//---------------- //Stuff I shouldn't be fiddling with... //---------------- // ATTN_NONE 0.0f // ATTN_NORM 0.8f // ATTN_IDLE 2.0f // ATTN_STATIC 1.25f // ATTN_RICOCHET 1.5f // ATTN_GUNFIRE 0.27f // // Most Guns: ~0.6 // Silenced: ~1.6 // Sniper Rifle: ~0.3 //================================== //Sounds that go BOOM! Fortress Forever ;D Whoa! Was that a Gazelle?... //================================== //---------------- //Generic //---------------- "Weapon.Empty" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\weapon_empty.wav" } "generic.Empty" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "player\outofammo.wav" } "Weapon.StopSound" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "common/null.wav" } //---------------- //Projectiles, things that go whizzzzzzzzzz-THUDszzz! //---------------- "sniper.hit" { "channel" "CHAN_BODY" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\sniper_hit3.wav" } "sniper.gib" { "channel" "CHAN_BODY" "volume" "1.0" "CompatibilityAttenuation" "1.0" "rndwave" { "wave" "weapons\fx\bullets\sniper_gib1.wav" "wave" "weapons\fx\bullets\sniper_gib2.wav" } } "rocket.fly" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "rndwave" { "wave" "weapons\fx\bullets\rpg_away1.wav" "wave" "weapons\fx\bullets\rpg_away2.wav" "wave" "weapons\fx\bullets\rpg_away3.wav" "wave" "weapons\fx\bullets\rpg_away4.wav" } } "nail.fly" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\nail_fly.wav" } "dart.fly" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\dart_fly.wav" } "Rail.Fly" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "158,162" "wave" "npc/scanner/combat_scan_loop2.wav" } "Rail.hitworld" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\rail_hit.wav" } "Rail.hitbody" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\rail_body.wav" } "Rail.Bounce1" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "144" "wave" "weapons/crossbow/bolt_fly4.wav" } "Rail.Bounce2" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "160" "wave" "weapons/crossbow/bolt_fly4.wav" } "Nail.hitworld" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "rndwave" { "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" } } "Nail.hitbody" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "rndwave" { "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" "wave" "common/null.wav" } } "Dart.hitworld" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\dart_hit.wav" } "Dart.hitbody" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons\fx\bullets\dart_body.wav" } //---------------- //Assault Cannon //---------------- "assaultcannon.overheat" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")weapons/assaultcannon/overheat.wav" } "assaultcannon.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "pitch" "95,105" "wave" "weapons/assaultcannon/assaultcannon_fire.wav" } "assaultcannon.rotate" { "channel" "CHAN_AUTO" "volume" "1.0" "CompatibilityAttenuation" "0.7" "wave" ")weapons/assaultcannon/assaultcannon_rotate.wav" } "assaultcannon.winddown" { "channel" "CHAN_WEAPON" "volume" "0.5" "CompatibilityAttenuation" "0.7" "wave" ")weapons/assaultcannon/assaultcannon_winddown.wav" } "assaultcannon.windup" { "channel" "CHAN_WEAPON" "volume" "0.5" "CompatibilityAttenuation" "0.7" "wave" ")weapons/assaultcannon/assaultcannon_windup.wav" } //---------------- //Crowbar, when hope is forgotten the crowbar is there. //---------------- "crowbar.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "rndwave" { "wave" "weapons/crowbar/crowbar_miss1.wav" "wave" "weapons/crowbar/crowbar_miss2.wav" } } //---------------- //Flamethrower, whooooosshhhhh //---------------- "flamethrower.loop_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.7" "pitch" "95,105" "wave" "weapons/flamethrower/flamethrower_fire3.wav" } "flamethrower.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.7" "pitch" "95,105" "wave" "weapons/flamethrower/flamethrower_fire3.wav" } "flamethrower.start" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.7" "pitch" "95,105" "wave" "weapons/flamethrower/flamethrower_start.wav" } "flamethrower.deploy" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/flamethrower/flamethrower_deploy.wav" } //---------------- //Knife, don't turn your back on me... //---------------- "knife.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "rndwave" { "wave" "weapons/knife/swing1.wav" "wave" "weapons/knife/swing2.wav" } } "knife.deploy" { "channel" "CHAN_ITEM" "volume" "0.7" "CompatibilityAttenuation" "1.0" "wave" "weapons/knife/deploy.wav" } "knife.slash" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "rndwave" { "wave" "weapons/fx/impacts/flesh/knife_slash1.wav" "wave" "weapons/fx/impacts/flesh/knife_slash2.wav" "wave" "weapons/fx/impacts/flesh/knife_slash3.wav" } } //---------------- //Medkit, Go get em' Medic //---------------- "medkit.hit" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.8" "pitch" "95,105" "rndwave" { "wave" "weapons/medkit/medkit_hit1.wav" "wave" "weapons/medkit/medkit_hit2.wav" } } "medkit.infect" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.8" "pitch" "95,105" "rndwave" { "wave" "weapons/medkit/medkit_infect1.wav" "wave" "weapons/medkit/medkit_infect2.wav" } } "medkit.button1" { "channel" "CHAN_ITEM" "volume" "0.4" "CompatibilityAttenuation" "1.0" "wave" "weapons/medkit/medkit_button1.wav" } "medkit.button2" { "channel" "CHAN_ITEM" "volume" "0.4" "CompatibilityAttenuation" "1.0" "wave" "weapons/medkit/medkit_button2.wav" } "medkit.single_shot" { "channel" "CHAN_WEAPON" "volume" "0.7" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "rndwave" { "wave" "weapons/medkit/medkit_single1.wav" "wave" "weapons/medkit/medkit_single2.wav" } } //---------------- //Nailgun //---------------- "nailgun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/nailgun/nailgun_fire1.wav" } //---------------- //SuperNailGun, oooo. //---------------- "SuperNailgun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/supernailgun/supernailgun_fire.wav" } "SuperNailgun.barrel_spin" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "common/null.wav" } //---------------- //Pipelauncher, You call THAT a six-shooter? THIS is a six-shooter... //---------------- "Pipelauncher.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "wave" "weapons/pipelauncher/pipe_fire1.wav" } "Grenadelauncher.