Added converted E3 data.

This commit is contained in:
Justin Marshall
2026-05-20 12:29:30 -07:00
parent 8a5719143d
commit 6170f0d4fc
3062 changed files with 1140358 additions and 0 deletions
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drone_e3_1a
{
minDistance 20
maxDistance 20
looping
omnidirectional
sound/nin/LEVELS/E3_1/A_walkthrough/A_walkThrough_01.wav
}
drone_e3_1b
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/B_walkthrough/B_walkThrough_01.wav
}
drone_e3_1c
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/C_walkthrough/C_walkThrough_01.wav
}
drone_e3_1d
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/D_walkthrough/D_walkThrough_01.wav
}
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E3_1_B_bigfan {
minDistance 1
maxDistance 20
volume 1
plain
}
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elevator_24seconds {
description "Elevator start/stop and movement sound for 24 seconds"
minDistance 4
maxDistance 8
volume 0.5
sound/movers/1shot_lift_24seconds.wav
}
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single_alarm_01
{
minDistance 1
maxDistance 8
volume 1
sound/alarms_buzzers/1shot_alarm_01.wav
}
loop_alarm_02a
{
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_02a.wav
}
loop_alarm_03a {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_03a.wav
}
loop_alarm_03b {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_03b.wav
}
loop_alarm_08
{
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_08.wav
}
loop_alarm_10 {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_10.wav
}
loop_alarm_12 {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_12.wav
}
loop_alarm_13
{
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_13.wav
}
loop_alarm_14
{
minDistance 1
maxDistance 10
looping
volume 0.5
sound/alarms_buzzers/loop_alarm_14.wav
}
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computers_01
{
minDistance 2
maxDistance 8
looping
volume 0.8
sound/electronics/computers/loop_computers_01.wav
}
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door_01_open {
minDistance 1
maxDistance 10
sound/movers/1shot_door_open_01.wav
}
door_01_close {
minDistance 1
maxDistance 10
sound/movers/1shot_door_close_01.wav
}
door_01_broken_open
{
minDistance 1
maxDistance 10
sound/movers/1shot_door_open_01_broken.wav
}
door_01_broken_close
{
minDistance 1
maxDistance 10
sound/movers/1shot_door_close_01.wav
}
default_door_open
{
minDistance 20
maxDistance 40
volume 10
//sound/nin/beeps/beep12.wav
//sound/nin/E3_1/A_door1/A_door1_in_01.wav
//sound/nin/E3_1/A_door1/A_door1_in_02.wav
//sound/nin/E3_1/A_door1/A_door1_in_03.wav
sound/nin/E3_1/A_door1/A_door1_in_04.wav
//sound/nin/E3_1/A_door1/A_door1_in_05.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_in_01.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_in_02.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_in_03.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_in_04.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_in_05.wav
}
default_door_close
{
minDistance 20
maxDistance 40
volume 10
//sound/nin/beeps/beep12.wav
//sound/nin/E3_1/A_door1/A_door1_out_01.wav
//sound/nin/E3_1/A_door1/A_door1_out_02.wav
//sound/nin/E3_1/A_door1/A_door1_out_03.wav
sound/nin/E3_1/A_door1/A_door1_out_04.wav
//sound/nin/E3_1/A_door1/A_door1_out_05.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_01.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_02.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_03.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_04.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_05.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_06.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_07.wav
