HMGL1 HMGL2 HMGL3 ;Bazooka1, Bazooka2, Bazooka3 samples are called by the Ordos AA Infantryman. ;They are also being called by the Atreides Mongoose, the Atreides Rocket ;Turret, the Harkonnen Trooper and the Hakonnen Missile Tank (this one also ;calls the Rocket wavs). [BazookaLaunch] ;Sounds = Bazooka1 Bazooka2 Bazooka3 Sounds = bazooka_mod_1 Volume=70 ;Rocket1, Rocket2, Rocket3 samples are being called by the Ordos ;APC. Also called by the Harkonnen Devastator (secondary weapon), the Harkonnen ;Gunship and the Harkonnen Missile Tank. ;RocketLaunch - initial launch sound of a rocket [RocketLaunch] Sounds=hk_missile_tank_1 Volume=70 ;Cannon1, Cannon2, Cannon3 samples are all being called by the ;Harkonnen Assault Tank. They are also being called by the Harkonnen GunTurret ;dko 5/2/01 Let's set this aside for the HK Gun Turret [CannonSingleLoudShot] Sounds=hk_assault_tank_1a Volume=80 ; Flamethrower-flames crackling (a single burst of flame) [FlameSpray] Sounds=hk_flame_infantry_1 Volume=80 ;LrgFlamer1, LrgFlamer2, LrgFlamer3 samples are being called by the ;Harkonnen Flamer Turret [LrgFlameSpray] ;dko Sounds = LrgFlamer1 LrgFlamer2 LrgFlamer3 Sounds=hk_flame_turret_1 Volume=80 ;dko 4/10/01 is this being called? If so, for what? ;Unsure that this is being called ; Detonation same as 'Shell Detonation' [Detonation] Sounds = ShellDet1 ;dko 4/12/01 I'm now using single samples tied to the animation frames. [Thumper] Sounds = thumper_single_1 thumper_single_2 Control=random ;FShift=-2 2 Volume=80 ; Plasma1, Plasma2, Plasma3 samples are being called by the ;Harkonnen Devastator (primary fire weapon) ; Plasma (Devastator Plasma Gun) - energistic firing noise (single shot) [Plasma] Sounds=hk_devastator_1d Volume=80 ;dko added 4/10/01 ; DeathHandLaunch is being called by the Harkonnen DeathHand special weapon ; DeathHandLaunch - sound of missile in flight (the weapon explosion is uses a ;separate sound to this) [DeathHandLaunch] Sounds = death_hand_launch_3 Limit = 1 Volume=99 ;dko added 4/10/01 ; Wierd1, Wierd2, Wierd3 samples being called by the Adv Fremen ;unit ; Wierding Voice - Fremen Fedaykin fires his sonic weapon [WierdingVoice] ;Sounds = Wierd1 Wierd2 Wierd3 Sounds = weirding_weapon_3 Limit = 3 Volume=80 ;dko added 4/16/01 new idries call [FRADVFremenGun] Sounds = weirding_weapon_3 Limit = 2 Volume=80 ;dko added 4/10/01 ; Fremen Machine Gun unit [frsingleshotrifle] Sounds=sniper_3 Volume=80 ;dko added 4/16/01 ; Fremen Machine Gun unit [FRFremenGun] Sounds=sniper_3 Volume=80 ;dko added 4/10/01 ; Infect1, Infect2, Infect3 samples being called by the Tleilaxu ;Contaminator unit ; InfectingTouch(con) is weapon noise made by the Contaminator (coincide with ;contaminator swinging his infecting arm) [InfectingTouch(con)] ;Sounds = Infect1 Infect2 Infect3 Sounds = contaminator_attack_2 Volume=80 ;dko added 4/16/01 new idries call [TLContaminatorGun] Sounds = contaminator_attack_2 Volume=80 ;dko added 4/10/01 ; Knife1, Knife1, Knife1 samples being called by the Adv Sardaukar ; EliteSardukar noise made as Sardukar swishes knife (one motion) [EliteSardukar] ;Sounds = Knife1 Knife1 Knife1 Sounds = sardukar_knife_swing_1 Volume=70 ;dko added 4/16/01 new idries call [IMADVSardaukarKnife] Sounds = sardukar_knife_swing_1 Volume=70 ;dko added 4/16/01 [IXSlaveKnife] Sounds = sardukar_knife_swing_1 Volume=55 ; Spore1, Spore2, Spore3 are being called by the Tleilaxu Leech ; SpittingSpore is the projectile fired by TL Leech - sort of organic firing noise [SpittingSpore] ;Sounds=spore_shot_1 spore_shot_2 spore_shot_3 Sounds = tx_leech_attack_6 tx_leech_attack_7 Control=random Volume=80 ;dko 4/10/01 added guild maker electric spew ;GuPower1, GuPower2, GuPower3 samples are being called by the ;GuildMaker unit ; single Energy discharge of GuildMaker firing [GuildMPower] ;Sounds = GuPower1 GuPower2 GuPower3 Sounds = guild_maker_attack_1 Volume=70 ;dko added 4/16/01 new idries call [GUMakerGun] Sounds = guild_maker_attack_1 Volume=70 ;dko these are unique hooks for the or dust scout. This is his "verbal" SELECT. [gumakerselection] Sounds=guild_maker_select_1 Control = random Volume = 60 ;dko these are unique hooks for the or dust scout. This is his "verbal" COMMAND. [gumakermove] Sounds=guild_maker_move_1 Control = random Volume = 60 ;dko these are unique hooks for the or dust scout. This is his "verbal" ATTACK. ;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action. 