sound sounds/misc/jumppad { minDistance 10 maxDistance 45 volume 3 sounds/misc/jumppads/pad_01.wav sounds/misc/jumppads/pad_02.wav } // Strogg Plasma Charge Bring-up and lock onto arm sound sounds/misc/pcharge_01 { minDistance 3 maxDistance 25 volume -7 sounds/weapons/misc/pcharge_move_01.wav } sound sounds/misc/pcharge_02 { minDistance 3 maxDistance 25 volume -5 sounds/weapons/misc/pcharge_move_02.wav } sound sounds/misc/pcharge_03 { minDistance 3 maxDistance 25 volume -25 sounds/weapons/misc/pcharge_move_03.wav } // Parachute sound sounds/misc/parachute/start { maxDistance 50 looping leadin sounds/misc/parachute/open.wav sounds/misc/parachute/loop.wav } sound sounds/misc/parachute/stop { maxDistance 50 sounds/misc/parachute/drop.wav } //Airshield sound sounds/misc/airshield/start { leadinVolume -10 maxDistance 50 looping leadin sounds/misc/airshield/start.wav sounds/misc/airshield/loop.wav } sound sounds/misc/airshield/stop { maxDistance 50 sounds/misc/airshield/stop.wav } sound _default { sounds/misc/default.wav } sound silence { sounds/misc/silence.wav } sound demo_render_complete { sounds/misc/render_complete.wav } sound feedback_hit_enemy { volume -10 sounds/misc/hit.wav } sound feedback_hit_enemy_headshot { volume 0 sounds/misc/hit_head.wav } sound feedback_hit_friendly { volume -5 sounds/misc/hit_teammate.wav } sound feedback_hit_vehicle_enemy { volume -5 sounds/misc/hit_vehicle.wav } sound feedback_hit_vehicle_friendly { volume -5 sounds/misc/hit_vehicle_teammate.wav } // referenced in func.def sound entity_door_accel { } sound entity_door_decel { } sound entity_door_move { } sound entity_door_open { volume -10 sounds/doors/open_01.wav } sound entity_door_close { volume -10 sounds/doors/close_01.wav } sound entity_door_opened { } sound entity_door_closed { } sound entity_door_locked { } sound entity_door_unlocked { } sound entity_explosion { } sound entity_fracture_glass { } sound entity_shatter_glass{ } // referenced in gibs.def sound entity_gibs_bounce { } // referenced in monster_turret.def sound entity_monster_turret_wakeup { } sound entity_monster_turret_shutdown{ } sound entity_monster_turret_windup { } sound entity_monster_turret_winddown { } sound entity_monster_turret_fire { } // referenced in moveable.def sound entity_moveable_bounce { } // unlocked reward sound player/prof_unlock { "sounds/misc/ka-ching_01.wav" } // new rank sound player/newrank { sounds/misc/bugle_02.wav } sound player/newrank/gdf { sounds/misc/rankup_gdf.wav // sounds/misc/rankup_gdf_02.wav } sound player/newrank/strogg { sounds/misc/rankup_strogg.wav } // accepted mission sound player/accepted_mission { sounds/misc/stab_02.wav } // objective completed sound objective/completed_gdf { sounds/misc/roll_06.wav } // objective completed sound objective/completed_strogg { sounds/misc/roll_07.wav } // transmission objective sound sounds/misc/transmit/start { volume -5 looping leadin sounds/misc/objectives/transmit_start.wav sounds/misc/objectives/transmit_loop.wav } sound sounds/misc/transmit/done { volume -5 sounds/misc/objectives/transmit_stop.wav } // EMP Disruptor sound sounds/misc/empdisruptor/charge { volume 0 maxDistance 300 occlude_once sounds/misc/objectives/emp_disruptor_charge.wav } sound sounds/misc/empdisruptor/fire { volume 5 maxDistance 300 occlude_once sounds/misc/objectives/emp_disruptor_fire.wav }