//===========================================================================
//
// Name:          sounds.c
// Function:      sound configuration
// Programmer:    Mr Elusive (MrElusive@demigod.demon.nl)
// Last update:   1999-02-03
// Tab Size:      3 (real tabs)
//
// Xatrix Weapon & Powerup sounds
// Rogue Weapon & Powerup sounds
//===========================================================================


#define SOUNDTYPE_IGNORE            0     //ignore this sound
#define SOUNDTYPE_PLAYER            1     //some sound caused by a player
#define SOUNDTYPE_PLAYERSTEPS       2     //walking
#define SOUNDTYPE_PLAYERJUMP        3     //jumping
#define SOUNDTYPE_PLAYERWATERIN     4     //entering water
#define SOUNDTYPE_PLAYERWATEROUT    5     //getting out of the water
#define SOUNDTYPE_PLAYERFALL        6     //falling
#define SOUNDTYPE_FIRINGWEAPON      7     //firing weapon
#define SOUNDTYPE_USINGPOWERUP      8     //using a powerup
#define SOUNDTYPE_PICKUPWEAPON      9     //picking up weapon
#define SOUNDTYPE_PICKUPAMMO        10    //picking up ammo
#define SOUNDTYPE_PICKUPARMOR       11    //pickup armor
#define SOUNDTYPE_PICKUPARMORSHARD  12    //pickup armor shard
#define SOUNDTYPE_PICKUPPOWERUP     13    //pickup powerup
#define SOUNDTYPE_PICKUPHEALTH_S    14    //pickup small health
#define SOUNDTYPE_PICKUPHEALTH_N    15    //pickup normal health
#define SOUNDTYPE_PICKUPHEALTH_L    16    //pickup large health
#define SOUNDTYPE_PICKUPHEALTH_M    17    //pickup mega health
#define SOUNDTYPE_DOOR              18    //door
#define SOUNDTYPE_ELEVATOR          19    //elevator
#define SOUNDTYPE_TELEPORT          20    //teleportation

/*
soundinfo
{
   name
   volume
   duration
   type
   recognition
   string
}
*/

//==========================
// Player sounds
//==========================

soundinfo   //player foot steps
{
   
name           "player/step1.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player foot steps
{
   
name           "player/step2.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player foot steps
{
   
name           "player/step3.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player foot steps
{
   
name           "player/step4.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player fall
{
   
name           "player/fall1.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player fall
{
   
name           "player/fall2.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player water in
{
   
name           "player/watr_in.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player water out
{
   
name           "player/watr_out.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player under water
{
   
name           "player/watr_un.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}

soundinfo   //player fry in lava or slime
{
   
name           "player/fry.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_PLAYER
   
recognition    0
   
string         ""
}


//==========================
// Weapon sounds
//==========================

soundinfo   //BLASTer Fire, muzzle flash sound
{
   
name           "weapons/blastf1a.wav"
   
volume         80.0
   
duration       0.47     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Blaster"
}

soundinfo   //SHOTGun Fire 1b, muzzle flash sound
{
   
name           "weapons/shotgf1b.wav"
   
volume         80.0
   
duration       0.58     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Shotgun"
}

soundinfo   //SHOTGun Reload 1b, muzzle flash sound
{
   
name           "weapons/shotgr1b.wav"
   
volume         80.0
   
duration       0.66     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Shotgun"
}

soundinfo   //Super SHOTgun Fire 1b, muzzle flash sound (contains reload sound)
{
   
name           "weapons/sshotf1b.wav"
   
volume         80.0
   
duration       0.96     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Super Shotgun"
}

soundinfo   //Super SHOTgun Reload 1b, (not used by Quake2)
{
   
name           "weapons/sshotr1b.wav"
   
volume         80.0
   
duration       0.39     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Super Shotgun"
}

soundinfo   //MACHineGun Fire 1b, muzzle flash sound
{
   
name           "weapons/machgf1b.wav"
   
volume         80.0
   
duration       0.31     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Machinegun"
}

soundinfo   //MACHineGun Fire 2b, muzzle flash sound
{
   
name           "weapons/machgf2b.wav"
   
volume         80.0
   
duration       0.31     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Machinegun"
}

soundinfo   //MACHineGun Fire 3b, muzzle flash sound
{
   
name           "weapons/machgf3b.wav"
   
volume         80.0
   
duration       0.31     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Machinegun"
}

soundinfo   //MACHineGun Fire 4b, muzzle flash sound
{
   
name           "weapons/machgf4b.wav"
   
volume         80.0
   
duration       0.31     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Machinegun"
}

soundinfo   //MACHineGun Fire 5b, muzzle flash sound
{
   
name           "weapons/machgf5b.wav"
   