3/28/01 [gumakerattack] Sounds=guild_maker_attack_confirm_1 Control = random Volume = 60 ;dko added 4/10/01 ; Zap1, Zap2, Zap3 samples are called by the Guild Niab Tank. ; Single Energy discharge of GU Niab Tank firing [ElectricDischarge] ;Sounds = Zap1 Zap2 Zap3 Sounds = niab_tank_fire_1 Volume=90 ;dko added 4/16/01 new idries call [GUNIABTankGun] Sounds = niab_tank_fire_1 Volume=90 ;dko added 4/30/01 ;hk adp move [guniabtankmovefxstart] Sounds=niab_tank_motor_1 Limit = 1 Volume=65 ;Howitzer1, Howitzer2, Howitzer3 samples are being called by the ;Ordos Kobra vehicle. Also being called by the Atreides Minotaurus. [Howitzer] ;dko Sounds = Howitzer1 Howitzer2 Howitzer3 Sounds = minotaurus_cannon_1 Volume=70 ;dko 4/11/01 this looks like the gun attack sound for the IX Projector [atsmallcannonsingleshot] Sounds = KindjalGun1 KindjalGun2 KindjalGun3 Control=random Volume=80 ;dko added 4/20/01 [ixprojectormovefxstart] Sounds=ix_projector_move_1 Limit = 1 Volume=50 ;dko added 4/16/01 new idries call [IXProjectorTurretGun] Sounds = KindjalGun1 KindjalGun2 KindjalGun3 Control=random Volume=80 ;dko added 4/23/01 new idries call [ReplicaSpawn] Sounds = replica_spawn_1 Limit = 1 Volume = 80 ;dko added 4/23/01 new lee call [wormsignlarge] Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3 Control = random Limit = 2 Type = global MinVolume = 25 Volume =50 ;dko added 4/23/01 new lee call [wormsignmedium] Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3 Control = random Limit = 2 Type = global MinVolume = 25 Volume =40 ;dko added 4/23/01 new lee call [wormsignsmall] Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3 Control = random Limit = 2 MinVolume = 15 Volume =30 ;dko added 4/23/01 new lee call [wormsignextralarge] Sounds = worm_sign_elec_1 worm_sign_elec_2 worm_sign_elec_3 Control = random Limit = 2 Type = global MinVolume = 25 Volume =60 ;dko added 4/23/01 Yak Death Sound [YakDying] Sounds = yak_death_1 yak_death_2 Limit = 1 Control = random Fshift = -2 2 Volume = 70 ; ; -------- Explosions/Deaths ----------------- ; ;smallbang1, smallbang2, smallbang3 samples being called by small ;scale explosions (when small vehicles bite it - Atreides Mongoose, Atreides ;Trike) [Small] ;dko Sounds = smallbang1 smallbang2 smallbang3 Sounds=explosion_small_1 explosion_small_2 explosion_small_3 explosion_small_4 explosion_small_5 Control=random Priority = high Volume=80 ;medbang1, medbang2, medbang3 samples being called when medium ;scale vehicles are destroyed (Harkonnen Missile Tank, HK Flame Tank, Atreides ;Repair vehicle, Atreides Sonic Tank) [Medium] ;dko Sounds = medbang1 medbang2 Sounds=explosion_medium_1 explosion_medium_2 explosion_medium_3 explosion_medium_4 explosion_medium_5 bigxplosion04 explosion_vehicle_1 Control=random Priority = high Volume=80 ;bigbang1, bigbang2, bigbang3 samples being called by Large vehicle ;explosions ;Large - e.g. when a Devastator blows up (bits of debris scattering as well) [Large] ;dko Sounds = bigbang1 bigbang2 Sounds=explosion_large_1 explosion_large_2 explosion_large_3 explosion_large_4 explosion_large_5 Control=random Priority = high Volume=80 ; BuildBang1, BuildBang2, BuildBang3 called by small/medium ;building explosions [Building(EvenLarger)] ;dko Sounds = BuildBang1 BuildBang2 BuildBang3 Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Control=random Priority = high Volume=80 ; LBuildBang1, LBuildBang2, LBuildBang3 called by large building ;explosions (Harkonnen palace) ;LargeBuilding bang called when a palace gets destroyed [LargeBuildingBang] ;dko Sounds = LBuildBang1 LBuildBang2 LBuildBang3 Sounds=bigxplosion01 bigxplosion02 bigxplosion09 bigxplosion17 Control=random Priority = high Volume=80 ; BurningS1, BurningS2, BurningS3 samples being called by any ;infantry unit which is torched to death by a flamer. (Harkonnen, Atreides, ;Ordos Infantry) ;BurningSmall/Large - sound of flames when infantryman is on fire [BurningSmall] ;dko Sounds = BurningS1 BurningS2 BurningS3 Sounds=burn_dying_1 burn_dying_2 burn_dying_3 burn_dying_4 burn_dying_5 burn_dying_6 burn_dying_7 burn_dying_8 Control=random Volume=70 ; BurningL1, BurningL2, BurningL3 not currently being called or ;used [BurningLarge] Sounds = BurningL1 BurningL2 BurningL3 ;KillGuy1, KillGuy2, KillGuy3 samples being called when an infantry ;unit (any house) is killed by a bullet. ;NormalManDying - groan/scream as human gets hit [NormalManDying] Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 Control=random Volume=70 ;dko added 4/10/01 check to see if they need specialized yell ;Killsar1, Killsar2, Killsar3 samples being called whenever a ;Sarduakar/Elite Sarduakar is killed. [SardaukarDying] Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 Control=random Volume=70 ;dko added 4/10/01 check to see if they need specialized yell ;KillFrem1, KillFrem2, KillFrem3 samples being called whenever a ;Fremen/Elite Fremen is killed. [FremenDying] Sounds=normal_dying_1 normal_dying_2 normal_dying_3 normal_dying_4 normal_dying_5 normal_dying_6 normal_dying_7 normal_dying_8 normal_dying_9 normal_dying_10 normal_dying_11 normal_dying_12 normal_dying_13 normal_dying_14 normal_dying_15 normal_dying_16 normal_dying_17 normal_dying_18 normal_dying_19 normal_dying_20 normal_dying_21 normal_dying_22 Control=random Volume=70 ;dko added 4/10/01 ; KillGirl1, KillGirl2, KillGirl3 samples being called whenever a ;female civilian (e.g. in a Fremen camp) is killed. [FemaleCivDying] Sounds = female_death_1 female_death_2 female_death_3 female_death_4 Control=random Volume=70 ;dko added 4/10/01 ; KillCon sample is called whenever a TL Contminator unit is killed [ContaminatorDying] Sounds = contaminator_die_1 contaminator_die_2 Control=random Volume=60 ; Crush1, Crush2, Crush3 samples called whenever infantry ;units are run-over by vehicles ; Crush - sickening 'squelch' as a human gets crushed by vehicle [Crush] Sounds=crush_guy_1 crush_guy_2 crush_guy_3 crush_guy_4 Control=random Volume=60 ;Choking1, Choking2, Choking3 samples called whenever infantry ;units (all houses, Sarduakar and Fremen) are hit with poisonous gas (from ;Ordos Chemical Trooper) ; Choking from Gas - unit has already been hit by weapon and is now coughing on its poisonous effect [Choking] Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 Control=random Volume=70 ; ConChoking sample called whenever contaminators are hit with poisonous ;gas (from Ordos Chemical Trooper) ; Contaminator Choking from Gas [ContamChoking] Sounds=choke_dying_1 choke_dying_2 choke_dying_3 choke_dying_4 choke_dying_5 choke_dying_6 FShift=-3 Control=random Volume=60 ; KilGuild1 etc not currently being called. ; GuildMaker Death Rattle [GuildMDying] Sounds = KilGuild1 KilGuild2 KilGuild3 ;dko added 4/16/01 new idries call [TLLeechGun] Sounds=leech_suck_1 leech_suck_2 leech_suck_3 leech_suck_4 Control=random Volume=60 ;dko these are unique hooks for the or dust scout. This is his "verbal" SELECT. [tlleechselection] Sounds=tx_leech_select_1 Control = random Volume = 80 ;dko these are unique hooks for the or dust scout. This is his "verbal" COMMAND. [tlleechmove] Sounds=tx_leech_move_1 Control = random Volume = 80 ;dko these are unique hooks for the or dust scout. This is his "verbal" ATTACK. ;dko The ATTACK is pretty much like a COMMAND so I am using those samples for this action. 3/28/01 [tlleechattack] Sounds=tx_leech_attack_confirm_1 Control = random Volume = 80 ; ShellDet1, ShellDet2, ShellDet3 samples called when a shell ;impacts off the ground (from an Atreides Minotaurus) ;ShellDetonation - as shell hits ground (not a full on explosion) [ShellDetonation] ;dko Sounds = ShellDet1 ShellDet2 ShellDet3 Sounds=shell_dud_1 Limit = 3 Volume=60 ;RocketDetonation - as rocket explodes on ground (not a full on explosion) ;being called by rocket impacts from the AT Rocket Turret and the Harkonnen ;Gunship [RocketDetonation] ;dko Sounds = RocketDet1 RocketDet2 RocketDet3 Sounds=shell_dud_1 Limit = 3 Volume=60 ; ; -------- Construction ---------------------- ; ;dko