hexen2-siege-hc/sound.hc
1998-06-24 00:00:00 +00:00

213 lines
5.1 KiB
C++

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