Xonotic
all.inc
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1 #pragma once
2 
3 // Global list of sounds
4 // TODO: remove uses of _sound
5 
6 #include "../teams.qh"
7 string W_Sound(string w_snd);
8 string Item_Sound(string it_snd);
9 
10 SOUND(ARC_FIRE, W_Sound("arc_fire"));
11 SOUND(ARC_LOOP, W_Sound("arc_loop"));
12 SOUND(ARC_LOOP_OVERHEAT, W_Sound("arc_loop_overheat"));
13 SOUND(ARC_STOP, W_Sound("arc_stop"));
14 SOUND(CAMPINGRIFLE_FIRE2, W_Sound("campingrifle_fire2"));
15 SOUND(CAMPINGRIFLE_FIRE, W_Sound("campingrifle_fire"));
16 SOUND(CRYLINK_FIRE2, W_Sound("crylink_fire2"));
17 SOUND(CRYLINK_FIRE, W_Sound("crylink_fire"));
18 SOUND(CRYLINK_IMPACT2, W_Sound("crylink_impact2"));
19 SOUND(CRYLINK_IMPACT, W_Sound("crylink_impact"));
20 SOUND(CRYLINK_LINKJOIN, W_Sound("crylink_linkjoin"));
21 SOUND(DRYFIRE, W_Sound("dryfire"));
22 SOUND(ELECTRO_BOUNCE, W_Sound("electro_bounce"));
23 SOUND(ELECTRO_FIRE2, W_Sound("electro_fire2"));
24 SOUND(ELECTRO_FIRE, W_Sound("electro_fire"));
25 SOUND(ELECTRO_FLY, W_Sound("electro_fly"));
26 SOUND(ELECTRO_IMPACT, W_Sound("electro_impact"));
27 SOUND(ELECTRO_IMPACT_COMBO, W_Sound("electro_impact_combo"));
28 SOUND(FIREBALL_FIRE2, W_Sound("fireball_fire2"));
29 SOUND(FIREBALL_FIRE, W_Sound("fireball_fire"));
30 SOUND(FIREBALL_FLY2, W_Sound("fireball_fly2"));
31 SOUND(FIREBALL_FLY, W_Sound("fireball_fly"));
32 SOUND(FIREBALL_IMPACT2, W_Sound("fireball_impact2"));
33 SOUND(FIREBALL_PREFIRE2, W_Sound("fireball_prefire2"));
34 SOUND(FLAC_FIRE, W_Sound("flac_fire"));
35 SOUND(GRENADE_BOUNCE1, W_Sound("grenade_bounce1"));
36 SOUND(GRENADE_BOUNCE2, W_Sound("grenade_bounce2"));
37 SOUND(GRENADE_BOUNCE3, W_Sound("grenade_bounce3"));
38 SOUND(GRENADE_BOUNCE4, W_Sound("grenade_bounce4"));
39 SOUND(GRENADE_BOUNCE5, W_Sound("grenade_bounce5"));
40 SOUND(GRENADE_BOUNCE6, W_Sound("grenade_bounce6"));
42  return REGISTRY_GET(Sounds, SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
43 }
44 SOUND(GRENADE_FIRE, W_Sound("grenade_fire"));
45 SOUND(GRENADE_IMPACT, W_Sound("grenade_impact"));
46 SOUND(GRENADE_STICK, W_Sound("grenade_stick"));
47 SOUND(HAGAR_BEEP, W_Sound("hagar_beep"));
48 SOUND(HAGAR_FIRE, W_Sound("hagar_fire"));
49 SOUND(HAGAR_LOAD, W_Sound("hagar_load"));
50 SOUND(HAGEXP1, W_Sound("hagexp1"));
51 SOUND(HAGEXP2, W_Sound("hagexp2"));
52 SOUND(HAGEXP3, W_Sound("hagexp3"));
54  return REGISTRY_GET(Sounds, SND_HAGEXP1.m_id + rint(random() * 2));
55 }
56 