//sound/nin/A_door1/E3_1/A_elevator_door/A_elevator_door_08.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_out_01.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_out_02.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_out_03.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_out_04.wav
//sound/nin/E3_1/F_pressure_door/F_pressure_door_out_05.wav
}
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duffysparky1 {
minDistance 4
maxDistance 8
volume 10
sound/t_environment/loop_hum_spark.wav
}
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e3_betruger_answer {
minDistance 10
maxDistance 30
volume 0
no_occlusion
sound/e3/phone_answer2.wav
}
e3_phone_ring {
minDistance 10
maxDistance 30
volume 0
no_occlusion
sound/e3/phone_ring.wav
}
e3_glasscrunch {
minDistance 5
maxDistance 15
volume 0
sound/e3/glasscrunch_01.wav
}
test_room_dry {
minDistance 10
maxDistance 30
volume 0
sound/nin/reverb_examples/short_dry.wav
}
test_room_wet {
minDistance 10
maxDistance 30
volume 0
sound/nin/reverb_examples/short_wet.wav
}
test_room_dry_1 {
minDistance 10
maxDistance 30
volume 0
sound/nin/reverb_examples/short_dry_1.wav
}
test_room_wet_1 {
minDistance 10
maxDistance 30
volume 0
sound/nin/reverb_examples/short_wet_1.wav
}
e3_bed {
minDistance 10
maxDistance 40
volume -7
no_occlusion
omnidirectional
global
looping
plain
if (speakers == 2)
sound/nin/ID_LOGO_mono/ID_LOGO_BED_MONO.wav
if (speakers == 6)
five_dot_one
sound/nin/ID_LOGO/BED/ID_LOGO_BED.L.wav
sound/nin/ID_LOGO/BED/ID_LOGO_BED.R.wav
sound/nin/ID_LOGO/BED/ID_LOGO_BED.C.wav
sound/nin/ID_LOGO/BED/ID_LOGO_BED.LFE.wav
sound/nin/ID_LOGO/BED/ID_LOGO_BED.Ls.wav
sound/nin/ID_LOGO/BED/ID_LOGO_BED.Rs.wav
}
e3_outro
{
minDistance 10
maxDistance 40
volume -7
no_occlusion
omnidirectional
global
plain
if (speakers == 2)
sound/nin/ID_LOGO_mono/ID_LOGO_OUTRO_MONO.wav
if (speakers == 6)
five_dot_one
sound/nin/id_logo/outro_10s/id_logo_outro_10s.l.wav
sound/nin/id_logo/outro_10s/id_logo_outro_10s.r.wav
sound/nin/id_logo/outro_10s/id_logo_outro_10s.c.wav
sound/nin/id_logo/outro_10s/id_logo_outro_10s.lfe.wav
sound/nin/id_logo/outro_10s/id_logo_outro_10s.ls.wav
sound/nin/id_logo/outro_10s/id_logo_outro_10s.rs.wav
}
idlogo_rotation {
minDistance 2
maxDistance 10
volume -3
looping
plain
sound/nin/ID_LOGO_mono/Breath02_airy.wav
}
idlogo_rotation_mono {
minDistance 2
maxDistance 5
volume 0
looping
plain
sound/nin/ID_LOGO_mono/Breath02_airy.wav
}
idlogo_background {
minDistance 5
maxDistance 30
volume 1
omnidirectional
looping
sound/e3/loop_idlogo_background.wav
}
//***
// Bathroom scene stuff below...
//***
pinkyhand {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_barefoot_01.wav
sound/e3/1shot_barefoot_02.wav
}
pinkyfoot {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalfoot_01.wav
sound/e3/1shot_metalfoot_02.wav
sound/e3/1shot_metalfoot_03.wav
}
pinkygear {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_gear_01.wav
sound/e3/1shot_gear_02.wav
sound/e3/1shot_gear_03.wav
sound/e3/1shot_gear_04.wav
sound/e3/1shot_gear_05.wav
sound/e3/1shot_gear_06.wav
sound/e3/1shot_gear_07.wav
sound/e3/1shot_gear_08.wav
}
growl1 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_growl_01.wav
}
growl2 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_growl_02.wav
}
growl3 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_growl_03.wav
}
growl4 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_growl_04.wav
}
growl5 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_growl_05.wav
}
pinkybite_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_chomp_01.wav
}
pinkybite_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_chomp_02.wav
}
pinkybite_03 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_chomp_03.wav
}
pinkybite_04 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_chomp_04.wav
}
pinkychew_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_chew_01.wav
}
