valve/zpak001.pk3dir/decls/sound/monsters_valve.sndshd

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2024-03-05 02:40:57 +00:00
BodyDrop.Light
{
sample common/bodydrop2.wav
sample common/bodydrop3.wav
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}
BodyDrop.Heavy
{
sample common/bodydrop1.wav
sample common/bodydrop4.wav
}
monster_alien_grunt.alert
{
sample agrunt/ag_alert1.wav
sample agrunt/ag_alert2.wav
sample agrunt/ag_alert3.wav
sample agrunt/ag_alert4.wav
sample agrunt/ag_alert5.wav
}
monster_alien_grunt.attack
{
sample agrunt/ag_attack1.wav
sample agrunt/ag_attack2.wav
sample agrunt/ag_attack3.wav
}
monster_alien_grunt.die
{
sample agrunt/ag_die1.wav
sample agrunt/ag_die2.wav
sample agrunt/ag_die3.wav
sample agrunt/ag_die4.wav
sample agrunt/ag_die5.wav
}
monster_alien_grunt.idle
{
sample agrunt/ag_idle1.wav
sample agrunt/ag_idle2.wav
sample agrunt/ag_idle3.wav
sample agrunt/ag_idle4.wav
sample agrunt/ag_idle5.wav
}
monster_alien_grunt.pain
{
sample agrunt/ag_pain1.wav
sample agrunt/ag_pain2.wav
sample agrunt/ag_pain3.wav
sample agrunt/ag_pain4.wav
sample agrunt/ag_pain5.wav
}
monster_alien_grunt.step_left
{
pitch 0.7
sample player/pl_ladder2.wav
sample player/pl_ladder4.wav
}
monster_alien_grunt.step_right
{
pitch 0.7
sample player/pl_ladder1.wav
sample player/pl_ladder3.wav
}
monster_alien_controller.alert
{
sample controller/con_alert1.wav
sample controller/con_alert2.wav
sample controller/con_alert3.wav
}
monster_alien_controller.attack
{
sample controller/con_attack1.wav
sample controller/con_attack2.wav
sample controller/con_attack3.wav
}
monster_alien_controller.die
{
sample controller/con_die1.wav
sample controller/con_die2.wav
}
monster_alien_controller.idle
{
sample controller/con_idle1.wav
sample controller/con_idle2.wav
sample controller/con_idle3.wav
sample controller/con_idle4.wav
sample controller/con_idle5.wav
}
monster_alien_controller.pain
{
sample controller/con_pain1.wav
sample controller/con_pain2.wav
sample controller/con_pain3.wav
}
monster_alien_slave.die
{
sample aslave/slv_die1.wav
sample aslave/slv_die2.wav
}
monster_alien_slave.pain
{
sample aslave/slv_pain1.wav
sample aslave/slv_pain2.wav
}
monster_alien_slave.attack_charge
{
sample debris/zap4.wav
}
monster_alien_slave.attack_shoot
{
pitch_min 1.3
pitch_max 1.6
sample hassault/hw_shoot1.wav
}
// bcl_bite3 is played when an entity is in it's mouth bcl_tongue1 unused?
monster_barnacle.attackchew
{
sample barnacle/bcl_chew1.wav
sample barnacle/bcl_chew2.wav
sample barnacle/bcl_chew3.wav
}
monster_barnacle.attackpull
{
sample barnacle/bcl_alert2.wav
}
monster_barnacle.die
{
sample barnacle/bcl_die1.wav
sample barnacle/bcl_die3.wav
}
monster_barney.die
{
sample barney/ba_die1.wav
sample barney/ba_die1.wav
sample barney/ba_die2.wav
}
monster_barney.pain
{
sample barney/ba_pain1.wav
sample barney/ba_pain1.wav
sample barney/ba_pain1.wav
}
NPC_BigMomma.SpitTouch1
{
sample bullchicken/bc_acid1.wav
}
NPC_BigMomma.SpitHit1
{
sample bullchicken/bc_spithit1.wav
}
NPC_BigMomma.SpitHit2
{
sample bullchicken/bc_spithit2.wav
}
BigMomma.Alert
{
sample gonarch/gon_alert1.wav
sample gonarch/gon_alert2.wav
sample gonarch/gon_alert3.wav
}
BigMomma.Attack
{
sample gonarch/gon_attack1.wav
sample gonarch/gon_attack2.wav
sample gonarch/gon_attack3.wav
}
// She mourns when her children die, who wouldn't?