57 SOUND(HOOKBOMB_FIRE, W_Sound("hookbomb_fire"));
58 SOUND(HOOKBOMB_IMPACT, W_Sound("hookbomb_impact"));
59 SOUND(HOOK_FIRE, W_Sound("hook_fire"));
60 SOUND(HOOK_IMPACT, W_Sound("hook_impact"));
61 SOUND(LASERGUN_FIRE, W_Sound("lasergun_fire"));
62 SOUND(LASERIMPACT, W_Sound("laserimpact"));
63 SOUND(LGBEAM_FLY, W_Sound("lgbeam_fly"));
64 SOUND(MINE_DET, W_Sound("mine_det"));
65 SOUND(MINE_EXP, W_Sound("mine_exp"));
66 SOUND(MINE_FIRE, W_Sound("mine_fire"));
67 SOUND(MINE_STICK, W_Sound("mine_stick"));
68 SOUND(MINE_TRIGGER, W_Sound("mine_trigger"));
69 SOUND(MINSTANEXFIRE, W_Sound("minstanexfire"));
70 SOUND(NEXCHARGE, W_Sound("nexcharge"));
71 SOUND(NEXFIRE, W_Sound("nexfire"));
72 SOUND(NEXIMPACT, W_Sound("neximpact"));
73 SOUND(NEXWHOOSH1, W_Sound("nexwhoosh1"));
74 SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2"));
75 SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3"));
77  return REGISTRY_GET(Sounds, SND_NEXWHOOSH1.m_id + rint(random() * 2));
78 }
79 SOUND(RELOAD, W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here
80 
81 SOUND(RIC1, W_Sound("ric1"));
82 SOUND(RIC2, W_Sound("ric2"));
83 SOUND(RIC3, W_Sound("ric3"));
85  return REGISTRY_GET(Sounds, SND_RIC1.m_id + rint(random() * 2));
86 }
87 
88 SOUND(ROCKET_DET, W_Sound("rocket_det"));
89 SOUND(ROCKET_FIRE, W_Sound("rocket_fire"));
90 SOUND(ROCKET_FLY, W_Sound("rocket_fly"));
91 SOUND(ROCKET_IMPACT, W_Sound("rocket_impact"));
92 SOUND(ROCKET_MODE, W_Sound("rocket_mode"));
93 SOUND(SEEKEREXP1, W_Sound("seekerexp1"));
94 SOUND(SEEKEREXP2, W_Sound("seekerexp2"));
95 SOUND(SEEKEREXP3, W_Sound("seekerexp3"));
96 SOUND(SEEKER_FIRE, W_Sound("seeker_fire"));
97 SOUND(SHOTGUN_FIRE, W_Sound("shotgun_fire"));
98 SOUND(SHOTGUN_MELEE, W_Sound("shotgun_melee"));
99 SOUND(STRENGTH_FIRE, W_Sound("strength_fire"));
100 SOUND(TAGEXP1, W_Sound("tagexp1"));
101 SOUND(TAGEXP2, W_Sound("tagexp2"));
102 SOUND(TAGEXP3, W_Sound("tagexp3"));
103 SOUND(TAG_FIRE, W_Sound("tag_fire"));
104 SOUND(TAG_IMPACT, W_Sound("tag_impact"));
105 SOUND(TAG_ROCKET_FLY, W_Sound("tag_rocket_fly"));
106 SOUND(UNAVAILABLE, W_Sound("unavailable"));
107 SOUND(UZI_FIRE, W_Sound("uzi_fire"));
108 SOUND(WEAPONPICKUP, W_Sound("weaponpickup"));
109 SOUND(WEAPONPICKUP_NEW_TOYS, W_Sound("weaponpickup_new_toys"));
110 SOUND(WEAPON_SWITCH, W_Sound("weapon_switch"));
111 
112 SOUND(CTF_CAPTURE_NEUTRAL, "ctf/capture");
113 SOUND(CTF_CAPTURE_RED, "ctf/red_capture");