pinkyswallow_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_swallow_01.wav
}
pinkyswallow_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_swallow_02.wav
}
pinkyswallow_03 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_swallow_03.wav
}
pinkytear_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_fleshrip_01.wav
}
pinkytear_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_fleshrip_02.wav
}
pinkytear_03 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_fleshrip_03.wav
}
pinkytear_04 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_fleshrip_04.wav
}
pinkytear_05 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_fleshrip_05.wav
}
pinkysnort1 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_snort_02.wav
}
pinkyscrape1 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_scrape_01.wav
}
flesh_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_flesh_01.wav
}
flesh_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_flesh_02.wav
}
flesh_03 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_flesh_03.wav
}
// Fred's Pipe Scene Stuff
e3_metalbash_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalbash_06.wav
}
e3_metalbash_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalbash_07.wav
}
e3_metalbounce_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalbounce_01a.wav
}
e3_metalbounce_02 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalbounce_01c.wav
}
e3_metalstress_01 {
minDistance 2
maxDistance 35
volume 0
sound/e3/1shot_metalstress_01.wav
}
// Matt's machine stuff in E3_2
e3_wheel_xycon {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_xycon.wav
}
e3_wheel_xycon_reverse {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_xycon_reverse.wav
}
e3_wheel_bigex {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_bigexe1.wav
}
e3_wheel_smex {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_smex.wav
}
e3_wheel_fingers {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_fingers.wav
}
e3_wheel_fingers_reverse {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_fingers_reverse.wav
}
e3_wheel_spin {
minDistance 1
maxDistance 8
volume 0
sound/e3/matt/wheel_spin.wav
}
// Lobby Cinematic
e3_security1_line1 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/security_1/RJ_security1_line1.wav
}
e3_security1_line1a {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/security_1/RJ_security1_line1a.wav
}
e3_security2_line1 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/security_2/AC_security2.wav
}
e3_security1_line2 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/security_1/RJ_security1_line4.wav
}
e3_security1_line3 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/security_1/RJ_security1_line5.wav
}
e3_scientist1_line1 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/scientist_1/RJ_scientist_line1.wav
}
e3_scientist1_line2 {
minDistance 5
maxDistance 20
volume 6
no_occlusion
sound/Voices/scientist_1/RJ_scientist_line2.wav
}
e3_betruger_line1 {
minDistance 2
maxDistance 50
volume 6
no_occlusion
sound/Voices/worry_02_trsnts2.wav
}
e3_voiceover_line1 {
minDistance 5
maxDistance 20
volume -5
global
no_occlusion
mask_center
sound/Voices/voiceover/RJ_VO_line2.wav
}
e3_voiceover_line2 {
minDistance 5
maxDistance 20
volume -5
global
no_occlusion
mask_center
sound/Voices/voiceover/RJ_VO_line7.wav
}
e3_voiceover_line3 {
minDistance 5
maxDistance 20
volume -5
global
no_occlusion
mask_center
sound/Voices/voiceover/RJ_VO_line10.wav
}
// Obligatory Poopie Humor Placeholder Sound
/*
nosound {
minDistance 2
maxDistance 35
volume 5
sound/misc/1shot_nosound_1.wav
sound/misc/1shot_nosound_2.wav
sound/misc/1shot_nosound_3.wav
sound/misc/1shot_nosound_4.wav
sound/misc/1shot_nosound_5.wav
sound/misc/1shot_nosound_6.wav
sound/misc/1shot_nosound_7.wav
}
somesound {
minDistance 2
maxDistance 35
volume 5
