Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
This commit is contained in:
parent
6ec29e9985
commit
f2e44b24fb
23 changed files with 431 additions and 808 deletions
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@ -1,5 +0,0 @@
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damage_bullet.hit
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{
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sample weapons/bullet_hit1.wav
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sample weapons/bullet_hit2.wav
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}
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@ -1,10 +0,0 @@
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env_spark.sfx
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{
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attenuation idle
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sample buttons/spark1.wav
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sample buttons/spark2.wav
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sample buttons/spark3.wav
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sample buttons/spark4.wav
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sample buttons/spark5.wav
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sample buttons/spark6.wav
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}
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@ -1,277 +0,0 @@
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step_default.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_default.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_alien.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_alien.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_computer.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_computer.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_concrete.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_concrete.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_dirt.left
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{
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attenuation static
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footstep
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sample player/pl_dirt1.wav
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sample player/pl_dirt2.wav
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}
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step_dirt.right
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{
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attenuation static
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footstep
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sample player/pl_dirt3.wav
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sample player/pl_dirt4.wav
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}
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step_flesh.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_flesh.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_foliage.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_foliage.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_glass.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_glass.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_grate.left
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{
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attenuation static
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footstep
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sample player/pl_grate1.wav
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sample player/pl_grate2.wav
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}
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step_grate.right
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{
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attenuation static
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footstep
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sample player/pl_grate3.wav
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sample player/pl_grate4.wav
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}
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step_metal.left
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{
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attenuation static
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footstep
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sample player/pl_metal1.wav
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sample player/pl_metal2.wav
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}
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step_metal.right
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{
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attenuation static
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footstep
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sample player/pl_metal3.wav
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sample player/pl_metal4.wav
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}
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step_slosh.left
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{
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attenuation static
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footstep
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sample player/pl_slosh1.wav
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sample player/pl_slosh2.wav
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}
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step_slosh.right
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{
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attenuation static
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footstep
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sample player/pl_slosh3.wav
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sample player/pl_slosh4.wav
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}
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step_sand.left
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{
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attenuation static
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footstep
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sample player/pl_sand1.wav
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sample player/pl_sand2.wav
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}
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step_sand.right
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{
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attenuation static
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footstep
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sample player/pl_sand3.wav
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sample player/pl_sand4.wav
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}
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step_snow.left
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{
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attenuation static
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footstep
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sample player/pl_snow1.wav
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sample player/pl_snow2.wav
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}
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step_snow.right
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{
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attenuation static
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footstep
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sample player/pl_snow3.wav
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sample player/pl_snow4.wav
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}
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step_tile.left
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{
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attenuation static
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footstep
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sample player/pl_tile1.wav
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sample player/pl_tile2.wav
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}
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step_tile.right
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{
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attenuation static
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footstep
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sample player/pl_tile3.wav
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sample player/pl_tile4.wav
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}
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step_vent.left
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{
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attenuation static
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footstep
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sample player/pl_duct1.wav
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sample player/pl_duct2.wav
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}
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step_vent.right
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{
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attenuation static
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footstep
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sample player/pl_duct3.wav
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sample player/pl_duct4.wav
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}
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step_wood.left
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{
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attenuation static
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footstep
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sample player/pl_step1.wav
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sample player/pl_step2.wav
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}
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step_wood.right
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{
