nuclide/valve/data.pk3dir/sound/monsters_valve.sndshd
Marco Hladik a7fc08f857 Footsteps are more unified across BSP versions, can easily be extended
and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00

610 lines
10 KiB
Text

monster_alien_grunt.alert
{
sample agrunt/ag_alert1.wav
sample agrunt/ag_alert2.wav
sample agrunt/ag_alert3.wav
sample agrunt/ag_alert4.wav
sample agrunt/ag_alert5.wav
}
monster_alien_grunt.attack
{
sample agrunt/ag_attack1.wav
sample agrunt/ag_attack2.wav
sample agrunt/ag_attack3.wav
}
monster_alien_grunt.die
{
sample agrunt/ag_die1.wav
sample agrunt/ag_die2.wav
sample agrunt/ag_die3.wav
sample agrunt/ag_die4.wav
sample agrunt/ag_die5.wav
}
monster_alien_grunt.idle
{
sample agrunt/ag_idle1.wav
sample agrunt/ag_idle2.wav
sample agrunt/ag_idle3.wav
sample agrunt/ag_idle4.wav
sample agrunt/ag_idle5.wav
}
monster_alien_grunt.pain
{
sample agrunt/ag_pain1.wav
sample agrunt/ag_pain2.wav
sample agrunt/ag_pain3.wav
sample agrunt/ag_pain4.wav
sample agrunt/ag_pain5.wav
}
monster_alien_controller.alert
{
sample controller/con_alert1.wav
sample controller/con_alert2.wav
sample controller/con_alert3.wav
}
monster_alien_controller.attack
{
sample controller/con_attack1.wav
sample controller/con_attack2.wav
sample controller/con_attack3.wav
}
monster_alien_controller.die
{
sample controller/con_die1.wav
sample controller/con_die2.wav
}
monster_alien_controller.idle
{
sample controller/con_idle1.wav
sample controller/con_idle2.wav
sample controller/con_idle3.wav
sample controller/con_idle4.wav
sample controller/con_idle5.wav
}
monster_alien_controller.pain
{
sample controller/con_pain1.wav
sample controller/con_pain2.wav
sample controller/con_pain3.wav
}
monster_alien_slave.die
{
sample aslave/slv_die1.wav
sample aslave/slv_die2.wav
}
monster_alien_slave.pain
{
sample aslave/slv_pain1.wav
sample aslave/slv_pain2.wav
}
// bcl_bite3 is played when an entity is in it's mouth bcl_tongue1 unused?
monster_barnacle.attackchew
{
sample barnacle/bcl_chew1.wav
sample barnacle/bcl_chew2.wav
sample barnacle/bcl_chew3.wav
}
monster_barnacle.attackpull
{
sample barnacle/bcl_alert2.wav
}
monster_barnacle.die
{
sample barnacle/bcl_die1.wav
sample barnacle/bcl_die3.wav
}
monster_barney.die
{
sample barney/ba_die1.wav
sample barney/ba_die1.wav
sample barney/ba_die2.wav
}
monster_barney.pain
{
sample barney/ba_pain1.wav
sample barney/ba_pain1.wav
sample barney/ba_pain1.wav
}
monster_bigmomma.alert
{
sample gonarch/gon_alert1.wav
sample gonarch/gon_alert2.wav
sample gonarch/gon_alert3.wav
}
// the groans for when she spits?
monster_bigmomma.attack
{
sample gonarch/gon_attack1.wav
sample gonarch/gon_attack2.wav
sample gonarch/gon_attack3.wav
}
/ mourns the death of her children
monster_bigmomma.child
{
sample gonarch/gon_childdie1.wav
sample gonarch/gon_childdie2.wav
sample gonarch/gon_childdie3.wav
}
monster_bigmomma.die
{
sample gonarch/gon_die1.wav
sample gonarch/gon_die2.wav
sample gonarch/gon_die3.wav
}
monster_bigmomma.idle
{
sample gonarch/gon_sack1.wav
sample gonarch/gon_sack2.wav
sample gonarch/gon_sack3.wav
}
monster_bigmomma.pain
{
sample gonarch/gon_pain2.wav
sample gonarch/gon_pain3.wav
sample gonarch/gon_pain4.wav
sample gonarch/gon_pain5.wav
}
// has unique foot step sounds
monster_bigmomma.step
{
sample gonarch/gon_step1.wav
sample gonarch/gon_step2.wav
sample gonarch/gon_step3.wav
}
monster_bullchicken.attack
{
sample bullchicken/bc_attackgrowl1.wav
sample bullchicken/bc_attackgrowl2.wav
sample bullchicken/bc_attackgrowl3.wav
}
monster_bullchicken.attackbite
{
sample bullchicken/bc_bite1.wav
sample bullchicken/bc_bite2.wav
sample bullchicken/bc_bite3.wav
}
monster_bullchicken.attackshoot
{
sample bullchicken/bc_attack1.wav
sample bullchicken/bc_attack2.wav
sample bullchicken/bc_attack3.wav
}
monster_bullchicken.die
{
sample bullchicken/bc_die1.wav
sample bullchicken/bc_die2.wav
sample bullchicken/bc_die3.wav
}
monster_bullchicken.idle
{
sample bullchicken/bc_idle1.wav
sample bullchicken/bc_idle2.wav
