//================================== //Buildable sounds for Fortress Forever //================================== //---------------- //Sentry Gun //---------------- "Sentry.Fire" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "pitch" "95,105" "rndwave" { "wave" "buildable/sentry/sg_fire1.wav" "wave" "buildable/sentry/sg_fire2.wav" "wave" "buildable/sentry/sg_fire3.wav" } } "Sentry.RocketFire" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.4" "pitch" "95,105" "wave" "buildable/sentry/sg_rpg1.wav" } "Sentry.eject" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_eject1.wav" } "Sentry.scan" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "0.5" "rndwave" { "wave" "buildable/sentry/sg_scan1.wav" "wave" "buildable/sentry/sg_scan2.wav" } } "Sentry.spot" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "wave" "buildable/sentry/sg_spot.wav" } "Sentry.unbuild" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_unbuild.wav" } "sentry.aim" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_aim.wav" } "Sentry.explode" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" "^buildable/sentry/sg_explode.wav" } "Sentry.One" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/sentry/sg_build1.wav" } "Sentry.two" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_build2.wav" } "Sentry.three" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_build3.wav" } "Sentry.SabotageActivate" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "0.5" "wave" "buildable/sentry/sg_sabotageactivate.wav" } "Sentry.SabotageFinish" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "0.5" "wave" "buildable/sentry/sg_sabotagefinish.wav" } "Sentry.CloakDetection" { "channel" "CHAN_AUTO" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "CompatibilityAttenuation" "1.0" "wave" "buildable/sentry/sg_cloakdetection.wav" } "Sentry.CloakSonar" { "channel" "CHAN_AUTO" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "CompatibilityAttenuation" "1.0" "wave" ")buildable/sentry/sg_cloaksonar.wav" } //---------------- //Respawn Turret //---------------- "RespawnTurret.Fire" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.5" "pitch" "95,105" "rndwave" { "wave" "^buildable/respawnturret/rt_fire1.wav" } } "RespawnTurret.Alert" { "channel" "CHAN_WEAPON" "volume" "0.8" "CompatibilityAttenuation" "0.8" "pitch" "95,105" "wave" "buildable/respawnturret/rt_alert1.wav" } "RespawnTurret.Ping" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.8" "wave" "buildable/respawnturret/rt_ping1.wav" } "RespawnTurret.Deploy" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "0.8" "pitch" "95,105" "wave" "buildable/respawnturret/rt_deploy1.wav" } "RespawnTurret.Retire" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "0.8" "wave" "buildable/respawnturret/rt_retire1.wav" } //---------------- //Dispenser //---------------- "Dispenser.build" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/dispenser/disp_build.wav" } "Dispenser.unbuild" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/dispenser/disp_unbuild.wav" } "Dispenser.explode" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_140dB" "pitch" "PITCH_NORM" "wave" "^buildable/dispenser/disp_explode.wav" } "Dispenser.omnomnom" { "channel" "CHAN_BODY" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/dispenser/disp_omnomnom.wav" } //---------------- //Detpack, BOOOM //---------------- "Detpack.Build" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/detpack/detpack_drop.wav" } "Detpack.Defuse" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/detpack/detpack_defuse.wav" } "Detpack.Timer" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/detpack/detpack_timer1.wav" } "Detpack.FiveSeconds" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/detpack/detpack_timer1.wav" } "Detpack.TimerTwo" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/detpack/detpack_timer2.wav" } "Detpack.Explode" { "channel" "CHAN_WEAPON" "volume" "1.0" "soundlevel" "SNDLVL_180dB" "pitch" "PITCH_NORM" "CompatibilityAttenuation" "1.0" "wave" "^buildable/detpack/detpack_Explode1.wav" } //---------------- //Jump Pad, BOING? //---------------- "JumpPad.WarmUp" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/jumppad/jumppad_warmup.wav" } "JumpPad.PowerDown" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" "buildable/jumppad/jumppad_powerdown.wav" } "JumpPad.Fire" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/jumppad/jumppad_fire.wav" } "JumpPad.Heal" { "channel" "CHAN_STATIC" "volume" "1.0" "CompatibilityAttenuation" "1.0" "wave" ")buildable/jumppad/jumppad_heal.wav" }