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attenuation static
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footstep
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sample player/pl_step3.wav
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sample player/pl_step4.wav
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}
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step_ladder.left
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{
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attenuation static
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footstep
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sample player/pl_ladder1.wav
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sample player/pl_ladder2.wav
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}
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step_ladder.right
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{
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attenuation static
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footstep
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sample player/pl_ladder3.wav
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sample player/pl_ladder4.wav
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}
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step_wade.left
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{
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sample player/pl_wade1.wav
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sample player/pl_wade2.wav
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}
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step_wade.right
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{
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sample player/pl_wade3.wav
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sample player/pl_wade4.wav
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}
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step_swim.left
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{
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sample player/pl_swim1.wav
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sample player/pl_swim2.wav
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}
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step_swim.right
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{
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sample player/pl_swim3.wav
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sample player/pl_swim4.wav
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}
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@ -1,70 +0,0 @@
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func_breakable.impact_glassunbreakable
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_computer
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_glass
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{
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sample debris/glass1.wav
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sample debris/glass2.wav
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sample debris/glass3.wav
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sample debris/glass4.wav
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}
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func_breakable.impact_wood
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{
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sample debris/wood1.wav
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sample debris/wood2.wav
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sample debris/wood3.wav
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sample debris/wood4.wav
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}
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func_breakable.impact_metal
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{
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sample debris/metal1.wav
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sample debris/metal2.wav
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sample debris/metal3.wav
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sample debris/metal4.wav
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}
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func_breakable.impact_flesh
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{
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sample debris/flesh1.wav
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sample debris/flesh2.wav
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sample debris/flesh3.wav
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sample debris/flesh5.wav
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sample debris/flesh6.wav
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sample debris/flesh7.wav
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}
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func_breakable.impact_cinder
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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func_breakable.impact_concrete
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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func_breakable.impact_rock
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{
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sample debris/concrete1.wav
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sample debris/concrete2.wav
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sample debris/concrete3.wav
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}
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@ -1,81 +0,0 @@
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func_door.move_0
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{
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sample misc/null.wav
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}
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func_door.move_1
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{
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sample doors/doormove1.wav
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}
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func_door.move_2
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{
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sample doors/doormove2.wav
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}
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func_door.move_3
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{
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sample doors/doormove3.wav
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}
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func_door.move_4
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{
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sample doors/doormove4.wav
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}
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func_door.move_5
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{
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sample doors/doormove5.wav
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}
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func_door.move_6
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{
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sample doors/doormove6.wav
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}
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func_door.move_7
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{
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sample doors/doormove7.wav
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}
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func_door.move_8
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{
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sample doors/doormove8.wav
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}
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func_door.move_9
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{
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sample doors/doormove9.wav
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}
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func_door.move_10
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{
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sample doors/doormove10.wav
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}
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func_door.stop_0
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{
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sample misc/null.wav
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}
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func_door.stop_1
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{
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sample doors/doorstop1.wav
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}
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func_door.stop_2
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{
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sample doors/doorstop2.wav
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}
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func_door.stop_3
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{
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sample doors/doorstop3.wav
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}
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func_door.stop_4
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{
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sample doors/doorstop4.wav
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}
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func_door.stop_5
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{
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sample doors/doorstop5.wav
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}
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func_door.stop_6
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{
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sample doors/doorstop6.wav
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}
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func_door.stop_7
