214 lines
5.1 KiB
C++
214 lines
5.1 KiB
C++
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/*
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* $Header: /HexenWorld/Siege/sound.hc 3 5/25/98 1:39p Mgummelt $
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*/
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void sound_maker_run(void)
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{
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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}
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void sound_maker_wait(void)
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{
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self.think = sound_maker_run;
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thinktime self : self.delay;
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}
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/*QUAKED sound_maker (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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A sound that can be triggered.
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-------------------------FIELDS-------------------------
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"soundtype" values :
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1 - bell ringing
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2 - Organ Music (not the organ you're thinking about)
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3 - Tomb sound (hey, it's too late in the project to waste time typing comments!
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--------------------------------------------------------
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*/
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void sound_maker (void)
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{
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if (self.soundtype==1)
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{
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precache_sound ("misc/bellring.wav");
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self.noise1 = ("misc/bellring.wav");
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}
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else if (self.soundtype==2)
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{
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precache_sound2 ("misc/organ.wav");
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self.noise1 = ("misc/organ.wav");
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}
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else if (self.soundtype==3)
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{
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precache_sound ("misc/tomb.wav");
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self.noise1 = ("misc/tomb.wav");
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}
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if (self.delay)
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self.use = sound_maker_wait;
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else
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self.use = sound_maker_run;
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}
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void sound_again(void)
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{
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float chance;
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if (self.soundtype == 13)
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{
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chance = random();
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if (chance < .33)
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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else if (chance < .66)
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sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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else if ((self.soundtype == 11) || (self.soundtype == 12) || (self.soundtype == 14))
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{
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if (random() < .5)
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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}
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else
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.think = sound_again;
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self.nextthink = time + random(5,30);
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}
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/*QUAKED sound_ambient (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Creates an ambient sound in the world.
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-------------------------FIELDS-------------------------
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"soundtype" values :
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1 - windmill
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2 - dripping, echoing sewer water sound
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3 - dripping water with no echo
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4 - subtle sky/wind
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5 - crickets / night sounds
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6 - birds
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7 - raven caw
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8 - rocks falling
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9 - lava bubble
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10 - water gurgle
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11 - metal
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12 - pounding
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13 - random moans and screams
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14 - creaking
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15 - chain rattling
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--------------------------------------------------------
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*/
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void sound_ambient (void)
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{
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if (self.soundtype == 1)
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{
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precache_sound ("ambience/windmill.wav");
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self.noise1 = ("ambience/windmill.wav");
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}
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else if (self.soundtype == 2)
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{
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precache_sound ("ambience/drip1.wav");
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self.noise1 = ("ambience/drip1.wav");
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self.think = sound_again;
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 3)
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{
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precache_sound ("ambience/drip2.wav");
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self.noise1 = ("ambience/drip2.wav");
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self.think = sound_again;
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 4)
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{
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precache_sound ("ambience/wind.wav");
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self.noise1 = ("ambience/wind.wav");
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}
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else if (self.soundtype == 5)
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{
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precache_sound ("ambience/night.wav");
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self.noise1 = ("ambience/night.wav");
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self.think = sound_again;
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 6)
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{
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precache_sound ("ambience/birds.wav");
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self.noise1 = ("ambience/birds.wav");
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self.think = sound_again;
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thinktime self : random(15,60);
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}
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else if (self.soundtype == 7)
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{
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precache_sound ("ambience/raven.wav");
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self.noise1 = ("ambience/raven.wav");
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self.think = sound_again;
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thinktime self : random(15,60);
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}
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else if (self.soundtype == 8)
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{
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precache_sound ("ambience/rockfall.wav");
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self.noise1 = ("ambience/rockfall.wav");
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self.think = sound_again;
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thinktime self : random(15,60);
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}
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else if (self.soundtype == 9)
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{
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precache_sound ("ambience/lava.wav");
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self.noise1 = ("ambience/lava.wav");
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}
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else if (self.soundtype == 10)
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{
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precache_sound ("ambience/water.wav");
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self.noise1 = ("ambience/water.wav");
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}
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else if (self.soundtype == 11)
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{
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precache_sound ("ambience/metal.wav");
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self.noise1 = ("ambience/metal.wav");
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precache_sound ("ambience/metal2.wav");
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self.noise2 = ("ambience/metal2.wav");
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 12)
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{
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precache_sound ("ambience/pounding.wav");
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self.noise1 = ("ambience/pounding.wav");
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precache_sound ("ambience/poundin2.wav");
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self.noise2 = ("ambience/poundin2.wav");
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 13)
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{
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precache_sound ("ambience/moan1.wav");
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self.noise1 = ("ambience/moan1.wav");
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precache_sound ("ambience/moan2.wav");
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self.noise2 = ("ambience/moan2.wav");
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precache_sound ("ambience/moan3.wav");
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self.noise3 = ("ambience/moan3.wav");
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 14)
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{
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precache_sound ("ambience/creak.wav");
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self.noise1 = ("ambience/creak.wav");
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precache_sound ("ambience/creak2.wav");
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self.noise2 = ("ambience/creak2.wav");
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thinktime self : random(5,30);
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}
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else if (self.soundtype == 15)
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{
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precache_sound ("ambience/rattle.wav");
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self.noise1 = ("ambience/rattle.wav");
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thinktime self : random(5,30);
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}
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if (!self.think)
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ambientsound (self.origin, self.noise1, 1, ATTN_STATIC);
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else
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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}
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