BigMomma.ChildDie
{
sample gonarch/gon_childdie1.wav
sample gonarch/gon_childdie2.wav
sample gonarch/gon_childdie3.wav
}
BigMomma.Die
{
sample gonarch/gon_die1.wav
sample gonarch/gon_die2.wav
sample gonarch/gon_die3.wav
}
BigMomma.Sack
{
sample gonarch/gon_sack1.wav
sample gonarch/gon_sack2.wav
sample gonarch/gon_sack3.wav
}
BigMomma.Birth
{
sample gonarch/gon_sack1.wav
sample gonarch/gon_sack2.wav
sample gonarch/gon_sack3.wav
}
BigMomma.LaunchMortar
{
sample gonarch/gon_sack1.wav
sample gonarch/gon_sack2.wav
sample gonarch/gon_sack3.wav
}
BigMomma.Pain
{
sample gonarch/gon_pain2.wav
sample gonarch/gon_pain3.wav
sample gonarch/gon_pain4.wav
sample gonarch/gon_pain5.wav
}
// has unique foot step sounds
BigMomma.FootstepLeft
{
sample gonarch/gon_step1.wav
sample gonarch/gon_step2.wav
sample gonarch/gon_step3.wav
}
// HL:S does this
BigMomma.FootstepRight
{
sample gonarch/gon_step1.wav
sample gonarch/gon_step2.wav
sample gonarch/gon_step3.wav
}
monster_bullchicken.attack
{
sample bullchicken/bc_attackgrowl1.wav
sample bullchicken/bc_attackgrowl2.wav
sample bullchicken/bc_attackgrowl3.wav
}
monster_bullchicken.attackbite
{
sample bullchicken/bc_bite1.wav
}
monster_bullchicken.attackthrow
{
sample bullchicken/bc_bite2.wav
sample bullchicken/bc_bite3.wav
}
monster_bullchicken.attackshoot
{
sample bullchicken/bc_attack1.wav
sample bullchicken/bc_attack2.wav
sample bullchicken/bc_attack3.wav
}
monster_bullchicken.die
{
sample bullchicken/bc_die1.wav
sample bullchicken/bc_die2.wav
sample bullchicken/bc_die3.wav
}
monster_bullchicken.idle
{
sample bullchicken/bc_idle1.wav
sample bullchicken/bc_idle2.wav
sample bullchicken/bc_idle3.wav
sample bullchicken/bc_idle4.wav
sample bullchicken/bc_idle5.wav
}
monster_bullchicken.pain
{
sample bullchicken/bc_pain1.wav
sample bullchicken/bc_pain2.wav
sample bullchicken/bc_pain3.wav
sample bullchicken/bc_pain4.wav
}
monster_cockroach.die
{
sample roach/rch_die.wav
sample roach/rch_smash.wav
}
monster_gargantua.alert
{
sample garg/gar_alert1.wav
sample garg/gar_alert2.wav
sample garg/gar_alert3.wav
}
// similar to bullsquid groans during and after attacks
monster_gargantua.attack
{
sample garg/gar_attack1.wav
sample garg/gar_attack2.wav
sample garg/gar_attack3.wav
}
monster_gargantua.attackflame
{
sample garg/gar_flamerun1.wav
}
monster_gargantua.attackflameoff
{
sample garg/gar_flameoff1.wav
}
monster_gargantua.attackflameon
{
sample garg/gar_flameon1.wav
}
monster_gargantua.die
{
sample garg/gar_die1.wav
sample garg/gar_die2.wav
}
monster_gargantua.idle
{
sample garg/gar_idle1.wav
sample garg/gar_idle2.wav
sample garg/gar_idle3.wav
sample garg/gar_idle4.wav
sample garg/gar_idle5.wav
sample garg/gar_breathe1.wav
sample garg/gar_breathe2.wav
sample garg/gar_breathe3.wav
}
monster_gargantua.pain
{
sample garg/gar_pain1.wav
sample garg/gar_pain2.wav
sample garg/gar_pain3.wav
}
// has unique foot step sounds
monster_gargantua.step
{
sample garg/gar_step1.wav
sample garg/gar_step2.wav
}
monster_headcrab.alert
{
sample headcrab/hc_alert1.wav
sample headcrab/hc_alert2.wav
}
// these attack sounds are actually the cry when it jumps
monster_headcrab.attack
{
sample headcrab/hc_attack1.wav
sample headcrab/hc_attack2.wav
sample headcrab/hc_attack3.wav
}
monster_headcrab.attackhit
{
sample headcrab/hc_headbite.wav
}
monster_headcrab.die
{
sample headcrab/hc_die1.wav
sample headcrab/hc_die2.wav
}
monster_headcrab.idle
{
sample headcrab/hc_idle1.wav
sample headcrab/hc_idle2.wav
sample headcrab/hc_idle3.wav
sample headcrab/hc_idle4.wav
sample headcrab/hc_idle5.wav
}
monster_headcrab.pain
{
sample headcrab/hc_pain1.wav
sample headcrab/hc_pain2.wav
sample headcrab/hc_pain3.wav
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}
monster_babycrab.alert
{
sample headcrab/hc_alert1.wav
sample headcrab/hc_alert2.wav
}
monster_babycrab.attack
{
pitch_min 140
pitch_max 150
sample headcrab/hc_attack1.wav
sample headcrab/hc_attack2.wav
sample headcrab/hc_attack3.wav
}
monster_babycrab.attackhit
{
pitch_min 140
pitch_max 150
sample headcrab/hc_headbite.wav
}
monster_babycrab.die
{
pitch_min 140
pitch_max 150
sample headcrab/hc_die1.wav
sample headcrab/hc_die2.wav
}
monster_babycrab.idle
{
pitch_min 140
pitch_max 150
sample headcrab/hc_idle1.wav
sample headcrab/hc_idle2.wav
sample headcrab/hc_idle3.wav
sample headcrab/hc_idle4.wav
sample headcrab/hc_idle5.wav
}
monster_babycrab.pain
{
pitch_min 140
pitch_max 150
sample headcrab/hc_pain1.wav
sample headcrab/hc_pain2.wav
sample headcrab/hc_pain3.wav
}
monster_houndeye.alert
{
sample houndeye/he_alert1.wav
sample houndeye/he_alert2.wav
sample houndeye/he_alert3.wav
}
monster_houndeye.attack
{
sample houndeye/he_attack1.wav
sample houndeye/he_attack2.wav
sample houndeye/he_attack3.wav
}
monster_houndeye.blast
{
sample houndeye/he_blast1.wav
sample houndeye/he_blast2.wav
sample houndeye/he_blast3.wav
}
monster_houndeye.die
{
sample houndeye/he_die1.wav
sample houndeye/he_die2.wav
sample houndeye/he_die3.wav
}
// Not sure where the hunt sounds are actually used
monster_houndeye.idle
{
sample houndeye/he_hunt1.wav
sample houndeye/he_hunt2.wav
sample houndeye/he_hunt3.wav
sample houndeye/he_hunt4.wav
sample houndeye/he_idle1.wav
sample houndeye/he_idle2.wav
sample houndeye/he_idle3.wav
sample houndeye/he_idle4.wav
}
monster_houndeye.pain
{
sample houndeye/he_pain1.wav
sample houndeye/he_pain2.wav
sample houndeye/he_pain3.wav
sample houndeye/he_pain4.wav
sample houndeye/he_pain5.wav
}
monster_human_grunt.idle
{
sample hgrunt/gr_idle1.wav
sample hgrunt/gr_idle2.wav
sample hgrunt/gr_idle3.wav
}
monster_human_grunt.die
{
sample hgrunt/gr_die1.wav
sample hgrunt/gr_die2.wav
sample hgrunt/gr_die3.wav
}
monster_human_grunt.pain
{
sample hgrunt/gr_pain1.wav
sample hgrunt/gr_pain2.wav
sample hgrunt/gr_pain3.wav
sample hgrunt/gr_pain4.wav
sample hgrunt/gr_pain5.wav
}
monster_human_grunt.kick
{
sample zombie/claw_miss2.wav
}
monster_human_grunt.reload
{
sample hgrunt/gr_reload1.wav
}
monster_ichthyosaur.alert
{
sample ichy/ichy_alert1.wav
sample ichy/ichy_alert2.wav
sample ichy/ichy_alert3.wav
}
monster_ichthyosaur.attack
{
sample ichy/ichy_attack1.wav
sample ichy/ichy_attack2.wav
}
monster_ichthyosaur.die
{
sample ichy/ichy_die1.wav
sample ichy/ichy_die2.wav
sample ichy/ichy_die3.wav
sample ichy/ichy_die4.wav
}
monster_ichthyosaur.idle
{
sample ichy/ichy_idle1.wav
sample ichy/ichy_idle2.wav
sample ichy/ichy_idle3.wav
sample ichy/ichy_idle4.wav
}
monster_ichthyosaur.pain
{
sample ichy/ichy_pain1.wav
sample ichy/ichy_pain2.wav
sample ichy/ichy_pain3.wav
sample ichy/ichy_pain4.wav
sample ichy/ichy_pain5.wav
}
monster_leech.alert
{
sample leech/leech_alert1.wav
sample leech/leech_alert2.wav
}
monster_leech.attack
{
sample leech/leech_bite1.wav
sample leech/leech_bite2.wav
sample leech/leech_bite3.wav
}
// other sounds
// * x_shoot1 - ?
// * nih_die2 - used in map not code?
// these attack sounds are his growls
monster_nihilanth.attack
{
sample x/x_attack1.wav
sample x/x_attack2.wav
sample x/x_attack3.wav
}
monster_nihilanth.attackball
{
sample x/x_ballattack1.wav
}
monster_nihilanth.attackballmove
{
sample x/x_teleattack1.wav
}
monster_nihilanth.die
{
sample x/x_die1.wav
}
monster_nihilanth.idle
{
sample x/x_laugh1.wav
sample x/x_laugh2.wav
}
monster_nihilanth.pain
{
sample x/x_pain1.wav
sample x/x_pain2.wav
sample x/x_pain3.wav
}
monster_nihilanth.recharge
{
sample x/x_recharge1.wav
sample x/x_recharge2.wav
sample x/x_recharge3.wav
}
monster_scientist.die
{
sample scientist/sci_die1.wav
sample scientist/sci_die2.wav
sample scientist/sci_die3.wav
sample scientist/sci_die4.wav
}
monster_scientist.pain
{
sample scientist/sci_pain1.wav
sample scientist/sci_pain2.wav
sample scientist/sci_pain3.wav
sample scientist/sci_pain4.wav
sample scientist/sci_pain5.wav
sample scientist/sci_pain6.wav
sample scientist/sci_pain7.wav
sample scientist/sci_pain8.wav
sample scientist/sci_pain9.wav
sample scientist/sci_pain10.wav
}
monster_sentry.alert
{
sample turret/tu_deploy.wav
}
monster_sentry.die
{
sample turret/tu_die.wav
sample turret/tu_die2.wav
sample turret/tu_die3.wav
}
monster_sentry.idle
{
sample turret/tu_ping.wav
}
monster_sentry.retract
{
sample turret/tu_retract.wav
}
// cut sounds listing here because why not
monster_tentacle.alert
{
sample tentacle/te_alert1.wav
sample tentacle/te_alert2.wav
}
monster_tentacle.attack
{
sample tentacle/te_strike1.wav
sample tentacle/te_strike2.wav
}
monster_tentacle.die
{
sample tentacle/te_death2.wav
}
// includes some cut sounds might be interesting
monster_tentacle.idle
{
sample tentacle/te_roar1.wav
sample tentacle/te_roar2.wav
sample tentacle/te_search1.wav
sample tentacle/te_search2.wav
sample tentacle/te_sing1.wav
sample tentacle/te_sing2.wav
}
monster_turret.spindown
{
sample turret/tu_spindown.wav
}
monster_turret.spinup
{
sample turret/tu_spinup.wav
}
monster_zombie.alert
{
sample zombie/zo_alert10.wav
sample zombie/zo_alert20.wav
sample zombie/zo_alert30.wav
}
monster_zombie.attack
{
sample zombie/zo_attack1.wav
sample zombie/zo_attack2.wav
}
monster_zombie.attackhit
{
sample zombie/claw_strike1.wav
sample zombie/claw_strike2.wav
sample zombie/claw_strike3.wav
}
monster_zombie.attackmiss
{
sample zombie/claw_miss1.wav
sample zombie/claw_miss2.wav
}
monster_zombie.idle
{
sample zombie/zo_idle1.wav
sample zombie/zo_idle2.wav
sample zombie/zo_idle3.wav
sample zombie/zo_idle4.wav
}
monster_zombie.pain
{
sample zombie/zo_pain1.wav
sample zombie/zo_pain2.wav
}