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{
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sample doors/doorstop7.wav
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}
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func_door.stop_8
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{
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sample doors/doorstop8.wav
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}
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@ -1,81 +0,0 @@
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func_door_rotating.move_0
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{
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sample misc/null.wav
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}
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func_door_rotating.move_1
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{
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sample doors/doormove1.wav
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}
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func_door_rotating.move_2
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{
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sample doors/doormove2.wav
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}
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func_door_rotating.move_3
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{
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sample doors/doormove3.wav
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}
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func_door_rotating.move_4
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{
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sample doors/doormove4.wav
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}
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func_door_rotating.move_5
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{
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sample doors/doormove5.wav
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}
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func_door_rotating.move_6
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{
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sample doors/doormove6.wav
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}
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func_door_rotating.move_7
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{
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sample doors/doormove7.wav
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}
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func_door_rotating.move_8
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{
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sample doors/doormove8.wav
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}
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func_door_rotating.move_9
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{
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sample doors/doormove9.wav
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}
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func_door_rotating.move_10
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{
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sample doors/doormove10.wav
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}
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func_door_rotating.stop_0
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{
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sample misc/null.wav
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}
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func_door_rotating.stop_1
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{
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sample doors/doorstop1.wav
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}
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func_door_rotating.stop_2
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{
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sample doors/doorstop2.wav
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}
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func_door_rotating.stop_3
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{
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sample doors/doorstop3.wav
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}
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func_door_rotating.stop_4
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{
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sample doors/doorstop4.wav
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}
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func_door_rotating.stop_5
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{
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sample doors/doorstop5.wav
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}
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func_door_rotating.stop_6
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{
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sample doors/doorstop6.wav
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}
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func_door_rotating.stop_7
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{
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sample doors/doorstop7.wav
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}
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func_door_rotating.stop_8
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{
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sample doors/doorstop8.wav
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}
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@ -1,93 +0,0 @@
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func_train.move_1
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{
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sample common/null.wav
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}
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func_train.move_2
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{
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sample plats/bigmove1.wav
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}
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func_train.move_3
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{
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sample plats/bigmove2.wav
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}
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func_train.move_4
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{
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sample plats/elevmove1.wav
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}
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func_train.move_5
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{
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sample plats/elevmove2.wav
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}
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func_train.move_6
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{
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sample plats/elevmove3.wav
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}
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func_train.move_7
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{
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sample plats/freightmove1.wav
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}
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func_train.move_8
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{
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sample plats/freightmove2.wav
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}
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func_train.move_9
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{
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sample plats/heavymove1.wav
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}
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func_train.move_10
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{
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sample plats/rackmove1.wav
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}
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func_train.move_11
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{
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sample plats/railmove1.wav
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}
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func_train.move_12
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{
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sample plats/squeekmove1.wav
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}
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func_train.move_13
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{
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sample plats/talkmove1.wav
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}
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func_train.move_14
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{
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sample plats/talkmove2.wav
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}
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func_train.stop_1
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||||
{
|
||||
sample common/null.wav
|
||||
}
|
||||
func_train.stop_2
|
||||
{
|
||||
sample plats/bigstop1.wav
|
||||
}
|
||||
func_train.stop_3
|
||||
{
|
||||
sample plats/bigstop2.wav
|
||||
}
|
||||
func_train.stop_4
|
||||
{
|
||||
sample plats/freightstop1.wav
|
||||
}
|
||||
func_train.stop_5
|
||||
{
|
||||
sample plats/heavystop2.wav
|
||||
}
|
||||
func_train.stop_6
|
||||
{
|
||||
sample plats/rackstop1.wav
|
||||
}
|
||||
func_train.stop_7
|
||||
{
|
||||
sample plats/railstop1.wav
|
||||
}
|
||||
func_train.stop_8
|
||||
{
|
||||
sample plats/squeekstop1.wav
|
||||
}
|
||||
func_train.stop_9
|
||||
{
|
||||
sample plats/talkstop1.wav
|
||||
}
|
|
@ -1,160 +0,0 @@
|
|||
sfx_impact.default