sound/misc/1shot_nosound_1.wav
sound/misc/1shot_nosound_2.wav
sound/misc/1shot_nosound_3.wav
sound/misc/1shot_nosound_4.wav
sound/misc/1shot_nosound_5.wav
sound/misc/1shot_nosound_6.wav
sound/misc/1shot_nosound_7.wav
}
*/
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teleporter_01
{
minDistance 4
maxDistance 20
volume 3
no_occlusion
plain
sound/electronics/1shot_teleporter_01.wav
}
loop_hums_01 {
minDistance 1
maxDistance 7
looping
volume 0.5
sound/ambient/electrical/loop_hum_01.wav
sound/ambient/electrical/loop_hum_02.wav
sound/ambient/electrical/loop_hum_03.wav
}
loop_hum_01 {
minDistance 1
maxDistance 5
looping
volume 0.5
sound/ambient/electrical/loop_hum_01.wav
}
loop_hum_02 {
minDistance 1
maxDistance 5
looping
volume 0.5
sound/ambient/electrical/loop_hum_02.wav
}
loop_hum_03 {
minDistance 1
maxDistance 5
looping
volume 0.5
sound/ambient/electrical/loop_hum_03.wav
}
loop_hum_04 {
minDistance 1
maxDistance 5
looping
volume 0
sound/ambient/electrical/loop_hum_04.wav
}
switch_02
{
minDistance 2
maxDistance 15
sound/electronics/1shot_switch_02.wav
}
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//
//
// game sounds
//
//
loop_fan_1 {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/machinery/fans/loop_fan_01.wav
}
loop_fan_3 {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/machinery/fans/loop_fan_03.wav
}
loop_fan_6 {
minDistance 1
maxDistance 10
looping
volume 0.5
sound/machinery/fans/loop_fan_06.wav
}
loop_vent_1 {
minDistance 1
maxDistance 6
volume 0.2
looping
sound/ambient/loop_vent_02.wav
}
loop_vent_1 {
minDistance 10
maxDistance 40
volume -3
looping
//sound/nin/doom_drones/drone_fan/drone_fan_lo_10.wav
}
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//
//
// game sounds
//
//
security_camera_moving {
minDistance 1
maxDistance 10
volume 0.1
looping
sound/machinery/camera/loop_moving.wav
sound/machinery/camera/loop_moving_02.wav
}
security_camera_end {
minDistance 1
maxDistance 10
volume 0.1
sound/machinery/camera/1shot_stop.wav
}
security_camera_sight {
minDistance 1
maxDistance 10
volume 0.1
sound/machinery/camera/1shot_sight.wav
}
security_camera_activate {
minDistance 1
maxDistance 10
volume 0.1
sound/machinery/camera/1shot_activate.wav
}
//this is an example of a triggered sound that will loop continously when triggered
loop_mover_01 {
looping
sound/machinery/loop_mover_01.wav
}
//this is an example of a 1shot sound that is triggered
oneshot_mover_01 {
sound/machinery/loop_mover_01.wav
}
//this is an example of a looping sound in the world that starts when the level starts
loop_computer_hum_01 {
minDistance 0.5
maxDistance 3
looping
sound/electronics/loop_computer_hum_01.wav
}
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guiroq {
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/voc/lab_speech_atommachine.wav
}
guisounds_action
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume -6
sound/nin/GUI/Keypad_Positive_ver2.WAV
//sound/nin/GUI/Keypad_Positive.WAV
//sound/guis/1shot_action.wav
}
guisounds_click
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume -6
sound/nin/GUI/Keypad_Press_Beep.WAV
//sound/nin/GUI/Keypad_Press_Beep_ver2.WAV
//sound/guis/1shot_click.wav
}
guisounds_close
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume -6
sound/nin/GUI/Keypad_Negative_ver2.WAV
//sound/guis/1shot_close.wav
}
guisounds_error
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/guis/1shot_error.wav
}
guisounds_open
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/guis/1shot_open.wav
}
guisounds_warning
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/guis/1shot_warning.wav
}
guisounds_pressurize
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/machinery/airflow/1shot_airlock_01.wav
}
guisounds_roq
{
description "Gui Audio"
minDistance 4
maxDistance 8
volume 0.8
sound/voc/lab_speech_atommachine.wav
}
objective_screen
{
description "Short blip used for bringing up the objective screen"
minDistance 4
maxDistance 8
volume 1
sound/guis/1shot_objective_activate.wav
}
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// This is the sound shader file for lights
e3_breakable_light_hum {
looping
if (parm7 == 0 )
sound/lights/loop_e3light_03.wav
if (parm7 != 0 )
sound/lights/loop_e3light_01_broken.wav
}
breakable_light_neonbuzz {
looping
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_01.wav
if (parm7 != 0 )
sound/lights/loop_neonlight_buzz_03.wav
sound/lights/loop_brokenlight_02.wav
}
breakable_light_neonbuzz_break {
maxDistance 20
volume 0
reverb 200,10
sound/lights/1shot_lightbreak_01.wav
sound/lights/1shot_lightbreak_02.wav
sound/lights/1shot_lightbreak_03.wav
}
breakable_light_hum {
looping
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_05.wav
if (parm7 != 0 )
sound/lights/loop_neonlight_buzz_03.wav
// sound/lights/loop_brokenlight_01.wav
}
breakable_light_hum_break {
maxDistance 20
volume 0
reverb 220,15
sound/lights/1shot_lightbreak_01.wav
sound/lights/1shot_lightbreak_02.wav
sound/lights/1shot_lightbreak_03.wav
}
breakable_light_hum_01 {
looping
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_01.wav
if (parm7 != 0 )
sound/lights/loop_neonlight_buzz_03.wav
// sound/lights/loop_brokenlight_01.wav
}
breakable_swinglight_01 {
looping
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_05.wav
if (parm7 != 0 )
sound/lights/loop_neonlight_buzz_03.wav
sound/lights/loop_brokenlight_02.wav
}
breakable_swinglight_e3 {
looping
volume -20
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_05.wav
if (parm7 != 0 )
sound/lights/loop_neonlight_buzz_03.wav
sound/lights/loop_brokenlight_02.wav
}
breakable_light_hum_01_break
{
maxDistance 20
volume 0
reverb 220,15
sound/lights/1shot_lightbreak_01.wav
sound/lights/1shot_lightbreak_02.wav
sound/lights/1shot_lightbreak_03.wav
}
breakable_light_gone {
looping
if (parm7 == 0 )
sound/lights/loop_neonlight_buzz_05.wav
if (parm7 != 0 )
// sound/lights/loop_neonlight_buzz_03.wav
// sound/lights/loop_brokenlight_01.wav
}
breakable_light_gone_break {
maxDistance 20
volume 0
reverb 220,15
sound/lights/1shot_lightbreak_01.wav
sound/lights/1shot_lightbreak_02.wav
sound/lights/1shot_lightbreak_03.wav
}
light_buzz_01 {
looping
maxDistance 10
minDistance 1
sound/lights/44k/loop_neonlight_01.wav
sound/lights/44k/loop_neonlight_02.wav
sound/lights/44k/loop_neonlight_03.wav
sound/lights/44k/loop_neonlight_04.wav
}
light_neon_buzz_02
{
minDistance 2
maxDistance 10
volume 0
looping
sound/lights/loop_neonlight_buzz_02.wav
}
light_neon_buzz_03 {
minDistance 2
maxDistance 10
volume 0
looping
sound/lights/loop_neonlight_buzz_03.wav
}
light_neon_buzz_04 {
minDistance 2
maxDistance 10
volume 0
looping
sound/lights/loop_neonlight_buzz_04.wav
}
light_neon_buzz_01_cont
{
minDistance 2
maxDistance 10
volume 0
looping
sound/lights/loop_neonlight_buzz_01.wav
}
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movement_5seconds
{
// 0:05.000
minDistance 3
maxDistance 9
volume 1
sound/machinery/movers/1shot_movement_5seconds.wav
}
loop_airpump_01
{
// 0:06.832
minDistance 3
maxDistance 9
volume 1
looping
sound/machinery/machines/loop_airpump_01.wav
}
activate_airpump_01
{
// 0:11.786
minDistance 3
maxDistance 9
volume 1
sound/machinery/machines/1shot_airpump_01_activate.wav
}
loop_airpump_02
{
// 0:22.015
minDistance 3
maxDistance 9
volume 1
looping
sound/machinery/machines/loop_airpump_02.wav
}
activate_airpump_02
{
// 0:13.545
minDistance 3
maxDistance 9
volume 1
sound/machinery/machines/1shot_airpump_02_activate.wav
}
gear_01
{
// 0:01.444
minDistance 3
maxDistance 9
volume 0.5
sound/machinery/gears/1shot_gear_01.wav
}
loop_gear_01
{
// 0:01.576
minDistance 2
maxDistance 7
volume 0.5
looping
sound/machinery/gears/loop_gear_01.wav
}
mover_02
{
minDistance 3
maxDistance 9
looping
volume 0.5
sound/machinery/loop_mover_02.wav
}
mover_03
{
minDistance 3
maxDistance 9
looping
volume 0.5
sound/machinery/loop_mover_03.wav
}
machinery_07
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/machines/loop_machinery_07.wav
}
machinery_09
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/machines/loop_machinery_09.wav
}
machinery_10
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/machines/loop_machinery_10.wav
}
machinery_11
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/machines/loop_machinery_11.wav
}
airflow_01
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_01.wav
}
airflow_02
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_02.wav
}
airflow_03
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_03.wav
}
airflow_04
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_04.wav
}
airflow_05
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_05.wav
}
airflow_06
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_06.wav
}
airflow_07
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/airflow/loop_airflow_07.wav
}
drone_01
{
minDistance 3
maxDistance 7
looping
volume 0.5
sound/machinery/drones/loop_drone_01.wav
}
airlock_01
{
minDistance 3
maxDistance 9
volume 0.5
sound/machinery/airflow/1shot_airlock_01.wav
}
loop_movement_01
{
description "Annoying, high-pitched sound used while attached to energy bolts that move"
minDistance 2
maxDistance 15
volume 0.5
looping
sound/ambient/loop_movement_01.wav
}
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monster_demon_bruiser_sight
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/bruiser/sight_01.wav
}
monster_demon_bruiser_pain
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/bruiser/pain_01.wav
}
monster_demon_bruiser_die
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/bruiser/death_01.wav
}
monster_demon_bruiser_attackmissile
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/bruiser/fire_01.wav
}
+106
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// i liek kake
// -Xian
monster_demon_hellknight_pain {
}
monster_demon_hellknight_die {
}
monster_demon_hellknight_attackmissile {
}
monster_demon_hellknight_sight
{
minDistance 1
maxDistance 25
volume 4
}
monster_demon_hellknight_chatter
{
minDistance 1
maxDistance 25
volume 4
no_dups
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Chatter01.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Chatter02.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Chatter03.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Chatter04.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Chatter05.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Exhale01.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Exhale02.wav
sound/nin/monsters/hellknight/Hell_Knight_Specifics/Hell_Knight_Inhale02.wav
}
monster_demon_hellknight_footstep
{
minDistance 2
maxDistance 25
volume -6
no_dups
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_01.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_02.WAV
sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_03.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_04.WAV
sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_05.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_06.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_07.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_08.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_09.WAV
}
monster_demon_cin_hellknight_footstep
{
minDistance 2
maxDistance 12
volume -6
no_dups
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_01.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_02.WAV
sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_03.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_04.WAV
sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_05.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_06.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_07.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_08.WAV
//sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/Hell_Knight_FS_09.WAV
}
monster_demon_cin_hellknight_footstep2
{
minDistance 2
maxDistance 12
volume -6
no_dups
sound/nin/monsters/hellknight/HELL_KNIGHT_FOOTSTEPS/main_steps_1.wav
}
monster_demon_hellknight_melee_1
{
minDistance 2
maxDistance 25
volume -2
sound/nin/monsters/hellknight/Hell_Knight_Specifics/HKight_Attack_Melee01.wav
// sound/nin/monsters/hellknight/Hell_Knight_Specifics/HKight_Attack_Melee02.wav
}
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monster_demon_imp_footstep {
minDistance 2
maxDistance 25
volume -8
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront12.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront13.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront14.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront15.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront16.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront17.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront18.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront19.wav
sound/nin/Foley3/DOOMFSFinalFiles/Imp/Metal/impmetalcrouchfront20.wav
}
monster_demon_imp_sight {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/imp5/imp5_sight_01.wav
sound/nin/monsters/imp5/imp5_sight_02.wav
sound/nin/monsters/imp5/imp5_sight_03.wav
sound/nin/monsters/imp5/imp5_sight_04.wav
sound/nin/monsters/imp5/imp5_sight_05.wav
sound/nin/monsters/imp5/imp5_sight_06.wav
sound/nin/monsters/imp5/imp5_sight_07.wav
sound/nin/monsters/imp5/imp5_sight_08.wav
}
monster_demon_imp_sight8 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/imp5/imp5_sight_08.wav
}
monster_demon_imp_chatter {
minDistance 1
maxDistance 25
volume -8
sound/nin/monsters/imp5/imp5_chatter_01.wav
sound/nin/monsters/imp5/imp5_chatter_02.wav
sound/nin/monsters/imp5/imp5_chatter_03.wav
sound/nin/monsters/imp5/imp5_chatter_04.wav
sound/nin/monsters/imp5/imp5_chatter_05.wav
sound/nin/monsters/imp5/imp5_chatter_06.wav
sound/nin/monsters/imp5/imp5_chatter_07.wav
sound/nin/monsters/imp5/imp5_chatter_08.wav
sound/nin/monsters/imp5/imp5_chatter_09.wav
sound/nin/monsters/imp5/imp5_chatter_10.wav
sound/nin/monsters/imp5/imp5_chatter_11.wav
sound/nin/monsters/imp5/imp5_chatter_12.wav
}
monster_demon_imp_chatter_combat {
minDistance 1
maxDistance 25
volume -4
sound/nin/monsters/imp5/imp5_chatter_combat_01.wav
sound/nin/monsters/imp5/imp5_chatter_combat_02.wav
sound/nin/monsters/imp5/imp5_chatter_combat_03.wav
sound/nin/monsters/imp5/imp5_chatter_combat_04.wav
sound/nin/monsters/imp5/imp5_chatter_combat_05.wav
sound/nin/monsters/imp5/imp5_chatter_combat_06.wav
sound/nin/monsters/imp5/imp5_chatter_combat_07.wav
sound/nin/monsters/imp5/imp5_chatter_combat_08.wav
sound/nin/monsters/imp5/imp5_chatter_combat_09.wav
sound/nin/monsters/imp5/imp5_chatter_combat_10.wav
}
monster_demon_imp_pain {
minDistance 4
maxDistance 30
volume 2
sound/nin/monsters/imp5/imp5_pain_01.wav
sound/nin/monsters/imp5/imp5_pain_02.wav
sound/nin/monsters/imp5/imp5_pain_03.wav
sound/nin/monsters/imp5/imp5_pain_04.wav
sound/nin/monsters/imp5/imp5_pain_05.wav
sound/nin/monsters/imp5/imp5_pain_06.wav
sound/nin/monsters/imp5/imp5_pain_07.wav
sound/nin/monsters/imp5/imp5_pain_08.wav
sound/nin/monsters/imp5/imp5_pain_09.wav
}
monster_demon_imp_attackmelee_1 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/imp5/imp5_attackmelee1_01.wav
sound/nin/monsters/imp5/imp5_attackmelee1_02.wav
sound/nin/monsters/imp5/imp5_attackmelee1_03.wav
sound/nin/monsters/imp5/imp5_attackmelee1_04.wav
sound/nin/monsters/imp5/imp5_attackmelee1_05.wav