building placement thud [BuildingThud] Sounds=building_thud_1 Volume=80 ;dko wall placement thud [WallThud] Sounds=wall_thud_1 Volume=70 ; BuildCY is called by the Ordos, Harkonnen and Atreides MCVs when deployed ; CYConstructingABuilding - sound of the MCV drill drilling into ground [CYConstructingABuilding] ;dko Sounds = BuildCY Sounds=mcv_d_drill_dig_1 Volume=60 ; Construction - sound that scaffold makes when being erected. Building ;construction animations call combinations of the following samples... ;Build1 sample called by all House Windtraps and turrets during ;construction animations. Also called by small scale buildings [SmallConstruction] ;dko Sounds = Build1 Sounds=mcv_f_scaffold_up_1 Volume=60 ;MedBuild1 sample called by all House Refineries construction animations. ;Also called during Starport and Hangar (and medium size buildings) ;construction animations (all houses) [MediumConstruction] ;dko Sounds = MedBuild1 Sounds=mcv_g_building_out_1 Volume=60 ;LrgBuild1 sample called by Atreides Palace construction animations. ;Also ;called during Guild Palace and Harkonnen Palace construction animations [LargeConstruction] ;dko Sounds = LrgBuild1 Sounds=mcv_g_building_out_1 Volume=60 ;dko 4/10/01 ; FremenTent sample is called by the Fremen camp building during the ;construction animation ; FremenTent - sound of Fremen camp being constructed [FremenTent] ;Sounds = FremenTent Sounds = fremen_tent_build_1 Volume=80 ; ConstructSpark is called by Ordos Factory, Harkonnen palace and the ;Atreides palace. ; ConstructSpark - brief sound of a welding spark (?) that appears while ;building is being put together [ConstructSpark] Sounds = ConstructSpark build_spark_1 Volume=50 ;dko added 4/10/01 ; FleshVat isn't currently being called the Tleilaxu Flesh Vat (but will be ;sound-hooked soon) ; Tleilaxu Flesh Vat 'giving birth' (nasty squelching noise) [FleshVat] ;Sounds = FleshVat Sounds = tx_flesh_born_2 tx_flesh_born_3 Control=random Limit = 1 Priority = low Volume=50 ; PalaceArc is being called by the Guild Palace ; Guild Palace electrical arcs - a single beam which appears between emitters [PalaceArc] ;Sounds = PalaceArc Sounds = palace_arc_1 FShift = -1 1 ;Limit = 1 Priority = medium Volume=85 ; ; -------- Movement -------------------------- ; ; ; ATOrniLand sample is called by the Atreides Ornithopter ;ATOrniLand - descent noise of the AT Ornithopter ; WS 12_07_00 We will not be using this call for any ornithopter landing sound ;[ATOrniLand] ;Sounds = ATOrniLand Sounds = ORNITHOPTER_MOTOR_2c limit = 2 Volume=50 ; LeechMove sample is being called by the Tleilaxu Leech ;LeechFootsteps - single footstep noise (not unlike that of the Ordos DustScout) [LeechFootsteps] Sounds = LeechMove Volume=40 ;dko 4/10/01 ; TeleportOut is being called by the Guild Niab Tank. ;Niab tank teleport sounds. NiabVanish - energy bubble contracts, tank ;disappears. NiabAppear - energy bubble expands to reveal the tank [NiabVanish(teleport)] ;Sounds = TeleportOut Sounds = niab_action_1 Volume=80 ;dko to test 4/10/01 ;TeleportIn is being called by the Guild Niab Tank. [NiabAppear(teleport)] ;Sounds = TeleportIn Type = global MinVolume = 30 Sounds = niab_action_2 Volume=80 ;dko to test 4/11/01 I don't think this is the correct hook name. ;Guild Niab Tank deploy power sound. [guildpower] ;Sounds = TeleportIn Sounds = niab_action_1 Volume=80 ; MCVDeploy sample is being called by the Atreides MCV. Is is also called ; by the Ordos MCV and the Harkonnen MCV ; MCVDeploy - MCV unloading drilling mechanism [MCVDeploy] Sounds = MCVDeploy Sounds=mcv_b_open_1 Volume=80 ; MCVUnDeploy sample is being called by the Atreides MCV. Is is also called ; by the Ordos MCV and the Harkonnen MCV ; MCVUnDeploy - Drilling mechanism loading back onto platform (ends with 'clang' noise) [MCVUnDeploy] Sounds = MCVUnDeploy Sounds=mcv_e_flatten_1 Volume=80 ; GunshipMove sample is called by the Harkonnen Gunship vehicle ; Harkonnen GunshipMove - the sound of a single brief wingbeat (same wav will be used in rapid succession) [GunshipMove] Sounds = GunshipMove ; GunshipTakeOff sample is called by the Harkonnen Gunship vehicle [GunshipTakeOff] Sounds = GunshipTakeOff ; GunshipLand sample is called by the Harkonnen Gunship vehicle [GunshipLand] Sounds = GunshipLand ; FrigateTakeOff is being called by the generic Frigate unit (used in ;starport deliveries. ; Frigate Flight Sounds [FrigateTakeOff] ;dko Sounds = FrigateTakeOff Sounds=adv_carryall_takeoff_1 Control=random Limit = 1 Volume=60 ; FrigateLand is being called by the generic Frigate unit (used in ;starport deliveries. [FrigateLand] ;dko Sounds = FrigateLand Sounds=adv_carryall_land_1 Control=random Limit = 1 Volume=60 ; DropShipTakeOff is being called by the Drop Ship vehicle (incedental ;units which appear in one or two missions. ; DropShip Flight Sounds [DropShipTakeOff] Sounds = DropShipTakeOff Volume = 40 ; DropShipLand is being called by the Drop Ship vehicle (incedental units ; which appear in one or two missions. [DropShipLand] Sounds = DropShipLand Volume = 40 ; GuildMMove sample is called by the Guildmaker unit ; GuildMMove - Guild Maker Movement Noise - coincides with sluglike contraction [GuildMMove] Sounds = GuildMMove Volume = 40 ; ; -------- Special --------------------------- ; ;dko added 5/1/01 [GreenTVScreenOn] Sounds = sn_monitor_on_1 Limit = 1 Volume = 70 ;dko added 5/1/01 [GreenTVScreenOff] Sounds = sn_monitor_off_1 Limit = 1 Volume = 70 ;dko added 5/1/01 [VeteranUpgrade] Sounds = veteran_upgrade_1 Limit = 1 Priority = low Volume = 40 ;Stealth1 & Stealth1 not being called (may be used later for the Scout ; infantry and the Atreides APC) ;energistic sound as stationary unit uses stealth field [Stealth] Sounds = Stealth1 [UnStealth] Sounds = Stealth2 ; Scortik1 is a UI sound being called whenever spice is being deposited ;into a player's refinery [MoneyTicking] ;dko Sounds = Scortik1 Sounds=credit_up_5 Volume= 20 ;PowrDn1 is a UI sound being called when power reaches critically low ;levels [PowerDown] Sounds = Powrdn1 ;Powrup1 is a UI sound being called when power reaches suffiecient levels ;to power your base [PowerUp] Sounds = Powrup1 ;RadarOnline is a UI sound being called when the Radar goes back online [RadarOnline] Sounds = RadarOnline Volume = 40 ; LeechHatch is being called by the Tleilaxu Leech unit (during the ;animation when it forms out of a leeched vehicle or birthed from the Vat [LeechHatchEgg] ;Sounds = LeechHatch Sounds = tx_flesh_born_2 tx_flesh_born_3 Control=random Limit = 1 Volume=70 ;ConBirth is being called by the Tleilaxu Contaminator unit ;ContaminatorBirth - When TL Contaminator morphs out of human remains (figure ;looks like it is stretching skin) [ContaminatorBirth] ;Sounds = ConBirth Sounds = tx_flesh_born_2 tx_flesh_born_3 Control=random Limit = 1 Volume=70 ;dko added 4/12/01 ;ThumperDeploy is called by the Advanced Fremen when he deploys ;ThumperDeploy - click when Fremen unfolds worm-thumper device [ThumperDeploy] Sounds = thumper_deploy_1 Volume = 50 ;dko added 4/12/01 ;ThumperUnDeploy is called by the Advanced Fremen when he undeploys ;ThumperUnDeploy - click when Fremen folds up worm-thumper device [ThumperUnDeploy] Sounds = thumper_deploy_1 Volume = 50 ;HarvesterDeposit sample is being called by the Atreides Harvetser. It is ;also called by the Ordos and Harkonnen Harvester vehicles. ;HarvesterDeposit - mechanical sound when harvester connects to refinery [HarvesterDeposit] ;dko replaced old Sounds = HarvestDeposit Sounds=harvester_deposit_spice_1 Volume = 50 ;HarvesterUnDeposit sample is being called by the Atreides Harvetser. It is ;also called by the Ordos and Harkonnen Harvester vehicles. ;HarvesterUnDeposit - mechanical sound when harvester disconnects to refinery [HarvesterUnDeposit] ;dko replaced old Sounds = HarvestUnDeposit Sounds=harvester_no_deposit_spice_1 Volume = 40 ; Harvest sample is being called by the Atreides, Ordos and Harkonnen ;Harvester vehicles ;HarvesterHarvest - when harvester's collection scoop hits the ground [HarvesterHarvest] ;dko replaced old Sounds = Harvest Sounds=harvester_harvest_spice_1 Volume = 30 Limit = 1 ;dko added 4/24/01 new idries call ;CarryallTakeOff is being called by the Atriedes, Orodos and Harkonnen ;basic Carryalls [ATCarryallTakeOff] ;dko replaced old