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Game Sounds

This document contains definitions for sound channels, attenuation values, and sound levels used in a game. It then provides configuration blocks for various ambient sounds, door sounds, explosion sounds, and more. Each block defines properties like the channel, volume, sound level, and wave file used for that sound effect. The document acts as an audio configuration or reference for sounds used in a first-person shooter game.
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0% found this document useful (0 votes)
47 views9 pages

Game Sounds

This document contains definitions for sound channels, attenuation values, and sound levels used in a game. It then provides configuration blocks for various ambient sounds, door sounds, explosion sounds, and more. Each block defines properties like the channel, volume, sound level, and wave file used for that sound effect. The document acts as an audio configuration or reference for sounds used in a first-person shooter game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// VOL_NORM 1.

0f

// Channels
// CHAN_AUTO = 0,
// CHAN_WEAPON = 1,
// CHAN_VOICE = 2,
// CHAN_ITEM = 3,
// CHAN_BODY = 4,
// CHAN_STREAM = 5, // allocate stream channel from the static or
dynamic area
// CHAN_STATIC = 6, // allocate channel from the static area
// these can be set with "channel" "2" or "channel" "chan_voice"

//-----------------------------------------------------------------------------
// common attenuation values
//-----------------------------------------------------------------------------

// DON'T USE THESE - USE SNDLVL_ INSTEAD!!!


// ATTN_NONE 0.0f
// ATTN_NORM 0.8f
// ATTN_IDLE 2.0f
// ATTN_STATIC 1.25f
// ATTN_RICOCHET 1.5f
// ATTN_GUNFIRE 0.27f

// SNDLVL_NONE = 0,
// SNDLVL_25dB = 25,
// SNDLVL_30dB = 30,
// SNDLVL_35dB = 35,
// SNDLVL_40dB = 40,
// SNDLVL_45dB = 45,
// SNDLVL_50dB = 50, // 3.9
// SNDLVL_55dB = 55, // 3.0
// SNDLVL_IDLE = 60, // 2.0
// SNDLVL_TALKING = 60, // 2.0
// SNDLVL_60dB = 60, // 2.0
// SNDLVL_65dB = 65, // 1.5
// SNDLVL_STATIC = 66, // 1.25
// SNDLVL_70dB = 70, // 1.0
// SNDLVL_NORM = 75,
// SNDLVL_75dB = 75, // 0.8
// SNDLVL_80dB = 80, // 0.7
// SNDLVL_85dB = 85, // 0.6
// SNDLVL_90dB = 90, // 0.5
// SNDLVL_95dB = 95,
// SNDLVL_100dB = 100, // 0.4
// SNDLVL_105dB = 105,
// SNDLVL_120dB = 120,
// SNDLVL_130dB = 130,
// SNDLVL_GUNFIRE = 140, // 0.27
// SNDLVL_140dB = 140, // 0.2
// SNDLVL_150dB = 150, // 0.2

"Game.GermanWin"
{
"channel" "CHAN_AUTO"
"volume" "1"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"

"wave" "#ambient/german_win.mp3"
}

"Game.USWin"
{
"channel" "CHAN_AUTO"
"volume" "1"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"

"wave" "#ambient/us_win.mp3"
}

"HudChat.Message"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_NONE"
"pitch" "PITCH_NORM"

"wave" "common/null.wav"
}

"DoorSound.Null"
{
"channel" "CHAN_BODY"
"volume" "1.0"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"wave" "common/null.wav"
}

"RotDoorSound.DefaultLocked"
{
"channel" "CHAN_BODY"
"volume" "0.2"
"soundlevel" "SNDLVL_75dB"
"wave" "doors/default_locked.wav"
}

"RotDoorSound.DefaultMove"
{
"channel" "CHAN_BODY"
"volume" "0.2"
"soundlevel" "SNDLVL_75dB"
"wave" "doors/default_move.wav"
}

"RotDoorSound.DefaultArrive"
{
"channel" "CHAN_BODY"
"volume" "0.2"
"soundlevel" "SNDLVL_75dB"
"wave" "common/null.wav"
}
"Ambient.Flag"
{
"channel" "CHAN_STATIC"
"volume" ".65"
"soundlevel" "SNDLVL_65dB"
"pitch" "PITCH_NORM"

"wave" "ambient/flag.wav"
}

"Ambient.Fire"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/fire.wav"
}

"Ambient.FlyOver1"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_150dB"
"pitch" "PITCH_NORM"

"wave" "ambient/flyover1.wav"
}

"Ambient.FlyOver2"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_150dB"
"pitch" "PITCH_NORM"

"wave" "ambient/flyover2.wav"
}

"Ambient.Bell"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/bell.wav"
}

"Fire.Plasma"
{
"channel" "CHAN_STATIC"
"volume" ".75"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/fire.wav"
}
"Ambient.BurnedOut"
{
"channel" "CHAN_STATIC"
"volume" ".75"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/burnedout.wav"
}

