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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Sound
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SoundBackground.hxx
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1999-11-29
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///////////////////////
//////// 2D ////////
///////////////////////
sample(SFXValidFunction)
{
file("pc\sound\background\triggers\console.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXInValidFunction)
{
file("pc\sound\weapon\dropgun2.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXActivateComp)
{
file("pc\sound\background\terminal\NoCPU2.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXAccessOk)
{
file("pc\sound\background\triggers\access2.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXSmlDoor)
{
file("pc\sound\background\doors\smalldr.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXLiftHatchLoop)
{
file("pc\sound\background\doors\HatchL.WAV");
loop(TRUE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXPimpCart)
{
file("pc\sound\background\terminal\pimpcart.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXPowerOnline)
{
file("pc\sound\background\terminal\online1.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXWindWoosh)
{
file("pc\sound\background\vent\woosh.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
///////////////////////
//////// 3D ////////
///////////////////////
sample(SFXUnLockDoor)
{
file("pc\sound\background\Doors\opndr1_1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(800);
fademax(3000);
}
sample(SFXBigDoorSlamShut)
{
file("pc\sound\background\Doors\Dclose1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(3000);
fademax(6000);
}
sample(SFXBarrelRoll)
{
file("pc\sound\background\BarrelRoll.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(300);
fademax(1000);
}
sample(SFXTankIdle)
{
file("pc\sound\background\Tank\TankIdle.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(5000);
}
sample(SFXBurningFlesh)
{
file("pc\sound\background\Flames\firecrak.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(1000);
}
sample(SFXCoolingFan)
{
file("pc\sound\background\vent\fan2.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(2000);
fademax(5000);
}
sample(SFXAirFans)
{
file("pc\sound\background\vent\fan1.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(2000);
}
sample(SFXFenetre)
{
file("pc\sound\background\doors\doorop3.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(2000);
}
sample(SFXLockedSound)
{
file("pc\sound\background\doors\locked.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(2000);
}
sample(SFXPneumatik)
{
file("pc\sound\background\doors\Pnum2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXPneumatik2)
{
file("pc\sound\background\doors\Hatch.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXHeavyWater)
{
file("pc\sound\background\water\hvwater.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(3000);
}
sample(SFXRadiationPool)
{
file("pc\sound\background\water\bubbles2.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1500);
fademax(3000);
}
sample(SFXRipple)
{
file("pc\sound\background\fields\plasglas.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(800);
delay(30);
}
sample(SFXFieldHumLoop)
{
file("pc\sound\background\fields\hum7.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
}
sample(SFXRadGlassOff)
{
file("pc\sound\background\fields\error9.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
delay(150);
}
sample(SFXFieldHumStop)
{
file("pc\sound\background\fields\tractdown2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(2000);
}
sample(SFXRipple2)
{
file("pc\sound\background\fields\ripple5.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
}
sample(SFXWorkerKneelCrush)
{
file("pc\sound\actor\worker\crushed.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(3500);
}
sample(SFXDroidHover)
{
file("pc\sound\background\droid\hover.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2200);
}
sample(SFXDroidVO1)
{
file("pc\sound\background\droid\dvo01.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDroidVO2)
{
file("pc\sound\background\droid\dvo02.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDroidVO3)
{
file("pc\sound\background\droid\dvo03.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDroidVO4)
{
file("pc\sound\background\droid\dvo04.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDroidVO5)
{
file("pc\sound\background\droid\dvo05.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDroidVO6)
{
file("pc\sound\background\droid\dvo06.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(600);
fademax(2000);
}
sample(SFXDropBattery)
{
file("pc\sound\background\droid\ripple2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(2000);
}
sample(SFXCapsuleIdle)
{
file("pc\sound\background\lift\capidle.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(1500);
}
sample(SFXTrapDoorStart)
{
file("pc\sound\background\lift\TDrSt.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(3000);
}
sample(SFXTrapDoorLoop)
{
file("pc\sound\background\lift\TDrLp.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(3000);
}
sample(SFXTrapDoorStop)
{
file("pc\sound\background\lift\TDrSp.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(3000);
}
sample(SFXIndLiftStart)
{
file("pc\sound\background\lift\SLftStr.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(1500);
}
sample(SFXIndLiftLoop)
{
file("pc\sound\background\lift\SLftLp.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(1500);
}
sample(SFXIndLiftStop)
{
file("pc\sound\background\lift\SLftStp.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(1500);
}
sample(SFXCapsuleLaunch)
{
file("pc\sound\background\lift\capgo.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(3000);
fademax(6000);
}
sample(SFXFactLift)
{
file("pc\sound\background\lift\Liftfact.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXBehemothAmbient)
{
file("pc\Sound\background\Behemoth\condback.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXSmallSparks)
{