114 SOUND(CTF_CAPTURE_BLUE, "ctf/blue_capture");
115 SOUND(CTF_CAPTURE_YELLOW, "ctf/yellow_capture");
116 SOUND(CTF_CAPTURE_PINK, "ctf/pink_capture");
117 Sound SND_CTF_CAPTURE(int teamid) {
118  switch (teamid) {
119  case NUM_TEAM_1: return SND_CTF_CAPTURE_RED;
120  case NUM_TEAM_2: return SND_CTF_CAPTURE_BLUE;
121  case NUM_TEAM_3: return SND_CTF_CAPTURE_YELLOW;
122  case NUM_TEAM_4: return SND_CTF_CAPTURE_PINK;
123  default: return SND_CTF_CAPTURE_NEUTRAL;
124  }
125 }
126 
127 SOUND(CTF_DROPPED_NEUTRAL, "ctf/neutral_dropped");
128 SOUND(CTF_DROPPED_RED, "ctf/red_dropped");
129 SOUND(CTF_DROPPED_BLUE, "ctf/blue_dropped");
130 SOUND(CTF_DROPPED_YELLOW, "ctf/yellow_dropped");
131 SOUND(CTF_DROPPED_PINK, "ctf/pink_dropped");
132 Sound SND_CTF_DROPPED(int teamid) {
133  switch (teamid) {
134  case NUM_TEAM_1: return SND_CTF_DROPPED_RED;
135  case NUM_TEAM_2: return SND_CTF_DROPPED_BLUE;
136  case NUM_TEAM_3: return SND_CTF_DROPPED_YELLOW;
137  case NUM_TEAM_4: return SND_CTF_DROPPED_PINK;
138  default: return SND_CTF_DROPPED_NEUTRAL;
139  }
140 }
141 
142 SOUND(CTF_PASS, "ctf/pass");
143 SOUND(CTF_RESPAWN, "ctf/flag_respawn");
144 
145 SOUND(CTF_RETURNED_NEUTRAL, "ctf/return");
146 SOUND(CTF_RETURNED_RED, "ctf/red_returned");
147 SOUND(CTF_RETURNED_BLUE, "ctf/blue_returned");
148 SOUND(CTF_RETURNED_YELLOW, "ctf/yellow_returned");
149 SOUND(CTF_RETURNED_PINK, "ctf/pink_returned");
150 Sound SND_CTF_RETURNED(int teamid) {
151  switch (teamid) {
152  case NUM_TEAM_1: return SND_CTF_RETURNED_RED;
153  case NUM_TEAM_2: return SND_CTF_RETURNED_BLUE;
154  case NUM_TEAM_3: return SND_CTF_RETURNED_YELLOW;
155  case NUM_TEAM_4: return SND_CTF_RETURNED_PINK;
156  default: return SND_CTF_RETURNED_NEUTRAL;
157  }
158 }
159 
160 SOUND(CTF_TAKEN_NEUTRAL, "ctf/neutral_taken");
161 SOUND(CTF_TAKEN_RED, "ctf/red_taken");
162 SOUND(CTF_TAKEN_BLUE, "ctf/blue_taken");
163 SOUND(CTF_TAKEN_YELLOW, "ctf/yellow_taken");
164 SOUND(CTF_TAKEN_PINK, "ctf/pink_taken");
165 Sound SND_CTF_TAKEN(int teamid) {
166  switch (teamid) {
167  case NUM_TEAM_1: return SND_CTF_TAKEN_RED;
168  case NUM_TEAM_2: return SND_CTF_TAKEN_BLUE;
169  case NUM_TEAM_3: return SND_CTF_TAKEN_YELLOW;
170  case NUM_TEAM_4: return SND_CTF_TAKEN_PINK;
171  default: return SND_CTF_TAKEN_NEUTRAL;
172  }
173 }
174 
175 SOUND(CTF_TOUCH, "ctf/touch");
176 
177 SOUND(DOM_CLAIM, "domination/claim");
178 
179 SOUND(KA_DROPPED, "keepaway/dropped");
180 SOUND(KA_PICKEDUP, "keepaway/pickedup");