volume         80.0
   
duration       0.31     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Machinegun"
}

soundinfo   //GRENade Launcher Fire 1a, muzzle flash sound
{
   
name           "weapons/grenlf1a.wav"
   
volume         80.0
   
duration       1.09     //correct, but no sound for last .5 seconds
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Grenade Launcher"
}

soundinfo   //GRENade Launcher Reload 1a, muzzle flash sound
{
   
name           "weapons/grenlr1a.wav"
   
volume         80.0
   
duration       0.74     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Grenade Launcher"
}

soundinfo   //ROCKet Launcher Fire 1a, muzzle flash sound
{
   
name           "weapons/rocklf1a.wav"
   
volume         80.0
   
duration       1.2      //correct, but no sound for last .5 seconds
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Rocket Launcher"
}

soundinfo   //ROCKet Launcher Reload 1a, muzzle flash sound
{
   
name           "weapons/rocklr1a.wav"
   
volume         80.0
   
duration       0.73     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Rocket Launcher"
}

soundinfo   //HYPeRBlaster Fire 1a, muzzle flash sound
{
   
name           "weapons/hyprbf1a.wav"
   
volume         80.0
   
duration       0.09     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "HyperBlaster"
}

soundinfo   //RAILGun Fire 1a, muzzle flash sound
{
   
name           "weapons/railgf1a.wav"
   
volume         80.0
   
duration       1.5      //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Railgun"
}

soundinfo   //RAILGun Reload 1a (this sound is not used by Quake2)
{
   
name           "weapons/railgr1a.wav"
   
volume         80.0
   
duration       1.16     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "Railgun"
}

soundinfo   //BFG Fire 1y, muzzle flash sound
{
   
name           "weapons/bfg__f1y.wav"
   
volume         80.0
   
duration       2.39     //correct
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         "BFG10K"
}

soundinfo   //Respawn, muzzle flash sound
{
   
name           "misc/tele1.wav"
   
volume         50.0
   
duration       0.59
   
type           SOUNDTYPE_FIRINGWEAPON
   
recognition    0
   
string         ""
}

//==========================
// Using item sounds
//==========================

soundinfo   //Quad Damage activate
{
   
name           "items/damage.wav"
   
volume         80.0
   
duration       2.11
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Quad Damage wearing off
{
   
name           "items/damage2.wav"
   
volume         80.0
   
duration       2.98
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Quad Damage attack
{
   
name           "items/damage3.wav"
   
volume         80.0
   
duration       1.14
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Invulnerability activate
{
   
name           "items/protect.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Invulnerability wearing off
{
   
name           "items/protect2.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Invulnerability protecting
{
   
name           "items/protect3.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Invulnerability protecting?
{
   
name           "items/protect4.wav"
   
volume         80.0
   
duration       0.3
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Power Armor activate
{
   
name           "misc/power1.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

soundinfo   //Power Armor wearing off
{
   
name           "misc/power2.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_USINGPOWERUP
   
recognition    0
   
string         ""
}

//==========================
// Pickup sounds
//==========================

soundinfo   //pickup Armor
{
   
name           "misc/ar1_pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPARMOR
   
recognition    0
   
string         "Body Armor"
}

soundinfo   //pickup Armor Shard
{
   
name           "misc/ar2_pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPARMORSHARD
   
recognition    0
   
string         "Armor Shard"
}

soundinfo   //pickup Power Shield
{
   
name           "misc/ar3_pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPPOWERUP
   
recognition    0
   
string         "Power Shield"
}

soundinfo   //pickup Weapon
{
   
name           "misc/w_pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPWEAPON
   
recognition    0
   
string         "Weapon"
}

soundinfo   //pickup Ammo
{
   
name           "misc/am_pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPAMMO
   
recognition    0
   
string         "Ammo"
}

soundinfo   //pickup Powerup
{
   
name           "items/pkup.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPPOWERUP
   
recognition    0
   
string         "Powerup"
}

soundinfo   //pickup Small Health
{
   
name           "items/s_health.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPHEALTH_S
   
recognition    0
   
string         "Health"
}

soundinfo   //pickup Normal Health
{
   
name           "items/n_health.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPHEALTH_N
   
recognition    0
   
string         "Health"
}

soundinfo   //pickup Large Health
{
   
name           "items/l_health.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPHEALTH_L
   
recognition    0
   
string         "Health"
}

soundinfo   //pickup Mega Health
{
   
name           "items/m_health.wav"
   
volume         80.0
   
duration       0.2
   
type           SOUNDTYPE_PICKUPHEALTH_M
   
recognition    0
   
string         "Health"
}