etqw-sdk/base/sounds/impacts.sndshd

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// Impact Sound Shaders //
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////////////////////////
// Projectile Impacts //
////////////////////////
sound sounds/weapons/impacts/stone {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/stone_08.wav
sounds/weapons/impacts/stone_09.wav
sounds/weapons/impacts/stone_10.wav
sounds/weapons/impacts/stone_11.wav
sounds/weapons/impacts/stone_12.wav
sounds/weapons/impacts/stone_13.wav
sounds/weapons/impacts/stone_14.wav
sounds/weapons/impacts/stone_15.wav
sounds/weapons/impacts/stone_16.wav
sounds/weapons/impacts/stone_17.wav
sounds/weapons/impacts/stone_18.wav
sounds/weapons/impacts/stone_19.wav
}
sound sounds/weapons/impacts/wood {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/wood_01.wav
sounds/weapons/impacts/wood_02.wav
sounds/weapons/impacts/wood_03.wav
sounds/weapons/impacts/wood_04.wav
sounds/weapons/impacts/wood_05.wav
sounds/weapons/impacts/wood_06.wav
sounds/weapons/impacts/wood_07.wav
sounds/weapons/impacts/wood_08.wav
}
sound sounds/weapons/impacts/metal {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/metal_01.wav
sounds/weapons/impacts/metal_02.wav
sounds/weapons/impacts/metal_03.wav
sounds/weapons/impacts/metal_04.wav
sounds/weapons/impacts/metal_05.wav
sounds/weapons/impacts/metal_06.wav
sounds/weapons/impacts/metal_07.wav
sounds/weapons/impacts/metal_08.wav
sounds/weapons/impacts/metal_09.wav
sounds/weapons/impacts/metal_10.wav
sounds/weapons/impacts/metal_11.wav
sounds/weapons/impacts/metal_12.wav
sounds/weapons/impacts/metal_13.wav
sounds/weapons/impacts/metal_14.wav
sounds/weapons/impacts/metal_15.wav
sounds/weapons/impacts/metal_16.wav
sounds/weapons/impacts/metal_17.wav
sounds/weapons/impacts/metal_18.wav
sounds/weapons/impacts/metal_19.wav
}
sound sounds/weapons/impacts/flesh {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/flesh_01.wav
sounds/weapons/impacts/flesh_02.wav
sounds/weapons/impacts/flesh_03.wav
sounds/weapons/impacts/flesh_04.wav
sounds/weapons/impacts/flesh_05.wav
sounds/weapons/impacts/flesh_06.wav
sounds/weapons/impacts/flesh_07.wav
sounds/weapons/impacts/flesh_08.wav
sounds/weapons/impacts/flesh_09.wav
sounds/weapons/impacts/flesh_10.wav
sounds/weapons/impacts/flesh_11.wav
sounds/weapons/impacts/flesh_12.wav
sounds/weapons/impacts/flesh_13.wav
sounds/weapons/impacts/flesh_14.wav
sounds/weapons/impacts/flesh_15.wav
sounds/weapons/impacts/flesh_16.wav
sounds/weapons/impacts/flesh_17.wav
sounds/weapons/impacts/flesh_18.wav
}
sound sounds/weapons/impacts/glass {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/glass_01.wav
sounds/weapons/impacts/glass_02.wav
sounds/weapons/impacts/glass_03.wav
sounds/weapons/impacts/glass_04.wav
sounds/weapons/impacts/glass_05.wav
sounds/weapons/impacts/glass_06.wav
sounds/weapons/impacts/glass_07.wav
sounds/weapons/impacts/glass_08.wav
}
sound sounds/weapons/impacts/water {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/water_01.wav
sounds/weapons/impacts/water_02.wav
sounds/weapons/impacts/water_03.wav
sounds/weapons/impacts/water_04.wav
sounds/weapons/impacts/water_05.wav
}
sound sounds/weapons/impacts/plastic {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/wood_01.wav
sounds/weapons/impacts/wood_02.wav
sounds/weapons/impacts/wood_03.wav
sounds/weapons/impacts/wood_04.wav
sounds/weapons/impacts/wood_05.wav
sounds/weapons/impacts/wood_06.wav
sounds/weapons/impacts/wood_07.wav
sounds/weapons/impacts/wood_08.wav
}
sound sounds/weapons/impacts/dirt {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/dirt_01.wav
sounds/weapons/impacts/dirt_02.wav
sounds/weapons/impacts/dirt_03.wav
sounds/weapons/impacts/dirt_04.wav
sounds/weapons/impacts/dirt_05.wav
sounds/weapons/impacts/dirt_06.wav
sounds/weapons/impacts/dirt_07.wav
sounds/weapons/impacts/dirt_08.wav
sounds/weapons/impacts/dirt_09.wav
sounds/weapons/impacts/dirt_10.wav
sounds/weapons/impacts/dirt_11.wav
sounds/weapons/impacts/dirt_12.wav
sounds/weapons/impacts/dirt_13.wav
sounds/weapons/impacts/dirt_14.wav
sounds/weapons/impacts/dirt_15.wav
sounds/weapons/impacts/dirt_16.wav
}
sound sounds/weapons/impacts/armor {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/armor_01.wav
sounds/weapons/impacts/armor_02.wav
sounds/weapons/impacts/armor_03.wav
}
sound sounds/weapons/impacts/plasma {
compression wav
volume -20
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/plasma_01.wav
sounds/weapons/impacts/plasma_02.wav
sounds/weapons/impacts/plasma_03.wav
}
sound sounds/weapons/impacts/shield {
compression wav
volume -15
minDistance 1
maxDistance 20
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/shield_01.wav
sounds/weapons/impacts/shield_02.wav
sounds/weapons/impacts/shield_03.wav
sounds/weapons/impacts/shield_04.wav
sounds/weapons/impacts/shield_05.wav
}
sound sounds/weapons/impacts/ricochet {
compression wav
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/ricochet_01.wav
sounds/weapons/impacts/ricochet_02.wav
sounds/weapons/impacts/ricochet_03.wav
sounds/weapons/impacts/ricochet_04.wav
sounds/weapons/impacts/ricochet_05.wav
sounds/weapons/impacts/ricochet_06.wav
sounds/weapons/impacts/ricochet_07.wav
sounds/weapons/impacts/ricochet_08.wav
sounds/weapons/impacts/ricochet_09.wav
sounds/weapons/impacts/ricochet_10.wav
sounds/weapons/impacts/ricochet_11.wav
sounds/weapons/impacts/ricochet_12.wav
sounds/weapons/impacts/ricochet_13.wav
sounds/weapons/impacts/ricochet_14.wav
}
sound sounds/weapons/impacts/debris_very_large {
compression wav
volume 5
maxDistance 150
lowPriority
no_dups
sounds/weapons/impacts/debris_large_01.wav
sounds/weapons/impacts/debris_large_02.wav
sounds/weapons/impacts/debris_large_03.wav
}
sound sounds/weapons/impacts/debris_large {
compression wav
maxDistance 150
lowPriority
no_dups
sounds/weapons/impacts/debris_large_01.wav
sounds/weapons/impacts/debris_large_02.wav
sounds/weapons/impacts/debris_large_03.wav
}
sound sounds/weapons/impacts/debris_violator_vlarge {
compression wav
volume -2
maxDistance 150
lowPriority
no_dups
sounds/weapons/impacts/debris_large_01.wav
sounds/weapons/impacts/debris_large_02.wav
sounds/weapons/impacts/debris_large_03.wav
}
sound sounds/weapons/impacts/debris_violator_large {
compression wav
volume -2
maxDistance 150
lowPriority
no_dups
sounds/weapons/impacts/debris_large_01.wav
sounds/weapons/impacts/debris_large_02.wav
sounds/weapons/impacts/debris_large_03.wav
}
sound sounds/weapons/impacts/debris_small {
compression wav
volume -10
maxDistance 50
lowPriority
no_dups
occlude_once
sounds/weapons/impacts/debris_small_01.wav
sounds/weapons/impacts/debris_small_02.wav
sounds/weapons/impacts/debris_small_03.wav
sounds/weapons/impacts/debris_small_04.wav
}
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// Shell Impacts //
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sound sounds/weapons/impacts/shell_metal {
compression wav
maxDistance 50
occlude_once
sounds/weapons/impacts/shell_metal_01.wav
sounds/weapons/impacts/shell_metal_02.wav
sounds/weapons/impacts/shell_metal_03.wav
sounds/weapons/impacts/shell_metal_04.wav
sounds/weapons/impacts/shell_metal_05.wav
sounds/weapons/impacts/shell_metal_06.wav
sounds/weapons/impacts/shell_metal_07.wav
}
sound sounds/weapons/impacts/shell_water {
compression wav
volume -15
maxDistance 50
occlude_once
sounds/weapons/impacts/water_large_01.wav
}
sound sounds/weapons/impacts/water_large {
compression wav
maxDistance 80
no_dups
sounds/weapons/impacts/water_large_01.wav
}