file("pc\Sound\background\Electric\Spark1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(1000);
}
sample(SFXSmallSparks02)
{
file("pc\Sound\background\Electric\Spark1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(2000);
fademax(3000);
}
sample(SFXScanHumm)
{
file("pc\Sound\background\Electric\Elechum3.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(800);
fademax(2500);
}
sample(SFXScanHumm02)
{
file("pc\Sound\background\Electric\Elechum2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(800);
fademax(2500);
}
sample(SFXRingZap)
{
file("pc\Sound\background\Electric\holo2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1500);
fademax(2000);
}
sample(SFXLaserAmbient)
{
file("pc\Sound\background\Electric\lazamb.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(600);
fademax(1500);
}
sample(SFXElectricQuiet)
{
file("pc\Sound\background\Electric\ZzapRip.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXPowerRestored)
{
file("pc\Sound\background\terminal\poweron.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXPumpPower)
{
file("pc\Sound\background\terminal\PwDn.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
}
sample(SFXCountDown)
{
file("pc\Sound\background\terminal\error5.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(1250);
}
sample(SFXGlobeIdle)
{
file("pc\Sound\background\terminal\globe1.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(500);
fademax(2000);
}
sample(SFXPumpPowerUp)
{
file("pc\Sound\background\terminal\PwUp.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
}
sample(SFXLightning)
{
file("pc\Sound\background\Electric\zap5.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXElecAmbient)
{
file("pc\Sound\background\Electric\Elecfiz2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(1500);
}
sample(SFXThunder1)
{
file("pc\Sound\background\Thunder\thunder4.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
delay(100);
}
sample(SFXThunder2)
{
file("pc\Sound\background\Thunder\thunder1.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
delay(100);
}
sample(SFXSewerHammer)
{
file("pc\Sound\background\Hammer\Hammer2.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXSoftGrinder)
{
file("pc\Sound\background\Hammer\sftgrd.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2200);
}
sample(SFXSewerPile1)
{
file("pc\Sound\background\Hammer\Pile1.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXSewerPile2)
{
file("pc\Sound\background\Hammer\Pile2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXShaftRotate)
{
file("pc\Sound\background\Shaft\Rotate2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXShaftRotate2)
{
file("pc\Sound\background\Shaft\Rotate3.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXShaftLoop)
{
file("pc\Sound\background\Shaft\Shaft.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(2000);
}
sample(SFXShaftSpecial)
{
file("pc\Sound\background\Shaft\Shaft.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(2200);
}
sample(SFXShaftLock)
{
file("pc\Sound\background\Shaft\ShaftLock.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXElecShock)
{
file("pc\Sound\background\Electric\zap2.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXTeslaCoil)
{
file("pc\Sound\background\Electric\zap2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(500);
fademax(2000);
}
sample(SFXBreathing)
{
file("pc\Sound\background\Behemoth\bbreathe.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXBehemothAngry)
{
file("pc\Sound\background\Behemoth\bangry.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXBehemothChest)
{
file("pc\Sound\background\Behemoth\bchest2.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXBehemothScream)
{
file("pc\Sound\background\Behemoth\bscream2.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXOpenLid)
{
file("pc\sound\background\droid\c_unit.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXScanningAmbient)
{
file("pc\sound\background\terminal\power1.WAV");
loop(TRUE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXActivate1)
{
file("pc\sound\background\triggers\access3.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXOpenLock)
{
file("pc\sound\background\droid\lock.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXOpenPipe)
{
file("pc\sound\background\droid\pipe.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXPipeRotate)
{
file("pc\sound\background\droid\fan.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXClawOpen)
{
file("pc\sound\background\droid\clawopen.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXClawSpin)
{
file("pc\sound\background\droid\clawspin.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXWallHit)
{
file("pc\sound\background\droid\crash.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXWepDispenser)
{
file("pc\sound\background\doors\door.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXWepPlate)
{
file("pc\sound\background\droid\door.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXWepDispenserArm)
{
file("pc\sound\background\doors\mecarm.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(3000);
}
sample(SFXTankLift)
{
file("pc\sound\background\terminal\tankspec.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(1000);
}
sample(SFXVaultOpen)
{
file("pc\sound\background\doors\dovaop1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXVaultMove)
{
file("pc\sound\background\doors\dovamo1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXVaultClose)
{
file("pc\sound\background\doors\dovacl1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXRustDoorOpen)
{
file("pc\sound\background\doors\RustOpen.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1500);
fademax(3000);
}
sample(SFXRustDoorLoop)
{
file("pc\sound\background\doors\RustLoop3.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1500);
fademax(3000);
}
sample(SFXRustDoorClose)
{
file("pc\sound\background\doors\RustShut.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1500);
fademax(3000);
}
sample(SFXRustDoorClose2)
{
file("pc\sound\background\doors\RustShut2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoOp1)