"Ambient.HeavyWind"
{
"channel" "CHAN_STATIC"
"volume" ".5"
"soundlevel" "SNDLVL_58dB"
"pitch" "PITCH_NORM"

"wave" "ambient/heavywind.wav"
}

"Ambient.HeavyWind2"
{
"channel" "CHAN_STATIC"
"volume" ".75"
"soundlevel" "SNDLVL_65dB"
"pitch" "PITCH_NORM"

"wave" "ambient/heavywind2.wav"
}

"Ambient.LandingCraft"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_70dB"
"pitch" "PITCH_NORM"

"wave" "ambient/landingcraft.wav"
}

"Ambient.LightHum"
{
"channel" "CHAN_STATIC"
"volume" ".5"
"soundlevel" "SNDLVL_58dB"
"pitch" "PITCH_NORM"

"wave" "ambient/lighthum.wav"
}

"Ambient.WaterWheel"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/waterwheel.wav"
}

"Ambient.LightWaves"
{
"channel" "CHAN_STATIC"
"volume" ".4"
"soundlevel" "SNDLVL_80dB"
"pitch" "PITCH_NORM"

"wave" "ambient/lightwaves.wav"
}

"Ambient.PoleCreak"
{

"channel" "CHAN_STATIC"
"volume" ".75"
"pitch" "100"
"soundlevel" "SNDLVL_65dB"

"wave" "ambient/polecreak1.wav"
}

"Ambient.TreeCreak"
{

"channel" "CHAN_STATIC"
"volume" ".2"
"pitch" "100"
"soundlevel" "SNDLVL_75dB"

"wave" "ambient/treecreak1.wav"
}

"Ambient.GermanRadio"
{

"channel" "CHAN_STATIC"
"volume" ".5"
"pitch" "100"
"soundlevel" "SNDLVL_75dB"

"wave" "ambient/germanradio.wav"
}

"General.BurningFlesh"
{
"channel" "CHAN_STATIC"
"volume" "0.6"
"pitch" "PITCH_NORM"

"soundlevel" "SNDLVL_NORM"

"wave" "npc/headcrab/headcrab_burning_loop2.wav"
}

"General.BurningObject"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"

"soundlevel" "SNDLVL_NORM"

"wave" "ambient/fire/fire_small_loop2.wav"
}

"General.StopBurning"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"

"soundlevel" "SNDLVL_NORM"

"wave" "common/null.wav"
}

"PropaneTank.Burst"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"pitch" "95,105"
"soundlevel" "SNDLVL_90db"
"wave" "ambient/fire/gascan_ignite1.wav"
}

"Splash.SplashSound"
{
"channel" "CHAN_AUTO"
"volume" "0.75"
"soundlevel" "SNDLVL_75dB"
"pitch" "90, 100"

"rndwave"
{
"wave" "ambient/water/water_spray1.wav"
"wave" "ambient/water/water_spray2.wav"
"wave" "ambient/water/water_spray3.wav"
}
}

"Geiger.BeepLow"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"pitch" "PITCH_NORM"

"rndwave"
{
"wave" "player/geiger1.wav"
"wave" "player/geiger2.wav"
}
}
Ambient.KaltWheelCreak
{

"channel" "CHAN_STATIC"
"volume" ".75"
"pitch" "100"
"soundlevel" "SNDLVL_65dB"

"wave" "ambient/polecreak1.wav"
}

"Ambient.DistantExplosion"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_85dB"
"pitch" "PITCH_NORM"

"rndwave"
{
"wave" "ambient/distantexplosion1.wav"
"wave" "ambient/distantexplosion2.wav"
"wave" "ambient/distantexplosion3.wav"
}
}

"Ambient.WindGust"
{
"channel" "CHAN_STATIC"
"time" "15,20"
"volume" ".5"
"pitch" "100"
"rndwave"
{
"wave" "ambient/windgust1.wav"
"wave" "ambient/windgust2.wav"
"wave" "ambient/windgust3.wav"
}
}

"Ambient.Generator"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_70dB"
"pitch" "PITCH_NORM"

"wave" "ambient/lighthum.wav"
}

"Ambient.LightHum"
{
"channel" "CHAN_STATIC"
"volume" ".75"
"soundlevel" "SNDLVL_70dB"
"pitch" "PITCH_NORM"

"wave" "ambient/generator.wav"
}

"Ambient.GeneratorLight"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_70dB"
"pitch" "PITCH_NORM"

"wave" "ambient/generatorlight.wav"
}

"Ambient.Kubelwagon"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/idlekubelwagon.wav"
}

"Ambient.Halftrack"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/idlehalftrack.wav"
}

"Ambient.Tank"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"

"wave" "ambient/tank.wav"
}

"Christmas.GiftDrop"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_95dB"
"pitch" "PITCH_NORM"

"wave" "UI/gift_drop.wav"
}

"Christmas.GiftPickup"
{
"channel" "CHAN_STATIC"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"
"wave" "UI/gift_pickup.wav"
}

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