181 SOUND(KA_RESPAWN, "keepaway/respawn");
182 SOUND(KA_TOUCH, "keepaway/touch");
183 
184 SOUND(KH_ALARM, "kh/alarm");
185 SOUND(KH_CAPTURE, "kh/capture");
186 SOUND(KH_COLLECT, "kh/collect");
187 SOUND(KH_DESTROY, "kh/destroy");
188 SOUND(KH_DROP, "kh/drop");
189 
190 SOUND(NB_BOUNCE, "nexball/bounce");
191 SOUND(NB_DROP, "nexball/drop");
192 SOUND(NB_SHOOT1, "nexball/shoot1");
193 SOUND(NB_SHOOT2, "nexball/shoot2");
194 SOUND(NB_STEAL, "nexball/steal");
195 
196 SOUND(ONS_CONTROLPOINT_BUILD, "onslaught/controlpoint_build");
197 SOUND(ONS_CONTROLPOINT_BUILT, "onslaught/controlpoint_built");
198 SOUND(ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack");
199 SOUND(ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield");
200 SOUND(ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode");
201 #define SND_ONS_GENERATOR_ALARM SND_KH_ALARM
202 //SOUND(ONS_GENERATOR_ALARM, "kh/alarm"); // FIXME: unique sound
203 SOUND(ONS_GENERATOR_DECAY, "onslaught/generator_decay");
204 SOUND(ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack");
205 SOUND(ONS_HIT1, "onslaught/ons_hit1");
206 SOUND(ONS_HIT2, "onslaught/ons_hit2");
207 SOUND(ONS_SPARK1, "onslaught/ons_spark1");
208 SOUND(ONS_SPARK2, "onslaught/ons_spark2");
209 SOUND(ONS_SHOCKWAVE, "onslaught/shockwave");
210 
211 SOUND(PORTO_BOUNCE, "porto/bounce");
212 SOUND(PORTO_CREATE, "porto/create");
213 SOUND(PORTO_EXPIRE, "porto/expire");
214 SOUND(PORTO_EXPLODE, "porto/explode");
215 SOUND(PORTO_FIRE, "porto/fire");
216 SOUND(PORTO_UNSUPPORTED, "porto/unsupported");
217 
218 SOUND(TUR_PHASER, "turrets/phaser");
219 
220 SOUND(VEH_ALARM, "vehicles/alarm");
221 SOUND(VEH_ALARM_SHIELD, "vehicles/alarm_shield");
222 SOUND(VEH_MISSILE_ALARM, "vehicles/missile_alarm");
223 
224 SOUND(VEH_BUMBLEBEE_FIRE, W_Sound("flacexp3"));
225 
226 SOUND(VEH_RACER_BOOST, "vehicles/racer_boost");
227 SOUND(VEH_RACER_IDLE, "vehicles/racer_idle");
228 SOUND(VEH_RACER_MOVE, "vehicles/racer_move");
229 
230 SOUND(VEH_RAPTOR_FLY, "vehicles/raptor_fly");
231 SOUND(VEH_RAPTOR_SPEED, "vehicles/raptor_speed");
232 
233 SOUND(VEH_SPIDERBOT_DIE, "vehicles/spiderbot_die");
234 SOUND(VEH_SPIDERBOT_IDLE, "vehicles/spiderbot_idle");
235 SOUND(VEH_SPIDERBOT_JUMP, "vehicles/spiderbot_jump");
236 SOUND(VEH_SPIDERBOT_LAND, "vehicles/spiderbot_land");
237 SOUND(VEH_SPIDERBOT_STRAFE, "vehicles/spiderbot_strafe");
238 SOUND(VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk");
239 