sample bullchicken/bc_idle3.wav
sample bullchicken/bc_idle4.wav
sample bullchicken/bc_idle5.wav
}
monster_bullchicken.pain
{
sample bullchicken/bc_pain1.wav
sample bullchicken/bc_pain2.wav
sample bullchicken/bc_pain3.wav
sample bullchicken/bc_pain4.wav
}
monster_cockroach.die
{
sample roach/rch_die.wav
sample roach/rch_smash.wav
}
monster_gargantua.alert
{
sample garg/gar_alert1.wav
sample garg/gar_alert2.wav
sample garg/gar_alert3.wav
}
// similar to bullsquid groans during and after attacks
monster_gargantua.attack
{
sample garg/gar_attack1.wav
sample garg/gar_attack2.wav
sample garg/gar_attack3.wav
}
monster_gargantua.attackflame
{
sample garg/gar_flamerun1.wav
}
monster_gargantua.attackflameoff
{
sample garg/gar_flameoff1.wav
}
monster_gargantua.attackflameon
{
sample garg/gar_flameon1.wav
}
monster_gargantua.die
{
sample garg/gar_die1.wav
sample garg/gar_die2.wav
}
monster_gargantua.idle
{
sample garg/gar_idle1.wav
sample garg/gar_idle2.wav
sample garg/gar_idle3.wav
sample garg/gar_idle4.wav
sample garg/gar_idle5.wav
sample garg/gar_breathe1.wav
sample garg/gar_breathe2.wav
sample garg/gar_breathe3.wav
}
monster_gargantua.pain
{
sample garg/gar_pain1.wav
sample garg/gar_pain2.wav
sample garg/gar_pain3.wav
}
// has unique foot step sounds
monster_gargantua.step
{
sample garg/gar_step1.wav
sample garg/gar_step2.wav
}
monster_headcrab.alert
{
sample headcrab/hc_alert1.wav
sample headcrab/hc_alert2.wav
}
// these attack sounds are actually the cry when it jumps
monster_headcrab.attack
{
sample headcrab/hc_attack1.wav
sample headcrab/hc_attack2.wav
sample headcrab/hc_attack3.wav
}
monster_headcrab.attackhit
{
sample headcrab/hc_headbite.wav
}
monster_headcrab.die
{
sample headcrab/hc_die1.wav
sample headcrab/hc_die2.wav
}
monster_headcrab.idle
{
sample headcrab/hc_idle1.wav
sample headcrab/hc_idle2.wav
sample headcrab/hc_idle3.wav
sample headcrab/hc_idle4.wav
sample headcrab/hc_idle5.wav
}
monster_headcrab.pain
{
sample headcrab/hc_pain1.wav
sample headcrab/hc_pain2.wav
sample headcrab/hc_pain3.wav
}
monster_houndeye.alert
{
sample houndeye/he_alert1.wav
sample houndeye/he_alert2.wav
sample houndeye/he_alert3.wav
}
monster_houndeye.attack
{
sample houndeye/he_attack1.wav
sample houndeye/he_attack2.wav
sample houndeye/he_attack3.wav
}
monster_houndeye.die
{
sample houndeye/he_die1.wav
sample houndeye/he_die2.wav
sample houndeye/he_die3.wav
}
// Not sure where the hunt sounds are actually used
monster_houndeye.idle
{
sample houndeye/he_hunt1.wav
sample houndeye/he_hunt2.wav
sample houndeye/he_hunt3.wav
sample houndeye/he_hunt4.wav
sample houndeye/he_idle1.wav
sample houndeye/he_idle2.wav
sample houndeye/he_idle3.wav
sample houndeye/he_idle4.wav
}
monster_houndeye.pain
{
sample houndeye/he_pain1.wav
sample houndeye/he_pain2.wav
sample houndeye/he_pain3.wav
sample houndeye/he_pain4.wav
sample houndeye/he_pain5.wav
}
monster_human_grunt.die
{
sample hgrunt/gr_die1.wav
sample hgrunt/gr_die2.wav
sample hgrunt/gr_die3.wav
}
monster_human_grunt.pain
{
sample hgrunt/gr_pain1.wav
sample hgrunt/gr_pain2.wav
sample hgrunt/gr_pain3.wav
sample hgrunt/gr_pain4.wav
sample hgrunt/gr_pain5.wav
}
monster_ichthyosaur.alert
{
sample ichy/ichy_alert1.wav
sample ichy/ichy_alert2.wav
sample ichy/ichy_alert3.wav
}
monster_ichthyosaur.attack
{
sample ichy/ichy_attack1.wav
sample ichy/ichy_attack2.wav
}
monster_ichthyosaur.die
{
sample ichy/ichy_die1.wav
sample ichy/ichy_die2.wav
sample ichy/ichy_die3.wav
sample ichy/ichy_die4.wav
}
monster_ichthyosaur.idle
{
sample ichy/ichy_idle1.wav
sample ichy/ichy_idle2.wav
sample ichy/ichy_idle3.wav
sample ichy/ichy_idle4.wav
}
monster_ichthyosaur.pain
{
sample ichy/ichy_pain1.wav
sample ichy/ichy_pain2.wav
sample ichy/ichy_pain3.wav
sample ichy/ichy_pain4.wav
sample ichy/ichy_pain5.wav
}
monster_leech.alert
{
sample leech/leech_alert1.wav
sample leech/leech_alert2.wav
}
monster_leech.attack
{
sample leech/leech_bite1.wav
sample leech/leech_bite2.wav
sample leech/leech_bite3.wav
}
// other sounds
// * x_shoot1 - ?