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "wave" "weapons/pipelauncher/pipe_fire1.wav" } "GLPL.reload" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/pipelauncher/pipe_reload.wav" } "GLPL.reload_open" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/pipelauncher/pipe_reload_open.wav" } "GLPL.reload_close" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/pipelauncher/pipe_reload_close.wav" } "GrenadeProjectile.Bounce" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/pipelauncher/pipe_bounce1.wav" } //---------------- //Railgun, poor thing, you kicked arse in Quake 3 //---------------- "railgun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/railgun/railgun_fire1.wav" } "railgun.charged_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/railgun/railgun_chargedfire1.wav" } "railgun.chargeloop" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/railgun/railgun_chargeloop.wav" } "railgun.halfcharge" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "CompatibilityAttenuation" "1.0" "wave" "ambient/energy/zap8.wav" } "railgun.fullcharge" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "CompatibilityAttenuation" "1.0" "wave" "ambient/energy/zap9.wav" } "railgun.overcharge" { "channel" "CHAN_WEAPON" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "CompatibilityAttenuation" "1.0" "wave" "ambient/energy/zap5.wav" } //---------------- //Rocket Launcher, you exist in every single game. Ever. //---------------- "rpg.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "rndwave" { "wave" "weapons/rpg/rpg_fire_01.wav" "wave" "weapons/rpg/rpg_fire_02.wav" "wave" "weapons/rpg/rpg_fire_03.wav" } } "rpg.empty" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "common/null.wav" } "rpg.reload" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.reload1" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.reload2" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.reload3" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.reload4" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.slide1" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.slide2" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.slide3" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } "rpg.slide4" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/rpg/rpg_reload.wav" } //---------------- //Incendiary Cannon, I love the smell of Napalm in the morning //---------------- "ic.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" // "pitch" "95,105" "wave" "weapons/incendiarycannon/ic_fire02.wav" } "ic.cocky" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/incendiarycannon/ic_reload01.wav" } "ic.empty" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "common/null.wav" } //---------------- //Scout Radar, uh no lookout! He has a raaaddaarrrrr //---------------- "radar.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.3" "pitch" "95,105" "wave" "weapons/scout/scout_radar.wav" } //---------------- //HWGuy Overpressure //---------------- "overpressure.explode" { "channel" "CHAN_AUTO" "volume" "1.0" "CompatibilityAttenuation" "1.3" "pitch" "95,105" "wave" "weapons/physcannon/energy_sing_explosion2.wav" } //---------------- //Shotgun, proving your worth again and again since the west was won. //---------------- "shotgun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/shotgun/shotgun_fire.wav" } "shotgun.reload" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/shotgun/shotgun_reload.wav" } "shotgun.cock" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/supershotgun/supershotgun_cock.wav" } //---------------- //SuperShotgun, to the rescue //---------------- "SuperShotgun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "pitch" "95,105" "wave" "weapons/supershotgun/supershotgun_fire.wav" } "SuperShotgun.reload" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/supershotgun/supershotgun_reload.wav" } "SuperShotgun.cock" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/shotgun/shotgun_cock.wav" } //---------------- //Sniper Rifle, Let's see some Pink Mist. //---------------- "SniperRifle.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "wave" "weapons/sniperrifle/sniperrifle_fire1.wav" } "SniperRifle.charged_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "wave" "weapons/sniperrifle/sniperrifle_chargedfire1.wav" } "SniperRifle.zoom_in" { "channel" "CHAN_ITEM" "volume" "0.2" "CompatibilityAttenuation" "2.0" "wave" "weapons/sniperrifle/sniperrifle_zoomin.wav" } "SniperRifle.zoom_out" { "channel" "CHAN_ITEM" "volume" "0.2" "CompatibilityAttenuation" "2.0" "wave" "weapons/sniperrifle/sniperrifle_zoomout.wav" } //---------------- //Auto Rifle, trying to make the snipers feel like they have a viable cq weapon. //---------------- "autorifle.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "pitch" "95,105" "wave" "weapons/autorifle/autorifle_fire.wav" } //---------------- //Tommy Gun, rocking and rolling since the 19th century. //---------------- "tommygun.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "95,105" "wave" "weapons/tommygun/tommygun_fire.wav" } //---------------- //Spanner //---------------- "Spanner.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "rndwave" { "wave" "weapons/spanner/spanner_swing1.wav" "wave" "weapons/spanner/spanner_swing2.wav" } } "Spanner.HitSG" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.7" "pitch" "95,105" "wave" "weapons/spanner/spanner_sg1.wav" } "Spanner.HitDispenser" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.7" "pitch" "95,105" "wave" "weapons/spanner/spanner_sg1.wav" } "Spanner.idle" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/spanner/spanner_idle.wav" } "Spanner.specialhit" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/spanner/spanner_specialhit.wav" } //---------------- //Tranquilizer, go most useless Team Fortress gun! //---------------- "Tranq.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.3" "pitch" "95,105" "wave" "weapons/tranq/tranq_fire1.wav" } "Tranq.cock" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "weapons/tranq/tranq_cock.wav" } //---------------- //Umbrella, take the fight back to them Winston! //---------------- "umbrella.single_shot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/umbrella/umbrella_miss.wav" }