Add a wrapper for item sounds, so they can be easily replaced like weapon sounds...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / sounds / all.inc
1 // Global list of sounds
2 // TODO: remove uses of _sound
3
4 #include "../teams.qh"
5 string W_Sound(string w_snd);
6 string Item_Sound(string it_snd);
7
8 SOUND(ARC_FIRE, W_Sound("arc_fire"));
9 SOUND(ARC_LOOP, W_Sound("arc_loop"));
10 SOUND(ARC_LOOP_OVERHEAT, W_Sound("arc_loop_overheat"));
11 SOUND(ARC_STOP, W_Sound("arc_stop"));
12 SOUND(CAMPINGRIFLE_FIRE2, W_Sound("campingrifle_fire2"));
13 SOUND(CAMPINGRIFLE_FIRE, W_Sound("campingrifle_fire"));
14 SOUND(CRYLINK_FIRE2, W_Sound("crylink_fire2"));
15 SOUND(CRYLINK_FIRE, W_Sound("crylink_fire"));
16 SOUND(CRYLINK_IMPACT2, W_Sound("crylink_impact2"));
17 SOUND(CRYLINK_IMPACT, W_Sound("crylink_impact"));
18 SOUND(CRYLINK_LINKJOIN, W_Sound("crylink_linkjoin"));
19 SOUND(DRYFIRE, W_Sound("dryfire"));
20 SOUND(ELECTRO_BOUNCE, W_Sound("electro_bounce"));
21 SOUND(ELECTRO_FIRE2, W_Sound("electro_fire2"));
22 SOUND(ELECTRO_FIRE, W_Sound("electro_fire"));
23 SOUND(ELECTRO_FLY, W_Sound("electro_fly"));
24 SOUND(ELECTRO_IMPACT, W_Sound("electro_impact"));
25 SOUND(ELECTRO_IMPACT_COMBO, W_Sound("electro_impact_combo"));
26 SOUND(FIREBALL_FIRE2, W_Sound("fireball_fire2"));
27 SOUND(FIREBALL_FIRE, W_Sound("fireball_fire"));
28 SOUND(FIREBALL_FLY2, W_Sound("fireball_fly2"));
29 SOUND(FIREBALL_FLY, W_Sound("fireball_fly"));
30 SOUND(FIREBALL_IMPACT2, W_Sound("fireball_impact2"));
31 SOUND(FIREBALL_PREFIRE2, W_Sound("fireball_prefire2"));
32 SOUND(FLAC_FIRE, W_Sound("flac_fire"));
33 SOUND(GRENADE_BOUNCE1, W_Sound("grenade_bounce1"));
34 SOUND(GRENADE_BOUNCE2, W_Sound("grenade_bounce2"));
35 SOUND(GRENADE_BOUNCE3, W_Sound("grenade_bounce3"));
36 SOUND(GRENADE_BOUNCE4, W_Sound("grenade_bounce4"));
37 SOUND(GRENADE_BOUNCE5, W_Sound("grenade_bounce5"));
38 SOUND(GRENADE_BOUNCE6, W_Sound("grenade_bounce6"));
39 Sound SND_GRENADE_BOUNCE_RANDOM() {
40     return Sounds_from(SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
41 }
42 SOUND(GRENADE_FIRE, W_Sound("grenade_fire"));
43 SOUND(GRENADE_IMPACT, W_Sound("grenade_impact"));
44 SOUND(GRENADE_STICK, W_Sound("grenade_stick"));
45 SOUND(HAGAR_BEEP, W_Sound("hagar_beep"));
46 SOUND(HAGAR_FIRE, W_Sound("hagar_fire"));
47 SOUND(HAGAR_LOAD, W_Sound("hagar_load"));
48 SOUND(HAGEXP1, W_Sound("hagexp1"));
49 SOUND(HAGEXP2, W_Sound("hagexp2"));
50 SOUND(HAGEXP3, W_Sound("hagexp3"));
51 Sound SND_HAGEXP_RANDOM() {
52     return Sounds_from(SND_HAGEXP1.m_id + rint(random() * 2));
53 }
54
55 SOUND(HOOKBOMB_FIRE, W_Sound("hookbomb_fire"));
56 SOUND(HOOKBOMB_IMPACT, W_Sound("hookbomb_impact"));
57 SOUND(HOOK_FIRE, W_Sound("hook_fire"));
58 SOUND(HOOK_IMPACT, W_Sound("hook_impact"));
59 SOUND(LASERGUN_FIRE, W_Sound("lasergun_fire"));
60 SOUND(LASERIMPACT, W_Sound("laserimpact"));