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.alien
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.flesh
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/flesh1.wav
|
||||
sample debris/flesh2.wav
|
||||
sample debris/flesh3.wav
|
||||
sample debris/flesh5.wav
|
||||
sample debris/flesh6.wav
|
||||
sample debris/flesh7.wav
|
||||
}
|
||||
|
||||
sfx_impact.foliage
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.computer
|
||||
{
|
||||
attenuation normal
|
||||
sample buttons/spark1.wav
|
||||
sample buttons/spark2.wav
|
||||
sample buttons/spark3.wav
|
||||
sample buttons/spark4.wav
|
||||
sample buttons/spark5.wav
|
||||
sample buttons/spark6.wav
|
||||
}
|
||||
|
||||
sfx_impact.dirt
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.vent
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.grate
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.metal
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/metal1.wav
|
||||
sample debris/metal2.wav
|
||||
sample debris/metal3.wav
|
||||
sample debris/metal4.wav
|
||||
sample debris/metal5.wav
|
||||
sample debris/metal6.wav
|
||||
}
|
||||
|
||||
sfx_impact.glass
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/glass1.wav
|
||||
sample debris/glass2.wav
|
||||
sample debris/glass3.wav
|
||||
sample debris/glass4.wav
|
||||
}
|
||||
|
||||
sfx_impact.sand
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.slosh
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.snow
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.tile
|
||||
{
|
||||
attenuation normal
|
||||
sample weapons/ric1.wav
|
||||
sample weapons/ric2.wav
|
||||
sample weapons/ric3.wav
|
||||
sample weapons/ric4.wav
|
||||
sample weapons/ric5.wav
|
||||
}
|
||||
|
||||
sfx_impact.wood
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/wood1.wav
|
||||
sample debris/wood2.wav
|
||||
sample debris/wood3.wav
|
||||
sample debris/wood4.wav
|
||||
}
|
||||
|
||||
sfx_impact.concrete
|
||||
{
|
||||
attenuation normal
|
||||
sample debris/concrete1.wav
|
||||
sample debris/concrete2.wav
|
||||
sample debris/concrete3.wav
|
||||
}
|
|
@ -1,28 +0,0 @@
|
|||
player.fall
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.lightfall
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.die
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.gasplight
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.gaspheavy
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.waterexit
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
player.waterenter
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
4
platform/base_sound.pk3dir/sound/damage_bullet.sndshd
Normal file
4
platform/base_sound.pk3dir/sound/damage_bullet.sndshd
Normal file
|
@ -0,0 +1,4 @@
|
|||
damage_bullet.hit
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
4
platform/base_sound.pk3dir/sound/env_spark.sndshd
Normal file
4
platform/base_sound.pk3dir/sound/env_spark.sndshd
Normal file
|
@ -0,0 +1,4 @@
|
|||
env_spark.sfx
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
239
platform/base_sound.pk3dir/sound/footsteps.sndshd
Normal file
239
platform/base_sound.pk3dir/sound/footsteps.sndshd
Normal file
|
@ -0,0 +1,239 @@
|
|||
step_default.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_default.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_alien.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_alien.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_computer.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_computer.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_concrete.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_concrete.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_dirt.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_dirt.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_flesh.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_flesh.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_foliage.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_foliage.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_glass.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_glass.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_grate.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_grate.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_metal.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_metal.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_slosh.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_slosh.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_sand.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_sand.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_snow.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_snow.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_tile.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_tile.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_vent.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_vent.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_wood.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_wood.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_ladder.left
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_ladder.right
|
||||
{
|
||||
attenuation static
|
||||
footstep
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_wade.left
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_wade.right
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
||||
step_swim.left
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
step_swim.right
|
||||
{
|
||||
sample misc/null.wav
|
||||
}
|
||||
|
44
platform/base_sound.pk3dir/sound/func_breakable.sndshd
Normal file
44
platform/base_sound.pk3dir/sound/func_breakable.sndshd
Normal file
|
@ -0,0 +1,44 @@
|
|||
func_breakable.impact_glassunbreakable
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_computer
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_glass
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_wood
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_metal
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_flesh
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_cinder
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_concrete
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_breakable.impact_rock
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
9
platform/base_sound.pk3dir/sound/func_door.sndshd
Normal file
9
platform/base_sound.pk3dir/sound/func_door.sndshd
Normal file
|
@ -0,0 +1,9 @@
|
|||
func_door.move_0
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_door.stop_0
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
func_door_rotating.move_0
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_door_rotating.stop_0
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
9
platform/base_sound.pk3dir/sound/func_train.sndshd
Normal file
9
platform/base_sound.pk3dir/sound/func_train.sndshd
Normal file
|
@ -0,0 +1,9 @@
|
|||
func_train.move_1
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
func_train.stop_1
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
79
platform/base_sound.pk3dir/sound/impacts.sndshd
Normal file
79
platform/base_sound.pk3dir/sound/impacts.sndshd
Normal file
|
@ -0,0 +1,79 @@
|
|||
sfx_impact.default
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.alien
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.flesh
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.foliage
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.computer
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.dirt
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.vent
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.grate
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.metal
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.glass
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.sand
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.slosh
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.snow
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.tile
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.wood
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
sfx_impact.concrete
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
BIN
platform/base_sound.pk3dir/sound/misc/missing.wav
Executable file
BIN
platform/base_sound.pk3dir/sound/misc/missing.wav
Executable file
Binary file not shown.
BIN
platform/base_sound.pk3dir/sound/misc/null.wav
Executable file
BIN
platform/base_sound.pk3dir/sound/misc/null.wav
Executable file
Binary file not shown.
|
@ -1,9 +1,9 @@
|
|||
modelevent_shell.eject
|
||||
{
|
||||
sample misc/null.wav
|
||||
sample misc/missing.wav
|
||||
}
|
||||
|
||||
modelevent_shell.land
|
||||
{
|
||||
sample misc/null.wav
|
||||
sample misc/missing.wav
|
||||
}
|
28
platform/base_sound.pk3dir/sound/player.sndshd
Normal file
28
platform/base_sound.pk3dir/sound/player.sndshd
Normal file
|
@ -0,0 +1,28 @@
|
|||
player.fall
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.lightfall
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.die
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.gasplight
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.gaspheavy
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.waterexit
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
||||
player.waterenter
|
||||
{
|
||||
sample misc/missing.wav
|
||||
}
|
|
@ -51,6 +51,8 @@ Sound_Init(void)
|
|||
g_sounds = (snd_t *)memalloc(sizeof(snd_t) * SOUNDSHADER_MAX);
|
||||
print(sprintf("Sound_Init: Allocated %d bytes\n", sizeof(snd_t) * SOUNDSHADER_MAX));
|
||||
#endif
|
||||
|
||||
precache_sound("misc/missing.wav");
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -334,7 +336,6 @@ Sound_Distance(entity target, string shader)
|
|||
#else
|
||||
print(sprintf("^1Sound_Distance: shader %s is not precached (CLIENT)\n", shader));
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
/* pick a sample */
|
||||
|
@ -397,6 +398,7 @@ Sound_Play(entity target, int chan, string shader)
|
|||
|
||||
if (sample < 0) {
|
||||
crossprint(sprintf("^1Sound_Play: shader %s is not precached\n", shader));
|
||||
sound(target, chan, "misc/missing.wav", 1.0f, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -509,6 +511,7 @@ Sound_PlayAt(vector pos, string shader)
|
|||
#else
|
||||
print(sprintf("^1Sound_PlayAt: shader %s is not precached (CLIENT)\n", shader));
|
||||
#endif
|
||||
pointsound(pos, "misc/missing.wav", 1.0f, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue