Added the rest of the ambient sound ents from Quake, apparently Valve also left into ambient_suck_wind by mistake...

This commit is contained in:
Xylemon 2023-04-17 02:32:29 -07:00
parent 21d87cba33
commit b428d5ed81
9 changed files with 386 additions and 0 deletions

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a computer noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_comp_hum:ambient_generic
{
public:
void ambient_comp_hum(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_comp_hum::ambient_comp_hum(void)
{
}
void
ambient_comp_hum::Spawned(void)
{
m_strSpawnPath = "ambience/computalk1.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a droning noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_drone:ambient_generic
{
public:
void ambient_drone(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_drone::ambient_drone(void)
{
}
void
ambient_drone::Spawned(void)
{
m_strSpawnPath = "ambience/alien_powernode.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a broken fluorescent light noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_flouro_buzz:ambient_generic
{
public:
void ambient_flouro_buzz(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_flouro_buzz::ambient_flouro_buzz(void)
{
}
void
ambient_flouro_buzz::Spawned(void)
{
m_strSpawnPath = "ambience/sparks.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a fluorescent light noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_light_buzz:ambient_generic
{
public:
void ambient_light_buzz(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_light_buzz::ambient_light_buzz(void)
{
}
void
ambient_light_buzz::Spawned(void)
{
m_strSpawnPath = "ambience/signalgear1.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,49 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a wind noise.
# TRIVIA
This entity was introduced in Quake (1996).
It's only used once in Deathmatch Classic.
*/
class
ambient_suck_wind:ambient_generic
{
public:
void ambient_suck_wind(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_suck_wind::ambient_suck_wind(void)
{
}
void
ambient_suck_wind::Spawned(void)
{
m_strSpawnPath = "ambience/wind1.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a swampish noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_swamp1:ambient_generic
{
public:
void ambient_swamp1(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_swamp1::ambient_swamp1(void)
{
}
void
ambient_swamp1::Spawned(void)
{
m_strSpawnPath = "ambience/cricket.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a swampish noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_swamp2:ambient_generic
{
public:
void ambient_swamp2(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_swamp2::ambient_swamp2(void)
{
}
void
ambient_swamp2::Spawned(void)
{
m_strSpawnPath = "ambience/crickets.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -0,0 +1,47 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a thunder noise.
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
ambient_thunder:ambient_generic
{
public:
void ambient_thunder(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_thunder::ambient_thunder(void)
{
}
void
ambient_thunder::Spawned(void)
{
m_strSpawnPath = "ambience/the_horror2.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

View file

@ -72,7 +72,15 @@ item_armor.qc
item_health.qc
item_artifact.qc
ambient_comp_hum.qc
ambient_drip.qc
ambient_drone.qc
ambient_flouro_buzz.qc
ambient_light_buzz.qc
ambient_suck_wind.qc
ambient_swamp1.qc
ambient_swamp2.qc
ambient_thunder.qc
../../../src/botlib/include.src