61 SOUND(LGBEAM_FLY, W_Sound("lgbeam_fly"));
62 SOUND(MINE_DET, W_Sound("mine_det"));
63 SOUND(MINE_EXP, W_Sound("mine_exp"));
64 SOUND(MINE_FIRE, W_Sound("mine_fire"));
65 SOUND(MINE_STICK, W_Sound("mine_stick"));
66 SOUND(MINE_TRIGGER, W_Sound("mine_trigger"));
67 SOUND(MINSTANEXFIRE, W_Sound("minstanexfire"));
68 SOUND(NEXCHARGE, W_Sound("nexcharge"));
69 SOUND(NEXFIRE, W_Sound("nexfire"));
70 SOUND(NEXIMPACT, W_Sound("neximpact"));
71 SOUND(NEXWHOOSH1, W_Sound("nexwhoosh1"));
72 SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2"));
73 SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3"));
74 Sound SND_NEXWHOOSH_RANDOM() {
75     return Sounds_from(SND_NEXWHOOSH1.m_id + rint(random() * 2));
76 }
77 SOUND(RELOAD, W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here
78
79 SOUND(RIC1, W_Sound("ric1"));
80 SOUND(RIC2, W_Sound("ric2"));
81 SOUND(RIC3, W_Sound("ric3"));
82 Sound SND_RIC_RANDOM() {
83     return Sounds_from(SND_RIC1.m_id + rint(random() * 2));
84 }
85
86 SOUND(ROCKET_DET, W_Sound("rocket_det"));
87 SOUND(ROCKET_FIRE, W_Sound("rocket_fire"));
88 SOUND(ROCKET_FLY, W_Sound("rocket_fly"));
89 SOUND(ROCKET_IMPACT, W_Sound("rocket_impact"));
90 SOUND(ROCKET_MODE, W_Sound("rocket_mode"));
91 SOUND(SEEKEREXP1, W_Sound("seekerexp1"));
92 SOUND(SEEKEREXP2, W_Sound("seekerexp2"));
93 SOUND(SEEKEREXP3, W_Sound("seekerexp3"));
94 SOUND(SEEKER_FIRE, W_Sound("seeker_fire"));
95 SOUND(SHOTGUN_FIRE, W_Sound("shotgun_fire"));
96 SOUND(SHOTGUN_MELEE, W_Sound("shotgun_melee"));
97 SOUND(STRENGTH_FIRE, W_Sound("strength_fire"));
98 SOUND(TAGEXP1, W_Sound("tagexp1"));
99 SOUND(TAGEXP2, W_Sound("tagexp2"));
100 SOUND(TAGEXP3, W_Sound("tagexp3"));
101 SOUND(TAG_FIRE, W_Sound("tag_fire"));
102 SOUND(TAG_IMPACT, W_Sound("tag_impact"));
103 SOUND(TAG_ROCKET_FLY, W_Sound("tag_rocket_fly"));
104 SOUND(UNAVAILABLE, W_Sound("unavailable"));
105 SOUND(UZI_FIRE, W_Sound("uzi_fire"));
106 SOUND(WEAPONPICKUP, W_Sound("weaponpickup"));
107 SOUND(WEAPONPICKUP_NEW_TOYS, W_Sound("weaponpickup_new_toys"));
108 SOUND(WEAPON_SWITCH, W_Sound("weapon_switch"));
109
110 SOUND(CTF_CAPTURE_NEUTRAL, "ctf/capture");
111 SOUND(CTF_CAPTURE_RED, "ctf/red_capture");
112 SOUND(CTF_CAPTURE_BLUE, "ctf/blue_capture");
113 SOUND(CTF_CAPTURE_YELLOW, "ctf/yellow_capture");
114 SOUND(CTF_CAPTURE_PINK, "ctf/pink_capture");
115 Sound SND_CTF_CAPTURE(int teamid) {
116     switch (teamid) {
117         case NUM_TEAM_1:    return SND_CTF_CAPTURE_RED;
118         case NUM_TEAM_2:    return SND_CTF_CAPTURE_BLUE;
119         case NUM_TEAM_3:    return SND_CTF_CAPTURE_YELLOW;
120         case NUM_TEAM_4:    return SND_CTF_CAPTURE_PINK;
121         default:            return SND_CTF_CAPTURE_NEUTRAL;
122     }
123 }
124
125 SOUND(CTF_DROPPED_NEUTRAL,  "ctf/neutral_dropped");
126 SOUND(CTF_DROPPED_RED,      "ctf/red_dropped");
127 SOUND(CTF_DROPPED_BLUE,     "ctf/blue_dropped");
128 SOUND(CTF_DROPPED_YELLOW,   "ctf/yellow_dropped");
129 SOUND(CTF_DROPPED_PINK,     "ctf/pink_dropped");
130 Sound SND_CTF_DROPPED(int teamid) {
131     switch (teamid) {
132         case NUM_TEAM_1:    return SND_CTF_DROPPED_RED;
133         case NUM_TEAM_2:    return SND_CTF_DROPPED_BLUE;
134         case NUM_TEAM_3:    return SND_CTF_DROPPED_YELLOW;
135         case NUM_TEAM_4:    return SND_CTF_DROPPED_PINK;
136         default:            return SND_CTF_DROPPED_NEUTRAL;
137     }
138 }
139
140 SOUND(CTF_PASS, "ctf/pass");
141 SOUND(CTF_RESPAWN, "ctf/flag_respawn");
142
143 SOUND(CTF_RETURNED_NEUTRAL,  "ctf/return");
144 SOUND(CTF_RETURNED_RED,      "ctf/red_returned");
145 SOUND(CTF_RETURNED_BLUE,     "ctf/blue_returned");
146 SOUND(CTF_RETURNED_YELLOW,   "ctf/yellow_returned");
147 SOUND(CTF_RETURNED_PINK,     "ctf/pink_returned");
148 Sound SND_CTF_RETURNED(int teamid) {
149     switch (teamid) {
150         case NUM_TEAM_1:    return SND_CTF_RETURNED_RED;
151         case NUM_TEAM_2:    return SND_CTF_RETURNED_BLUE;
152         case NUM_TEAM_3:    return SND_CTF_RETURNED_YELLOW;
153         case NUM_TEAM_4:    return SND_CTF_RETURNED_PINK;
154         default:            return SND_CTF_RETURNED_NEUTRAL;
155     }
156 }
157
158 SOUND(CTF_TAKEN_NEUTRAL,  "ctf/neutral_taken");
159 SOUND(CTF_TAKEN_RED,      "ctf/red_taken");
160 SOUND(CTF_TAKEN_BLUE,     "ctf/blue_taken");
161 SOUND(CTF_TAKEN_YELLOW,   "ctf/yellow_taken");
162 SOUND(CTF_TAKEN_PINK,     "ctf/pink_taken");
163 Sound SND_CTF_TAKEN(int teamid) {
164     switch (teamid) {
165         case NUM_TEAM_1:    return SND_CTF_TAKEN_RED;
166         case NUM_TEAM_2:    return SND_CTF_TAKEN_BLUE;
167         case NUM_TEAM_3:    return SND_CTF_TAKEN_YELLOW;
168         case NUM_TEAM_4:    return SND_CTF_TAKEN_PINK;
169         default:            return SND_CTF_TAKEN_NEUTRAL;
170     }
171 }
172
173 SOUND(CTF_TOUCH, "ctf/touch");
174
175 SOUND(DOM_CLAIM, "domination/claim");
176
177 SOUND(KA_DROPPED, "keepaway/dropped");
178 SOUND(KA_PICKEDUP, "keepaway/pickedup");
179 SOUND(KA_RESPAWN, "keepaway/respawn");
180 SOUND(KA_TOUCH, "keepaway/touch");
181
182 SOUND(KH_ALARM, "kh/alarm");
183 SOUND(KH_CAPTURE, "kh/capture");
184 SOUND(KH_COLLECT, "kh/collect");
185 SOUND(KH_DESTROY, "kh/destroy");
186 SOUND(KH_DROP, "kh/drop");
187
188 SOUND(NB_BOUNCE, "nexball/bounce");
189 SOUND(NB_DROP, "nexball/drop");
190 SOUND(NB_SHOOT1, "nexball/shoot1");
191 SOUND(NB_SHOOT2, "nexball/shoot2");
192 SOUND(NB_STEAL, "nexball/steal");
193
194 SOUND(ONS_CONTROLPOINT_BUILD, "onslaught/controlpoint_build");
195 SOUND(ONS_CONTROLPOINT_BUILT, "onslaught/controlpoint_built");
196 SOUND(ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack");
197 SOUND(ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield");
198 SOUND(ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode");