{
file("pc\sound\background\doors\doop1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoOp2)
{
file("pc\sound\background\doors\doop2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoMo1)
{
file("pc\sound\background\doors\domo1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoMo2)
{
file("pc\sound\background\doors\domo2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoCl1)
{
file("pc\sound\background\doors\docl1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoCl2)
{
file("pc\sound\background\doors\docl2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXVent2)
{
file("pc\sound\background\vent\fvent2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXVentSmall)
{
file("pc\sound\background\vent\gvent3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXVent2loop)
{
file("pc\sound\background\vent\fvent2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(200);
fademax(1000);
}
sample(SFXVent2loop2D)
{
file("pc\sound\background\vent\fvent2.wav");
loop(TRUE);
tridi(FALSE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXTriggerMonitor)
{
file("pc\sound\background\triggers\burnout.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXScanPlateOn)
{
file("pc\sound\background\triggers\DPad01.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(1500);
}
sample(SFXSirenAlert)
{
file("pc\sound\background\triggers\siren2.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(1000);
fademax(3000);
}
sample(SFXFlamesBurning)
{
file("pc\sound\background\flames\fireburn.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
/*sample(SFXFireBurst)
{
file("pc\sound\background\flames\fireburst.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}*/
sample(SFXDoorVault)
{
file("pc\sound\background\doors\vaultdoor.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXDoorOpen9)
{
file("pc\sound\background\doors\dopen9.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
//fademin(100);
//fademax(1500);
}
sample(SFXElectric2)
{
file("pc\sound\background\electric\zzap_hum.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXElectric3)
{
file("pc\sound\background\electric\ElecWa2.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXElectric4)
{
file("pc\sound\background\electric\ElecWa1.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXZap)
{
file("pc\sound\background\electric\zap4.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXZap02)
{
file("pc\sound\background\electric\eleczap1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXNeonLight)
{
file("pc\sound\background\electric\Neon3.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXLiftGrind)
{
file("pc\sound\background\lift\liftgrind.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(1000);
fademax(3000);
}
sample(SFXLiftBroken)
{
file("pc\sound\background\lift\Liftbk.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
}
sample(SFXSmallLiftStop)
{
file("pc\sound\background\lift\LiftStop2.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXHudLiftStart)
{
file("pc\sound\background\lift\Blftsrt.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(3000);
}
sample(SFXHudLiftLoop)
{
file("pc\sound\background\lift\Blftlop.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(3000);
}
sample(SFXHudLiftStop)
{
file("pc\sound\background\lift\Blftstp.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(3000);
}
sample(SFXSmallLiftStop2)
{
file("pc\sound\background\lift\LiftStop3.WAV");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
// fademin(100);
// fademax(1500);
}
sample(SFXClutchCap)
{
file("pc\sound\background\lift\LiftStop3.WAV");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(800);
fademax(3000);
}
sample(SFXLiftStart)
{
file("pc\sound\background\lift\liftstrt.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXLiftMove)
{
file("pc\sound\background\lift\lftloop1.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXLiftEnd)
{
file("pc\sound\background\lift\lftend1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXHangerLift)
{
file("pc\sound\background\lift\BigLifts3.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(400);
fademax(3000);
}
sample(SFXGlass)
{
file("pc\sound\background\glass\glass1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXGlassPlink)
{
file("pc\sound\background\glass\plink1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXLatch2)
{
file("pc\sound\background\doors\latch4.wav");
loop(FALSE);
tridi(FALSE);
rndfreq(TRUE);
//fademin(400);
//fademax(1500);
}
sample(SFXLatch3)
{
file("pc\sound\background\doors\latch2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
///////////////////
///////////////////
///////////////////
///////////////////
//balhh...
sample(SFXLatch1)
{
file("pc\sound\background\doors\latch1.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXLatchSpecial)
{
file("pc\sound\background\doors\latch3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(400);
fademax(3000);
}
sample(SFXNeonLight)
{
file("pc\Sound\background\Electric\Neon3.wav");
loop(TRUE);
tridi(FALSE);
rndfreq(FALSE);
}
sample(SFXNeonLight2)
{
file("pc\Sound\background\Electric\Neon3.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(1600);
}
sample(SFXSparks)
{
file("pc\Sound\background\Electric\Elecfiz2.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(1200);
}
sample(SFXHeli)
{
file("pc\SOUND\BACKGROUND\Chopper\Helistat.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(1000);
}
sample(SFXWeaponMovement)
{
// file("pc\sound\background\droid\clawspin.wav");
file("pc\sound\background\doors\hatchl.wav");
loop(true);
tridi(true);
rndfreq(TRUE);
fademin(300);
fademax(1000);
}
sample(SFXHatchLoop)
{
file("pc\sound\background\doors\hatchl.wav");
loop(TRUE);
tridi(TRUE);
rndfreq(FALSE);
fademin(300);
fademax(1200);
}
sample(SFXHatchEnd)
{
//file("pc\sound\background\doors\docl1.wav");
file("pc\sound\background\doors\hatch.wav");
loop(FALSE);
tridi(TRUE);
rndfreq(FALSE);
fademin(300);
fademax(1200);
}
sample(SFXWeaponCharge)
{
file("pc\Sound\background\terminal\globe1.WAV");
loop(TRUE);
tridi(TRUE);
rndfreq(TRUE);
fademin(300);
fademax(1200);
}