Move in all the sound shader definitions from Nuclide's base, just with

Half-Life specific paths.
This commit is contained in:
Marco Cawthorne 2021-12-30 13:16:39 -08:00
parent ad7b2a0586
commit f53f854819
Signed by: eukara
GPG key ID: C196CD8BA993248A
10 changed files with 882 additions and 1 deletions

View file

@ -186,7 +186,6 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
break;
case IMPACT_METAL:
Sound_PlayAt(vecPos, "sfx_impact.metal");
print("Metal shit\n");
break;
case IMPACT_SLOSH:
Sound_PlayAt(vecPos, "sfx_impact.slosh");

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@ -0,0 +1,5 @@
damage_bullet.hit
{
sample weapons/bullet_hit1.wav
sample weapons/bullet_hit2.wav
}

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@ -0,0 +1,10 @@
env_spark.sfx
{
attenuation idle
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}

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@ -0,0 +1,277 @@
step_default.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_default.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_alien.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_alien.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_computer.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_computer.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_concrete.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_concrete.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_dirt.left
{
attenuation static
footstep
sample player/pl_dirt1.wav
sample player/pl_dirt2.wav
}
step_dirt.right
{
attenuation static
footstep
sample player/pl_dirt3.wav
sample player/pl_dirt4.wav
}
step_flesh.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_flesh.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_foliage.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_foliage.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_glass.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_glass.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_grate.left
{
attenuation static
footstep
sample player/pl_grate1.wav
sample player/pl_grate2.wav
}
step_grate.right
{
attenuation static
footstep
sample player/pl_grate3.wav
sample player/pl_grate4.wav
}
step_metal.left
{
attenuation static
footstep
sample player/pl_metal1.wav
sample player/pl_metal2.wav
}
step_metal.right
{
attenuation static
footstep
sample player/pl_metal3.wav
sample player/pl_metal4.wav
}
step_slosh.left
{
attenuation static
footstep
sample player/pl_slosh1.wav
sample player/pl_slosh2.wav
}
step_slosh.right
{
attenuation static
footstep
sample player/pl_slosh3.wav
sample player/pl_slosh4.wav
}
step_sand.left
{
attenuation static
footstep
sample player/pl_sand1.wav
sample player/pl_sand2.wav
}
step_sand.right
{
attenuation static
footstep
sample player/pl_sand3.wav
sample player/pl_sand4.wav
}
step_snow.left
{
attenuation static
footstep
sample player/pl_snow1.wav
sample player/pl_snow2.wav
}
step_snow.right
{
attenuation static
footstep
sample player/pl_snow3.wav
sample player/pl_snow4.wav
}
step_tile.left
{
attenuation static
footstep
sample player/pl_tile1.wav
sample player/pl_tile2.wav
}
step_tile.right
{
attenuation static
footstep
sample player/pl_tile3.wav
sample player/pl_tile4.wav
}
step_vent.left
{
attenuation static
footstep
sample player/pl_duct1.wav
sample player/pl_duct2.wav
}
step_vent.right
{
attenuation static
footstep
sample player/pl_duct3.wav
sample player/pl_duct4.wav
}
step_wood.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_wood.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_ladder.left
{
attenuation static
footstep
sample player/pl_ladder1.wav
sample player/pl_ladder2.wav
}
step_ladder.right
{
attenuation static
footstep
sample player/pl_ladder3.wav
sample player/pl_ladder4.wav
}
step_wade.left
{
sample player/pl_wade1.wav
sample player/pl_wade2.wav
}
step_wade.right
{
sample player/pl_wade3.wav
sample player/pl_wade4.wav
}
step_swim.left
{
sample player/pl_swim1.wav
sample player/pl_swim2.wav
}
step_swim.right
{
sample player/pl_swim3.wav
sample player/pl_swim4.wav
}

View file

@ -0,0 +1,70 @@
func_breakable.impact_glassunbreakable
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_computer
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_glass
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_wood
{
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
}
func_breakable.impact_metal
{
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
}
func_breakable.impact_flesh
{
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
func_breakable.impact_cinder
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_concrete
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_rock
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}

View file

@ -0,0 +1,101 @@
func_button.qsfx_1
{
sample buttons/airbut1.wav
}
func_button.qsfx_2
{
sample buttons/switch21.wav
}
func_button.qsfx_3
{
sample buttons/switch02.wav
}
func_button.qsfx_4
{
sample buttons/switch04.wav
}
func_button.hlsfx_1
{
sample common/null.wav
}
func_button.hlsfx_2
{
sample buttons/button1.wav
}
func_button.hlsfx_3
{
sample buttons/button2.wav
}
func_button.hlsfx_4
{
sample buttons/button3.wav
}
func_button.hlsfx_5
{
sample buttons/button4.wav
}
func_button.hlsfx_6
{
sample buttons/button5.wav
}
func_button.hlsfx_7
{
sample buttons/button6.wav
}
func_button.hlsfx_8
{
sample buttons/button7.wav
}
func_button.hlsfx_9
{
sample buttons/button8.wav
}
func_button.hlsfx_10
{
sample buttons/button9.wav
}
func_button.hlsfx_11
{
sample buttons/button10.wav
}
func_button.hlsfx_12
{
sample buttons/button11.wav
}
func_button.hlsfx_13
{
sample buttons/latchlocked1.wav
}
func_button.hlsfx_14
{
sample buttons/latchunlocked1.wav
}
func_button.hlsfx_15
{
sample buttons/lightswitch2.wav
}
func_button.hlsfx_16
{
sample buttons/lever1.wav
}
func_button.hlsfx_17
{
sample buttons/lever2.wav
}
func_button.hlsfx_18
{
sample buttons/lever3.wav
}
func_button.hlsfx_19
{
sample buttons/lever4.wav
}
func_button.hlsfx_20
{
sample buttons/lever5.wav
}
func_button.hlsfx_21
{
sample buttons/button9.wav
}

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@ -0,0 +1,81 @@
func_door.move_0
{
sample misc/null.wav
}
func_door.move_1
{
sample doors/doormove1.wav
}
func_door.move_2
{
sample doors/doormove2.wav
}
func_door.move_3
{
sample doors/doormove3.wav
}
func_door.move_4
{
sample doors/doormove4.wav
}
func_door.move_5
{
sample doors/doormove5.wav
}
func_door.move_6
{
sample doors/doormove6.wav
}
func_door.move_7
{
sample doors/doormove7.wav
}
func_door.move_8
{
sample doors/doormove8.wav
}
func_door.move_9
{
sample doors/doormove9.wav
}
func_door.move_10
{
sample doors/doormove10.wav
}
func_door.stop_0
{
sample misc/null.wav
}
func_door.stop_1
{
sample doors/doorstop1.wav
}
func_door.stop_2
{
sample doors/doorstop2.wav
}
func_door.stop_3
{
sample doors/doorstop3.wav
}
func_door.stop_4
{
sample doors/doorstop4.wav
}
func_door.stop_5
{
sample doors/doorstop5.wav
}
func_door.stop_6
{
sample doors/doorstop6.wav
}
func_door.stop_7
{
sample doors/doorstop7.wav
}
func_door.stop_8
{
sample doors/doorstop8.wav
}

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@ -0,0 +1,81 @@
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
}

View 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
}

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@ -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
}