// Physics Sounds // // NOTE: CHAN_BODY is used by sounds in many cases, but the code // uses CHAN_STATIC in others, so I didn't specify a channel here // Volume is determined procedurally by the physics code // // ***************** // SURFACE MATERIALS "CavernRock.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "ambient/levels/outland/stalactitehit01.wav" "wave" "ambient/levels/outland/stalactitehit02.wav" "wave" "ambient/levels/outland/stalactitehit03.wav" } } "CavernRock.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "ambient/levels/outland/stalactitehit01.wav" "wave" "ambient/levels/outland/stalactitehit02.wav" "wave" "ambient/levels/outland/stalactitehit03.wav" } } // quieter physcannon open claw/drop sounds "Weapon_PhysCannon_ep.OpenClaws" { "channel" "CHAN_VOICE" "volume" "0.22" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physcannon/physcannon_claws_open.wav" } "Weapon_PhysCannon_ep.CloseClaws" { "channel" "CHAN_VOICE" "volume" "0.22" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physcannon/physcannon_claws_close.wav" } "Weapon_PhysCannon_ep.Drop" { "channel" "CHAN_WEAPON" "volume" "0.22" "soundlevel" "SNDLVL_105dB" "wave" "weapons/physcannon/physcannon_drop.wav" } "Weapon_MegaPhysCannon_ep.Drop" { "channel" "CHAN_WEAPON" "volume" "0.22" "soundlevel" "SNDLVL_105dB" "pitch" "50,60" "wave" "weapons/physcannon/physcannon_drop.wav" } "Weapon_PhysCannon_ep.HoldSound" { "channel" "CHAN_STATIC" "volume" "0.3" "soundlevel" "SNDLVL_NORM" "wave" "weapons/physcannon/hold_loop.wav" } "Weapon_MegaPhysCannon_ep.HoldSound" { "channel" "CHAN_STATIC" "volume" "0.3" "soundlevel" "SNDLVL_NORM" "pitch" "100" "wave" "weapons/physcannon/superphys_hold_loop.wav" } "Water.ImpactSoft" { "soundlevel" "SNDLVL_75dB" "volume" "0.5" "pitch" "PITCH_NORM" "rndwave" { "wave" "physics/surfaces/underwater_impact_bullet1.wav" "wave" "physics/surfaces/underwater_impact_bullet2.wav" "wave" "physics/surfaces/underwater_impact_bullet3.wav" } } "Water.ImpactHard" { "soundlevel" "SNDLVL_75dB" "volume" "0.6" "pitch" "PITCH_NORM" "rndwave" { "wave" "ambient/water/water_splash1.wav" "wave" "ambient/water/water_splash2.wav" "wave" "ambient/water/water_splash3.wav" } } // body impact sounds "Body.ImpactSoft" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "physics\body\body_medium_impact_soft4.wav" } "Body.ImpactMedium" { "channel" "CHAN_STATIC" "volume" "VOL_NORM" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_NORM" "wave" "physics\body\body_medium_impact_soft7.wav" }