Sounds = CarryallTakeOff Sounds=carryall_takeoff_1 Limit = 1 Volume = 40 ;dko added 4/24/01 new idries call ;CarryallLand is being called by the Atriedes, Orodos and Harkonnen ;basic Carryalls [ATCarryallLand] ;dko replaced old Sounds = CarryallLand Sounds=carryall_land_1 Limit = 1 Volume = 40 ;dko added 4/10/01 ; ProjectorDeploy is being called by the Ixian Projector Tank ; ProjectorDeploy - unfolds mechanical arms [ProjectorDeploy] ;Sounds = ProjectorDeploy Sounds = ix_projector_deploy_1 Volume = 50 ;dko added 4/10/01 ; ProjectorUnDeploy is being called by the Ixian Projector Tank ; ProjectorUnDeploy - folds mechanical arms [ProjectorUnDeploy] ;lSounds = ProjectorUnDeploy Sounds = ix_projector_deploy_1 Volume = 50 ; Projector is being called by the Ixian Projector Tank ;Projector -sound to coincide with an energy flash that appears between the ;unfolded projector arms [Projector] ;dko Sounds = Projector Sounds = ixian_projector_tank_1 Volume=60 ;dko added 4/11/01 ; InfiltratorDeploy is being called by the Ixian Infiltrator vehicle ; InfiltratorDeploy - Infiltrator Pre-detonation Sound - legs retract into body [InfiltratorDeploy] ;Sounds = InfiltratorDeploy Sounds = ix_deploy_3 Volume=65 [ixInfiltratorDeploy] ;Sounds = InfiltratorDeploy Sounds = ix_deploy_3 Volume=65 ;dko added 4/30/01 ;ix infiltrator move [ixinfiltratormovefxstart] Sounds=ix_infil_motor_1 Limit = 1 Volume=85 ;dko added 4/17/01 new idries call ;HarkInkvine storm effect [StormUnitMoveFx] Sounds = wind_loop_medium_1 wind_loop_medium_2 Control = random loop Priority = high Type = global MinVolume = 39 FShift = -5 5 Volume = 99 ;dko added 4/24/01 [tornadoman] sounds = tornado_man_2 Limit = 1 Volume = 60 ;dko added 4/25/01 [StepOnCrate] Sounds = open_crate_2 Limit = 2 Volume = 90 ; ; -------- Worm Sounds --------------------------- ; ; GroundRumble1, GroundRumble2, GroundRumble3 samples are being ;called by the small and medium worms ; GroundRumble - earth tremor prior to worm breaking the surface [GroundRumble] ;dko Sounds = GroundRumble1 GroundRumble2 GroundRumble3 Sounds=worm_rumble_1 worm_rumble_2 worm_rumble_3 worm_rumble_4 worm_rumble_5 Control=random Volume=90 ; LGroundRumble1, LgroundRumble2, LgroundRumble3 samples are being ;called by the Large worm [LrgGroundRumble] ;dko Sounds = LGroundRumble1 LGroundRumble2 LGroundRumble3 Sounds=worm_rumble_1 worm_rumble_2 worm_rumble_3 worm_rumble_4 worm_rumble_5 Control=random FShift= -2 Volume=90 ; WormAttack1, WormAttack2, WormAttack3 samples are being called by ;the small worm. Also being called by the medium worm. ; WormAttacking - noise made by worm as it opens its mouth [WormAttacking] ;dko Sounds = WormAttack1 WormAttack2 WormAttack3 Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc Control=random FShift= 2 Volume=90 ; LWormAttack1, LWormAttack2, LWormAttack3 samples are being called ; by the Large worm. [LrgWormAttacking] ;dko Sounds = LWormAttack1 LWormAttack2 LWormAttack3 Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc Control=random Volume=90 ;dko 4/12/01 I thought maybe this was the call for the wormsign but no luck. This sound plays when work is on surface. [wormmove] ;dko Sounds = WormMove1 WormMove2 WormMove3 Sounds=worm_roar_1_tc worm_roar_2_tc worm_roar_3_tc worm_roar_4_tc worm_roar_5_tc worm_roar_6_tc Control=random Limit = 1 Volume=80 ; ; -------- When Selected --------------------- ; ;TR [Selected] ;TR Sounds = $"awaiting orders" $"in position" $"standing by" $"unit reporting" $"yes sir" ; ; -------- When Given An Order --------------- ; ;TR [Ordered] ;TR Sounds = $"moving to position" $acknowledged $"long live the fighters" $"house atreides" $ok ;TR Sounds = $"carrying out orders" $"for the duke" $"right away" $"by your command" ; ; -------- Deployable Units ------------------ ; ;TR [Deploying] ;TR Sounds = $deploying ; ; -------- Engineer -------------------------- ; ;TR [EngineerSelected] ;TR Sounds = $engineering $"ai sir" ; ; -------- Ornithopter (Probably All Aircraft) ; ;TR [PilotSelected] ;TR Sounds = $Roger $"no problem" ; ; -------- Sabotuer -------------------------- ; ;TR [SabotuerSelected] ;TR Sounds = $yes ;TR [SaboteurOrdered] ;TR Sounds = $"ha ha ha" $affirmative ; ; -------- Harvester ------------------------- ; ;TR [HarvesterSelected] ;TR Sounds = $"harvester reporting" ;TR [HarvesterOrdered] ;TR Sounds = $"going to work" ; ; -------- Sarduakar ------------------------- ; ;TR [SarduakarSelected] ;TR Sounds = $yes ;TR [SarduakarOrdered] ;TR Sounds = $"sarduakar ready" ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [IMSardaukarAttack] Sounds = $13-UA00 ;"To battle!" Sounds = $13-UA01 ;"Attack!" Sounds = $13-UA03 ;"Time to die!" Sounds = $13-UA06 ;"Death Before Dishonor!" [IMSardaukarSelection] Sounds = $13-US00 ;"Imperial troops reporting." Sounds = $13-US02 ;"Ready for battle." Sounds = $13-US04 ;"Fear us" Sounds = $13-US08 ;"We are prepared!" [IMSardaukarMove] Sounds = $13-UM01 ;"No surrender!" Sounds = $13-UM02 ;"As you wish!" Sounds = $13-UM03 ;"Take no prisoners." ;psm dko removed 4/12/01 ;[GUMakerAttack] ;Sounds = $14-UA04 ;"Die" ;Sounds = $14-UA08 ;"Too late for them." ;Sounds = $14-UA09 ;"They will suffer!" ;psm dko removed 4/12/01 ;[GUMakerSelection] ;Sounds = $14-US05 ;"The Guild is always ready." ;Sounds = $14-US07 ;"You have an idea?" ;psm dko removed 4/12/01 ;[GUMakerMove] ;Sounds = $14-UM01 ;"For the Guild." ;Sounds = $14-UM02 ;"We agree with your suggestion." ;Sounds = $14-UM03 ;"We will cooperate." [GUNIABTankAttack] Sounds = $31-UA02 ;"The Guild will triumph." Sounds = $31-UA04 ;"I see our victory." Sounds = $31-UA07 ;"I have seen our victory!" [GUNIABTankSelection] Sounds = $31-US00 ;"Yes human." Sounds = $31-US04 ;"I hear you" Sounds = $31-US07 ;"The Guild is always ready." [GUNIABTankMove] Sounds = $31-UM05 ;"We agree with your suggestion." Sounds = $31-UM06 ;"We will cooperate." [IXProjectorAttack] Sounds = $43-UA00 ;"Targeting" Sounds = $43-UA02 ;"Attack confirmed." Sounds = $43-UA04 ;"Target confirmed." [IXProjectorSelection] Sounds = $43-US01 ;"Need input." Sounds = $43-US03 ;"Projector operational." Sounds = $43-US04 ;"Instructions are required." [IXProjectorMove] Sounds = $43-UM00 ;"Processed orders." Sounds = $43-UM05 ;"Processing instructions." Sounds = $43-UM07 ;"Coordinates received." [IXInfiltratorAttack] Sounds = $46-UA03 ;"Target acquired." [IXInfiltratorSelection] Sounds = $46-US03 ;"Infiltrator operational." Sounds = $46-US04 ;"Waiting for Instructions." [IXInfiltratorMove] Sounds = $46-UM01 ;"Don't rush me." Sounds = $46-UM03 ;"Moving to a better spot." Sounds = $46-UM05 ;"Actions prioritized." Sounds = $46-UM06 ;"Orders confirmed." [FRFremenAttack] Sounds = $48-UA00 ;"For Shai Halud!" Sounds = $48-UA01 ;"Death to the enemy." Sounds = $48-UA02 ;"Bi la Khaifa (Battle cry like Xena" Sounds = $48-UA06 ;"Their water is ours!" [FRFremenSelection] Sounds = $48-US01 ;"Long live the fighters!" Sounds = $48-US02 ;"Fremen ready." Sounds = $48-US03 ;"Ready for action." Sounds = $48-US07 ;"We are ready to fight!" Sounds = $48-US08 ;"We fight for our people!" [FRFremenMove] Sounds = $48-UM00 ;"As you wish." Sounds = $48-UM01 ;"As you command." Sounds = $48-UM02 ;"With honor!" Sounds = $48-UM03 ;"Well done!" [StoryFRFremenAttack] Sounds = $48-UA00 ;"For Shai Halud!" Sounds = $48-UA01 ;"Death to the enemy." Sounds = $48-UA02 ;"Bi la Khaifa (Battle cry like Xena" Sounds = $48-UA06 ;"Their water is ours!" [StoryFRFremenSelection] Sounds = $48-US01 ;"Long live the fighters!" Sounds = $48-US02 ;"Fremen ready." Sounds = $48-US03 ;"Ready for action." Sounds = $48-US07 ;"We are ready to fight!" Sounds = $48-US08 ;"We fight for our people!" [StoryFRFremenMove] Sounds = $48-UM00 ;"As you wish." Sounds = $48-UM01 ;"As you command." Sounds = $48-UM02 ;"With honor!" Sounds = $48-UM03 ;"Well done!" [FRADVFremenAttack] Sounds = $47-UA00 ;"For Shai Halud!" Sounds = $47-UA02 ;"Bi la Khaifa!" Sounds = $47-UA04 ;"The sands will run red." Sounds = $47-UA01 ;"Death to the enemy!" [FRADVFremenSelection] ;Sounds = $47-US02 ;"Fremen ready." Sounds = $47-US03 ;"Ready for action." Sounds = $47-US05 ;"Glory to the Fremen." Sounds = $47-US07 ;"Feydakin ready." [FRADVFremenMove] Sounds = $47-UM02 ;"Onward." Sounds = $47-UM04 ;"I shall bring us honor." Sounds = $47-UM05 ;"I go." Sounds = $47-UM07 ;"We go with honor." [IMADVSardaukarAttack] Sounds = $49-UA00 ;"To the death!" Sounds = $49-UA01 ;"For honor!" Sounds = $49-UA02 ;"Destroying target!" Sounds = $49-UA03 ;"With pleasure!" [IMADVSardaukarSelection] Sounds = $49-US02 ;"Ready for battle." Sounds = $49-US03 ;"Ready." Sounds = $49-US07 ;"We are prepared!" Sounds = $49-US08 ;"Your command?" [IMADVSardaukarMove] Sounds = $49-UM01 ;"No surrender!" Sounds = $49-UM02 ;"Onwards." Sounds = $49-UM09 ;"Of course!" [TLContaminatorAttack] Sounds = $17-UA00 Sounds = $17-UA01 [TLContaminatorSelection] Sounds = $17-US00 Sounds = $17-US01 Sounds = $17-US02 [TLContaminatorMove] Sounds = $17-UM00 Sounds = $17-UM01 [TLScientistAttack] Sounds = $17-UA00 Sounds = $17-UA01 [TLScientistSelection] Sounds = $17-US00 Sounds = $17-US01 Sounds = $17-US02 [TLScientistMove] Sounds = $17-UM00 Sounds = $17-UM01 [IXScientistSelection] Sounds = $14-US06 Sounds = $14-US07 [IXScientistMove] Sounds = $14-UM00 Sounds = $14-UM04 [IXSlaveAttack] Sounds = $17-UA00 Sounds = $17-UA01 [IXSlaveSelection] Sounds = $17-US00 Sounds = $17-US01 Sounds = $17-US02 [IXSlaveMove] Sounds = $17-UM00 Sounds = $17-UM01 [ATMilitiaAttack] Sounds = $16-UA05 [ATMilitiaSelection] Sounds = $16-US06 [ATMilitiaMove] Sounds = $16-UM06 [ATGeneralAttack] Sounds = $16-UA05 [ATGeneralSelection] Sounds = $16-US06 [ATGeneralMove] Sounds = $16-UM06 [HKGeneralAttack] Sounds = $09-UA01 [HKGeneralSelection] Sounds = $09-US07 [HKGeneralMove] Sounds = $09-UM06 [ORGeneralAttack] Sounds = $30-UA01 [ORGeneralSelection] Sounds = $30-US01 [ORGeneralMove] Sounds = $30-UM01 [IMGeneralAttack] Sounds = $49-UA01 [IMGeneralSelection] Sounds = $49-US03 [IMGeneralMove] Sounds = $49-UM09 [CubScoutAttack] Sounds = $40-UM01 [CubScoutSelection] Sounds = $40-US01 [CubScoutMove] Sounds = $40-UM03 [DukeAchillusSelection] Sounds = $dukeachilus [DukeAchillusMove] Sounds = $silent [DukeAchillusAttack] Sounds = $silent ; ; IX Group ; ; Uncomment when the foreign groups are built [IXGroupAttack] ;Sounds = $43-UA04 ;"Target confirmed." Sounds = $IXAttack1 Sounds = $IXAttack2 [IXGroupMove] ;Sounds = $43-UM05 ;"Processing instructions." Sounds = $IXMove1 Sounds = $IXMove2 [IXGroupSelection] ;Sounds = $43-US01 ;"Need input." Sounds = $IXSelect1 Sounds = $IXSelect2 ; ; Imperial Sardaukar Group ; [IMGroupAttack] ;Sounds = $13-UA00 ;"To battle!" Sounds = $SarAttack1 Sounds = $SarAttack2 [IMGroupMove] ;Sounds = $13-UM02 ;"As you wish!" Sounds = $SarMove1 Sounds = $SarMove2 [IMGroupSelection] ;Sounds = $13-US08 ;"We are prepared!" Sounds = $SarSelect1 Sounds = $SarSelect2 ; ; Fremen Group ; [FRGroupAttack] ;Sounds = $48-UA01 ;"Death to the enemy." Sounds = $FREAttack1 Sounds = $FREAttack2 [FRGroupMove] ;Sounds = $48-UM00 ;"As you wish." Sounds = $FREMove1 Sounds = $FREMove2 [FRGroupSelection] ;Sounds = $48-US02 ;"Fremen ready." Sounds = $FRESelect1 Sounds = $FRESelect2 ; ; Guild Group ; [GUGroupAttack] ;Sounds = $14-UA09 ;"They will suffer!" Sounds = $GUIAttack1 Sounds = $GUIAttack2 [GUGroupMove] ;Sounds = $14-UM01 ;"For the Guild." Sounds = $GUIMove1 Sounds = $GUIMove2 [GUGroupSelection] ;Sounds = $31-UA04 ;"I see our victory." Sounds = $GUISelect1 Sounds = $GUISelect2 ; ----- Unit Special Response ----- ; ----- NIAB ----- [GUNIABTankSpecial0] ; Played when the NIAB Tank is deployed (Ready to teleport) Sounds = $31-UX01 ;"Charging fold space generator." [GUNIABTankSpecial1] ; Played when the NAIB Tank teleports Sounds = $31-UX00 ;"Folding space" Sounds = $31-UX02 ;"Engaging fold space generator." ; ----- Projector ----- [IXProjectorSpecial0] ; Played when the projector is deployed Sounds = $43-UX02 ;"Duplication mode operational." [IXProjectorSpecial1] Sounds = $43-UX01 ;"Duplication sequence initiated." Sounds = $43-UX04 ;"Duplication sequence initiated." Sounds = $43-UX05 ;"Duplicate operational." ; These are not part of the unit response system, they are not used yet. ;Sounds = $43-UX00 ;"Duplicate destroyed." ;Sounds = $43-UX03 ;"Target destroyed." ??????? ; ----- Infiltrator ----- [IXInfiltratorSpecial0] ; Played when the Infiltrator is deployed (destructs) Sounds = $46-UX00 ;"Self destruct sequence initiated."