valve/zpak001.pk3dir/sound/impacts.sndshd
Marco Hladik 2087fae53b
Add Xylemon's CC0-licensed material definitions file for Half-Life.
Adding over 2100 texture property definitions to make sure bullet impacts,
foot steps etc. all do a better job.
2022-03-02 09:21:40 -08:00

163 lines
2.7 KiB
Text

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
{
pitch_min 1.5
pitch_max 2
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.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
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.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
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.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
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.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
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.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
}