199 SOUND(ONS_GENERATOR_DECAY, "onslaught/generator_decay");
200 SOUND(ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack");
201 SOUND(ONS_HIT1, "onslaught/ons_hit1");
202 SOUND(ONS_HIT2, "onslaught/ons_hit2");
203 SOUND(ONS_SPARK1, "onslaught/ons_spark1");
204 SOUND(ONS_SPARK2, "onslaught/ons_spark2");
205 SOUND(ONS_SHOCKWAVE, "onslaught/shockwave");
206
207 SOUND(PORTO_BOUNCE, "porto/bounce");
208 SOUND(PORTO_CREATE, "porto/create");
209 SOUND(PORTO_EXPIRE, "porto/expire");
210 SOUND(PORTO_EXPLODE, "porto/explode");
211 SOUND(PORTO_FIRE, "porto/fire");
212 SOUND(PORTO_UNSUPPORTED, "porto/unsupported");
213
214 SOUND(TUR_PHASER, "turrets/phaser");
215
216 SOUND(VEH_ALARM, "vehicles/alarm");
217 SOUND(VEH_ALARM_SHIELD, "vehicles/alarm_shield");
218 SOUND(VEH_MISSILE_ALARM, "vehicles/missile_alarm");
219
220 SOUND(VEH_BUMBLEBEE_FIRE, W_Sound("flacexp3"));
221
222 SOUND(VEH_RACER_BOOST, "vehicles/racer_boost");
223 SOUND(VEH_RACER_IDLE, "vehicles/racer_idle");
224 SOUND(VEH_RACER_MOVE, "vehicles/racer_move");
225
226 SOUND(VEH_RAPTOR_FLY, "vehicles/raptor_fly");
227 SOUND(VEH_RAPTOR_SPEED, "vehicles/raptor_speed");
228
229 SOUND(VEH_SPIDERBOT_DIE, "vehicles/spiderbot_die");
230 SOUND(VEH_SPIDERBOT_IDLE, "vehicles/spiderbot_idle");
231 SOUND(VEH_SPIDERBOT_JUMP, "vehicles/spiderbot_jump");
232 SOUND(VEH_SPIDERBOT_LAND, "vehicles/spiderbot_land");
233 SOUND(VEH_SPIDERBOT_STRAFE, "vehicles/spiderbot_strafe");
234 SOUND(VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk");
235
236 SOUND(NADE_BEEP, "overkill/grenadebip");
237
238 SOUND(BUFF_LOST, "relics/relic_effect");
239
240 SOUND(POWEROFF, Item_Sound("poweroff"));
241 SOUND(POWERUP, Item_Sound("powerup"));
242 SOUND(SHIELD_RESPAWN, Item_Sound("shield_respawn"));
243 SOUND(STRENGTH_RESPAWN, Item_Sound("strength_respawn"));
244
245 SOUND(ARMOR25, Item_Sound("armor25"));
246 SOUND(ARMORIMPACT, "misc/armorimpact");
247 SOUND(BODYIMPACT1, "misc/bodyimpact1");
248 SOUND(BODYIMPACT2, "misc/bodyimpact2");
249
250 SOUND(ITEMPICKUP, Item_Sound("itempickup"));
251 SOUND(ITEMRESPAWNCOUNTDOWN, Item_Sound("itemrespawncountdown"));
252 SOUND(ITEMRESPAWN, Item_Sound("itemrespawn"));
253 SOUND(MEGAHEALTH, Item_Sound("megahealth"));
254
255 SOUND(LAVA, "player/lava");
256 SOUND(SLIME, "player/slime");
257
258 SOUND(GIB, "misc/gib");
259 SOUND(GIB_SPLAT01, "misc/gib_splat01");
260 SOUND(GIB_SPLAT02, "misc/gib_splat02");
261 SOUND(GIB_SPLAT03, "misc/gib_splat03");
262 SOUND(GIB_SPLAT04, "misc/gib_splat04");
263 Sound SND_GIB_SPLAT_RANDOM() {
264     return Sounds_from(SND_GIB_SPLAT01.m_id + floor(prandom() * 4));
265 }
266
267 SOUND(HIT, "misc/hit");
268 SOUND(TYPEHIT, "misc/typehit");
269
270 SOUND(SPAWN, "misc/spawn");
271
272 SOUND(TALK, "misc/talk");
273
274 SOUND(TELEPORT, "misc/teleport");
275
276 SOUND(INVSHOT, "misc/invshot");
277
278 SOUND(JETPACK_FLY, "misc/jetpack_fly");