Move in all the sound shader definitions from Nuclide's base, just with
Half-Life specific paths.
This commit is contained in:
parent
ad7b2a0586
commit
f53f854819
10 changed files with 882 additions and 1 deletions
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@ -186,7 +186,6 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
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break;
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case IMPACT_METAL:
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Sound_PlayAt(vecPos, "sfx_impact.metal");
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print("Metal shit\n");
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break;
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case IMPACT_SLOSH:
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Sound_PlayAt(vecPos, "sfx_impact.slosh");
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5
zpak001.pk3dir/sound/damage_bullet.sndshd
Normal file
5
zpak001.pk3dir/sound/damage_bullet.sndshd
Normal file
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@ -0,0 +1,5 @@
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damage_bullet.hit
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{
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sample weapons/bullet_hit1.wav
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sample weapons/bullet_hit2.wav
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}
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10
zpak001.pk3dir/sound/env_spark.sndshd
Normal file
10
zpak001.pk3dir/sound/env_spark.sndshd
Normal file
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@ -0,0 +1,10 @@
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env_spark.sfx
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{
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attenuation idle
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sample buttons/spark1.wav
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sample buttons/spark2.wav
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sample buttons/spark3.wav
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sample buttons/spark4.wav
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sample buttons/spark5.wav
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sample buttons/spark6.wav
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}
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277
zpak001.pk3dir/sound/footsteps.sndshd
Normal file
277
zpak001.pk3dir/sound/footsteps.sndshd
Normal file
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@ -0,0 +1,277 @@
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step_default.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_default.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_alien.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_alien.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_computer.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_computer.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_concrete.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_concrete.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_dirt.left
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{
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attenuation static
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footstep
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sample player/pl_dirt1.wav
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sample player/pl_dirt2.wav
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}
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step_dirt.right
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{
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attenuation static
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footstep
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sample player/pl_dirt3.wav
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sample player/pl_dirt4.wav
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}
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step_flesh.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_flesh.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_foliage.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_foliage.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_glass.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_glass.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_grate.left
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{
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attenuation static
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footstep
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sample player/pl_grate1.wav
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sample player/pl_grate2.wav
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}
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step_grate.right
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{
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attenuation static
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footstep
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sample player/pl_grate3.wav
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sample player/pl_grate4.wav
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}
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step_metal.left
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{
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attenuation static
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footstep
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sample player/pl_metal1.wav
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sample player/pl_metal2.wav
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}
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step_metal.right
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{
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attenuation static
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footstep
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sample player/pl_metal3.wav
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sample player/pl_metal4.wav
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}
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step_slosh.left
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{
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attenuation static
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footstep
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sample player/pl_slosh1.wav
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sample player/pl_slosh2.wav
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}
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step_slosh.right
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{
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attenuation static
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footstep
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sample player/pl_slosh3.wav
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sample player/pl_slosh4.wav
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}
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step_sand.left
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{
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attenuation static
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footstep
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sample player/pl_sand1.wav
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sample player/pl_sand2.wav
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}
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step_sand.right
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{
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attenuation static
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footstep
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sample player/pl_sand3.wav
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sample player/pl_sand4.wav
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}
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step_snow.left
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{
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attenuation static
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footstep