240 SOUND(NADE_BEEP, "overkill/grenadebip");
241 #define SND_NADE_BONUS SND_KH_ALARM
242 //SOUND(NADE_BONUS, "kh/alarm"); // FIXME: unique sound
243 
244 SOUND(BUFF_LOST, "relics/relic_effect");
245 
246 SOUND(POWEROFF, Item_Sound("poweroff"));
247 SOUND(POWERUP, Item_Sound("powerup"));
248 SOUND(SHIELD_RESPAWN, Item_Sound("shield_respawn"));
249 SOUND(STRENGTH_RESPAWN, Item_Sound("strength_respawn"));
250 
251 SOUND(ARMOR25, Item_Sound("armor25"));
252 SOUND(ARMORIMPACT, "misc/armorimpact");
253 SOUND(BODYIMPACT1, "misc/bodyimpact1");
254 SOUND(BODYIMPACT2, "misc/bodyimpact2");
255 
256 SOUND(ITEMPICKUP, Item_Sound("itempickup"));
257 SOUND(ITEMRESPAWNCOUNTDOWN, Item_Sound("itemrespawncountdown"));
258 SOUND(ITEMRESPAWN, Item_Sound("itemrespawn"));
259 SOUND(MEGAHEALTH, Item_Sound("megahealth"));
260 
261 SOUND(LAVA, "player/lava");
262 SOUND(SLIME, "player/slime");
263 
264 SOUND(GIB, "misc/gib");
265 SOUND(GIB_SPLAT01, "misc/gib_splat01");
266 SOUND(GIB_SPLAT02, "misc/gib_splat02");
267 SOUND(GIB_SPLAT03, "misc/gib_splat03");
268 SOUND(GIB_SPLAT04, "misc/gib_splat04");
270  return REGISTRY_GET(Sounds, SND_GIB_SPLAT01.m_id + floor(prandom() * 4));
271 }
272 
273 SOUND(HIT, "misc/hit");
274 SOUND(TYPEHIT, "misc/typehit");
275 SOUND(KILL, "misc/kill");
276 
277 SOUND(SPAWN, "misc/spawn");
278 
279 SOUND(TALK, "misc/talk");
280 SOUND(TALK2, "misc/talk2");
281 
282 SOUND(TELEPORT, "misc/teleport");
283 
284 SOUND(INVSHOT, "misc/invshot");
285 
286 SOUND(JETPACK_FLY, "misc/jetpack_fly");
Sound SND_NEXWHOOSH_RANDOM()
Definition: all.inc:76
const int NUM_TEAM_2
Definition: teams.qh:19
Sound SND_GIB_SPLAT_RANDOM()
Definition: all.inc:269
Sound SND_GRENADE_BOUNCE_RANDOM()
Definition: all.inc:41
string Item_Sound(string it_snd)
Definition: all.qc:18
Sound SND_CTF_RETURNED(int teamid)
Definition: all.inc:150
#define REGISTRY_GET(id, i)
Definition: registry.qh:43
float prandom()
Definition: random.qc:100
Sound SND_CTF_TAKEN(int teamid)
Definition: all.inc:165
Sound SND_RIC_RANDOM()
Definition: all.inc:84
SOUND(ARC_FIRE, W_Sound("arc_fire"))
string W_Sound(string w_snd)
Definition: all.qc:281
Definition: sound.qh:119
const int NUM_TEAM_4
Definition: teams.qh:21
Sound SND_CTF_CAPTURE(int teamid)
Definition: all.inc:117
Sound SND_HAGEXP_RANDOM()
Definition: all.inc:53
const int NUM_TEAM_1
Definition: teams.qh:18
Sound SND_CTF_DROPPED(int teamid)
Definition: all.inc:132
const int NUM_TEAM_3
Definition: teams.qh:20