// * nih_die2 - used in map not code?
// these attack sounds are his growls
monster_nihilanth.attack
{
sample x/x_attack1.wav
sample x/x_attack2.wav
sample x/x_attack3.wav
}
monster_nihilanth.attackball
{
sample x/x_ballattack1.wav
}
monster_nihilanth.attackballmove
{
sample x/x_teleattack1.wav
}
monster_nihilanth.die
{
sample x/x_die1.wav
}
monster_nihilanth.idle
{
sample x/x_laugh1.wav
sample x/x_laugh2.wav
}
monster_nihilanth.pain
{
sample x/x_pain1.wav
sample x/x_pain2.wav
sample x/x_pain3.wav
}
monster_nihilanth.recharge
{
sample x/x_recharge1.wav
sample x/x_recharge2.wav
sample x/x_recharge3.wav
}
monster_scientist.die
{
sample scientist/sci_die1.wav
sample scientist/sci_die2.wav
sample scientist/sci_die3.wav
sample scientist/sci_die4.wav
}
monster_scientist.pain
{
sample scientist/sci_pain1.wav
sample scientist/sci_pain2.wav
sample scientist/sci_pain3.wav
sample scientist/sci_pain4.wav
sample scientist/sci_pain5.wav
sample scientist/sci_pain6.wav
sample scientist/sci_pain7.wav
sample scientist/sci_pain8.wav
sample scientist/sci_pain9.wav
sample scientist/sci_pain10.wav
}
monster_sentry.alert
{
sample turret/tu_deploy.wav
}
monster_sentry.die
{
sample turret/tu_die.wav
sample turret/tu_die2.wav
sample turret/tu_die3.wav
}
monster_sentry.idle
{
sample turret/tu_ping.wav
}
monster_sentry.retract
{
sample turret/tu_retract.wav
}
// cut sounds listing here because why not
monster_tentacle.alert
{
sample tentacle/te_alert1.wav
sample tentacle/te_alert2.wav
}
monster_tentacle.attack
{
sample tentacle/te_strike1.wav
sample tentacle/te_strike2.wav
}
monster_tentacle.die
{
sample tentacle/te_death2.wav
}
// includes some cut sounds might be interesting
monster_tentacle.idle
{
sample tentacle/te_roar1.wav
sample tentacle/te_roar2.wav
sample tentacle/te_search1.wav
sample tentacle/te_search2.wav
sample tentacle/te_sing1.wav
sample tentacle/te_sing2.wav
}
monster_turret.spindown
{
sample turret/tu_spindown.wav
}
monster_turret.spinup
{
sample turret/tu_spinup.wav
}
monster_zombie.alert
{
sample zombie/zo_alert10.wav
sample zombie/zo_alert20.wav
sample zombie/zo_alert30.wav
}
monster_zombie.attack
{
sample zombie/zo_attack1.wav
sample zombie/zo_attack2.wav
}
monster_zombie.attackhit
{
sample zombie/claw_strike1.wav
sample zombie/claw_strike2.wav
sample zombie/claw_strike3.wav
}
monster_zombie.attackmiss
{
sample zombie/claw_miss1.wav
sample zombie/claw_miss2.wav
}
monster_zombie.idle
{
sample zombie/zo_idle1.wav
sample zombie/zo_idle2.wav
sample zombie/zo_idle3.wav
sample zombie/zo_idle4.wav
}
monster_zombie.pain
{
sample zombie/zo_pain1.wav
sample zombie/zo_pain2.wav
}