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sample player/pl_snow1.wav
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sample player/pl_snow2.wav
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}
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step_snow.right
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{
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attenuation static
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footstep
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sample player/pl_snow3.wav
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sample player/pl_snow4.wav
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}
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step_tile.left
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{
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attenuation static
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footstep
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sample player/pl_tile1.wav
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sample player/pl_tile2.wav
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}
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step_tile.right
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{
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attenuation static
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footstep
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sample player/pl_tile3.wav
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sample player/pl_tile4.wav
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}
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step_vent.left
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{
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attenuation static
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footstep
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sample player/pl_duct1.wav
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sample player/pl_duct2.wav
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}
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step_vent.right
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{
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attenuation static
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footstep
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sample player/pl_duct3.wav
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sample player/pl_duct4.wav
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}
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step_wood.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_wood.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_ladder.left
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{
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attenuation static
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footstep
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sample player/pl_ladder1.wav
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sample player/pl_ladder2.wav
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}
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step_ladder.right
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{
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attenuation static
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footstep
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sample player/pl_ladder3.wav
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sample player/pl_ladder4.wav
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}
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step_wade.left
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{
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sample player/pl_wade1.wav
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sample player/pl_wade2.wav
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}
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step_wade.right
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{
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sample player/pl_wade3.wav
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sample player/pl_wade4.wav
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}
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step_swim.left
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{
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sample player/pl_swim1.wav
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sample player/pl_swim2.wav
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}
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step_swim.right
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{
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sample player/pl_swim3.wav
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sample player/pl_swim4.wav
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}
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70
zpak001.pk3dir/sound/func_breakable.sndshd
Normal file
70
zpak001.pk3dir/sound/func_breakable.sndshd
Normal file
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@ -0,0 +1,70 @@
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func_breakable.impact_glassunbreakable
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_computer
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_glass
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_wood
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{
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sample debris/wood1.wav
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sample debris/wood2.wav
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sample debris/wood3.wav
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sample debris/wood4.wav
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}
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func_breakable.impact_metal
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{
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sample debris/metal1.wav
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sample debris/metal2.wav
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sample debris/metal3.wav
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sample debris/metal4.wav
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}
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func_breakable.impact_flesh
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{
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sample debris/flesh1.wav
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sample debris/flesh2.wav
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sample debris/flesh3.wav
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sample debris/flesh5.wav
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sample debris/flesh6.wav
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sample debris/flesh7.wav
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}
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func_breakable.impact_cinder
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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func_breakable.impact_concrete
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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func_breakable.impact_rock
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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101
zpak001.pk3dir/sound/func_button.sndshd
Normal file
101
zpak001.pk3dir/sound/func_button.sndshd
Normal file
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func_button.qsfx_1
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{
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sample buttons/airbut1.wav
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}
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func_button.qsfx_2
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{
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sample buttons/switch21.wav
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}
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func_button.qsfx_3
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{
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sample buttons/switch02.wav
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}
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func_button.qsfx_4
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{
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sample buttons/switch04.wav
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}
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func_button.hlsfx_1
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{
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sample common/null.wav
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}
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func_button.hlsfx_2
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{
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sample buttons/button1.wav
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}
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func_button.hlsfx_3
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{
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sample buttons/button2.wav
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}
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func_button.hlsfx_4
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{
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sample buttons/button3.wav
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}
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func_button.hlsfx_5
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{
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sample buttons/button4.wav
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}
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func_button.hlsfx_6
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{
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sample buttons/button5.wav
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}
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func_button.hlsfx_7
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{
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sample buttons/button6.wav
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}
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func_button.hlsfx_8
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{
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sample buttons/button7.wav
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}
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func_button.hlsfx_9
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{
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sample buttons/button8.wav
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}
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func_button.hlsfx_10
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{
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sample buttons/button9.wav
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}
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func_button.hlsfx_11
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{
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sample buttons/button10.wav
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}
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func_button.hlsfx_12
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{
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sample buttons/button11.wav
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}
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func_button.hlsfx_13
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{
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sample buttons/latchlocked1.wav
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}
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func_button.hlsfx_14
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{
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sample buttons/latchunlocked1.wav
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}
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func_button.hlsfx_15
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{
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sample buttons/lightswitch2.wav
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}
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func_button.hlsfx_16
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{
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sample buttons/lever1.wav
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}
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func_button.hlsfx_17
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{
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sample buttons/lever2.wav
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}
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func_button.hlsfx_18
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{
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sample buttons/lever3.wav
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}
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func_button.hlsfx_19
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{
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sample buttons/lever4.wav
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}
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func_button.hlsfx_20
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{
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sample buttons/lever5.wav
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}
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func_button.hlsfx_21
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{
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sample buttons/button9.wav
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}
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81
zpak001.pk3dir/sound/func_door.sndshd
Normal file
81
zpak001.pk3dir/sound/func_door.sndshd
Normal file
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func_door.move_0
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{
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sample misc/null.wav
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}
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func_door.move_1
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{
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sample doors/doormove1.wav
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}
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func_door.move_2
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{
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sample doors/doormove2.wav
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}
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func_door.move_3
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{
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sample doors/doormove3.wav
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}
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func_door.move_4
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{
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sample doors/doormove4.wav
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}
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func_door.move_5
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{
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sample doors/doormove5.wav
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}
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func_door.move_6
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{
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sample doors/doormove6.wav
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}
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func_door.move_7
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{
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sample doors/doormove7.wav
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}
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func_door.move_8
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{
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sample doors/doormove8.wav
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}
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func_door.move_9
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{
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sample doors/doormove9.wav
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}
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func_door.move_10
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{
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sample doors/doormove10.wav
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}
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func_door.stop_0
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{
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sample misc/null.wav
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}
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func_door.stop_1
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{
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sample doors/doorstop1.wav
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}
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func_door.stop_2
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{
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sample doors/doorstop2.wav
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}
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func_door.stop_3
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{
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sample doors/doorstop3.wav
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}
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func_door.stop_4
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{
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sample doors/doorstop4.wav
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}
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func_door.stop_5
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{
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sample doors/doorstop5.wav
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}
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func_door.stop_6
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{
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sample doors/doorstop6.wav
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}
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func_door.stop_7
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{
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sample doors/doorstop7.wav
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}
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func_door.stop_8
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{
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sample doors/doorstop8.wav
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}
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81
zpak001.pk3dir/sound/func_door_rotating.sndshd
Normal file
81
zpak001.pk3dir/sound/func_door_rotating.sndshd
Normal file
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func_door_rotating.move_0
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
func_door_rotating.move_1
|
||||
{
|
||||
sample doors/doormove1.wav
|
||||
}
|
||||
func_door_rotating.move_2
|
||||
{
|
||||
sample doors/doormove2.wav
|
||||
}
|
||||
func_door_rotating.move_3
|
||||
{
|
||||
sample doors/doormove3.wav
|
||||
}
|
||||
func_door_rotating.move_4
|
||||
{
|
||||
sample doors/doormove4.wav
|
||||
}
|
||||
func_door_rotating.move_5
|
||||
{
|
||||
sample doors/doormove5.wav
|
||||
}
|
||||
func_door_rotating.move_6
|
||||
{
|
||||
sample doors/doormove6.wav
|
||||
}
|
||||
func_door_rotating.move_7
|
||||
{
|
||||
sample doors/doormove7.wav
|
||||
}
|
||||
func_door_rotating.move_8
|
||||
{
|
||||
sample doors/doormove8.wav
|
||||
}
|
||||
func_door_rotating.move_9
|
||||
{
|
||||
sample doors/doormove9.wav
|
||||
}
|
||||
func_door_rotating.move_10
|
||||
{
|
||||
sample doors/doormove10.wav
|
||||
}
|
||||
|
||||
func_door_rotating.stop_0
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
func_door_rotating.stop_1
|
||||
{
|
||||
sample doors/doorstop1.wav
|
||||
}
|
||||
func_door_rotating.stop_2
|
||||
{
|
||||
sample doors/doorstop2.wav
|
||||
}
|
||||
func_door_rotating.stop_3
|
||||
{
|
||||
sample doors/doorstop3.wav
|
||||
}
|
||||
func_door_rotating.stop_4
|
||||
{
|
||||
sample doors/doorstop4.wav
|
||||
}
|
||||
func_door_rotating.stop_5
|
||||
{
|
||||
sample doors/doorstop5.wav
|
||||
}
|
||||
func_door_rotating.stop_6
|
||||
{
|
||||
sample doors/doorstop6.wav
|
||||
}
|
||||
func_door_rotating.stop_7
|
||||
{
|
||||
sample doors/doorstop7.wav
|
||||
}
|
||||
func_door_rotating.stop_8
|
||||
{
|
||||
sample doors/doorstop8.wav
|
||||
}
|
93
zpak001.pk3dir/sound/func_train.sndshd
Normal file
93
zpak001.pk3dir/sound/func_train.sndshd
Normal file
|
@ -0,0 +1,93 @@
|
|||
func_train.move_1
|
||||
{
|
||||
sample common/null.wav
|
||||
}
|
||||
func_train.move_2
|
||||
{
|
||||
sample plats/bigmove1.wav
|
||||
}
|
||||
func_train.move_3
|
||||
{
|
||||
sample plats/bigmove2.wav
|
||||
}
|
||||
func_train.move_4
|
||||
{
|
||||
sample plats/elevmove1.wav
|
||||
}
|
||||
func_train.move_5
|
||||
{
|
||||
sample plats/elevmove2.wav
|
||||
}
|
||||
func_train.move_6
|
||||
{
|
||||
sample plats/elevmove3.wav
|
||||
}
|
||||
func_train.move_7
|
||||
{
|
||||
sample plats/freightmove1.wav
|
||||
}
|
||||
func_train.move_8
|
||||
{
|
||||
sample plats/freightmove2.wav
|
||||
}
|
||||
func_train.move_9
|
||||
{
|
||||
sample plats/heavymove1.wav
|
||||
}
|
||||
func_train.move_10
|
||||
{
|
||||
sample plats/rackmove1.wav
|
||||
}
|
||||
func_train.move_11
|
||||
{
|
||||
sample plats/railmove1.wav
|
||||
}
|
||||
func_train.move_12
|
||||
{
|
||||
sample plats/squeekmove1.wav
|
||||
}
|
||||
func_train.move_13
|
||||
{
|
||||
sample plats/talkmove1.wav
|
||||
}
|
||||
func_train.move_14
|
||||
{
|
||||
sample plats/talkmove2.wav
|
||||
}
|
||||
|
||||
func_train.stop_1
|
||||
{
|
||||
sample common/null.wav
|
||||
}
|
||||
func_train.stop_2
|
||||
{
|
||||
sample plats/bigstop1.wav
|
||||
}
|
||||
func_train.stop_3
|
||||
{
|
||||
sample plats/bigstop2.wav
|
||||
}
|
||||
func_train.stop_4
|
||||
{
|
||||
sample plats/freightstop1.wav
|
||||
}
|
||||
func_train.stop_5
|
||||
{
|
||||
sample plats/heavystop2.wav
|
||||
}
|
||||
func_train.stop_6
|
||||
{
|
||||
sample plats/rackstop1.wav
|
||||
}
|
||||
func_train.stop_7
|
||||
{
|
||||
sample plats/railstop1.wav
|
||||
}
|
||||
func_train.stop_8
|
||||
{
|
||||
sample plats/squeekstop1.wav
|
||||
}
|
||||
func_train.stop_9
|
||||
{
|
||||
sample plats/talkstop1.wav
|
||||
}
|
164
zpak001.pk3dir/sound/impacts.sndshd
Normal file
164
zpak001.pk3dir/sound/impacts.sndshd
Normal file
|
@ -0,0 +1,164 @@
|
|||
sfx_impact.default
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.alien
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.flesh
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/flesh1.wav
|
||||
sample debris/flesh2.wav
|
||||
sample debris/flesh3.wav
|
||||
sample debris/flesh5.wav
|
||||
sample debris/flesh6.wav
|
||||
sample debris/flesh7.wav
|
||||
}
|
||||
|
||||
sfx_impact.foliage
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.computer
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/glass1.wav
|
||||
sample debris/glass2.wav
|
||||
sample debris/glass3.wav
|
||||
sample debris/glass4.wav
|
||||
sample buttons/spark1.wav
|
||||
sample buttons/spark2.wav
|
||||
sample buttons/spark3.wav
|
||||
sample buttons/spark4.wav
|
||||
sample buttons/spark5.wav
|
||||
sample buttons/spark6.wav
|
||||
}
|
||||
|
||||
sfx_impact.dirt
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.vent
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.grate
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.metal
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.glass
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/glass1.wav
|
||||
sample debris/glass2.wav
|
||||
sample debris/glass3.wav
|
||||
sample debris/glass4.wav
|
||||
}
|
||||
|
||||
sfx_impact.sand
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.slosh
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.snow
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.tile
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.wood
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/wood1.wav
|
||||
sample debris/wood2.wav
|
||||
sample debris/wood3.wav
|
||||
sample debris/wood4.wav
|
||||
}
|
||||
|
||||
sfx_impact.concrete
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/concrete1.wav
|
||||
sample debris/concrete2.wav
|
||||
sample debris/concrete3.wav
|
||||
}
|
Loading…
Reference in a new issue