sound/nin/monsters/imp5/imp5_attackmelee1_06.wav
sound/nin/monsters/imp5/imp5_attackmelee1_07.wav
sound/nin/monsters/imp5/imp5_attackmelee1_08.wav
sound/nin/monsters/imp5/imp5_attackmelee1_09.wav
sound/nin/monsters/imp5/imp5_attackmelee1_10.wav
}
monster_demon_imp_attackmelee_2 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/imp5/imp5_attackmelee2_01.wav
sound/nin/monsters/imp5/imp5_attackmelee2_02.wav
sound/nin/monsters/imp5/imp5_attackmelee2_03.wav
sound/nin/monsters/imp5/imp5_attackmelee2_04.wav
sound/nin/monsters/imp5/imp5_attackmelee2_05.wav
sound/nin/monsters/imp5/imp5_attackmelee2_06.wav
sound/nin/monsters/imp5/imp5_attackmelee2_07.wav
sound/nin/monsters/imp5/imp5_attackmelee2_08.wav
sound/nin/monsters/imp5/imp5_attackmelee2_09.wav
sound/nin/monsters/imp5/imp5_attackmelee2_10.wav
}
monster_demon_imp_attackmissile {
minDistance 1
maxDistance 25
volume 4
}
monster_demon_imp_die {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/imp5/imp5_die1_01.wav
sound/nin/monsters/imp5/imp5_die1_02.wav
sound/nin/monsters/imp5/imp5_die1_03.wav
sound/nin/monsters/imp5/imp5_die1_04.wav
sound/nin/monsters/imp5/imp5_die1_05.wav
sound/nin/monsters/imp5/imp5_die1_06.wav
sound/nin/monsters/imp5/imp5_die2_01.wav
sound/nin/monsters/imp5/imp5_die2_02.wav
sound/nin/monsters/imp5/imp5_die2_03.wav
sound/nin/monsters/imp5/imp5_die2_04.wav
sound/nin/monsters/imp5/imp5_die2_05.wav
}
monster_demon_imp_thud {
minDistance 1
maxDistance 25
volume 4
sound/nin/Foley3/BodyFallsAIF/Imp/imp_BF_wood_02.wav
sound/nin/Foley3/BodyFallsAIF/Imp/imp_BF_wood_03.wav
sound/nin/Foley3/BodyFallsAIF/Imp/imp_BF_wood_04.wav
sound/nin/Foley3/BodyFallsAIF/Imp/imp_BF_wood_07.wav
}
monster_demon_imp_fireball_create {
minDistance 6
maxDistance 40
volume 1
sound/nin/imp_fireballcreate_01/imp_rangeattack_in_01.wav
sound/nin/imp_fireballcreate_01/imp_rangeattack_in_02.wav
sound/nin/imp_fireballcreate_01/imp_rangeattack_in_03.wav
sound/nin/imp_fireballcreate_01/imp_rangeattack_in_04.wav
sound/nin/imp_fireballcreate_01/imp_rangeattack_in_05.wav
}
monster_demon_imp_fireball_throw {
minDistance 6
maxDistance 20
volume 5
sound/nin/imp_fireball/fireball_start.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/fireball_start.wav
}
monster_demon_imp_fireball_flight {
minDistance 6
maxDistance 20
volume 3
sound/nin/imp_fireball/fireball_loop.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/fireball_loop.wav
}
monster_demon_imp_fireball_explode {
minDistance 6
maxDistance 30
volume 5
sound/nin/imp_fireball/Fireballimpactv2_01.wav
sound/nin/imp_fireball/Fireballimpactv1_01.wav
sound/nin/imp_fireball/Fireballimpactv1_03.wav
sound/nin/imp_fireball/Fireballimpactv1_04.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/Fireballimpactv1_01.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/Fireballimpactv1_03.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/Fireballimpactv1_04.wav
//sound/nin/imp_pinky_redos_5_11/New_edited/Fireballimpactv2_01.wav
}
monster_demon_imp_melee_hit {
minDistance 1
maxDistance 25
volume 10
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv1/ImpClawsTearv108.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv1/ImpClawsTearv109.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv1/ImpClawsTearv113.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv2/ImpTearFleshv205.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv2/ImpTearFleshv212.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv2/ImpTearFleshv215.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv3/ImpTearFleshv308.wav
}
monster_demon_imp_melee_miss {
minDistance 1
maxDistance 25
volume 10
sound/nin/Foley3/Imp/ImpAttackMelee/ImpAttackMelee03.wav
sound/nin/Foley3/Imp/ImpAttackMelee/ImpAttackMelee06.wav
sound/nin/Foley3/Imp/ImpAttackMelee/ImpAttackMelee08.wav
sound/nin/Foley3/Imp/ImpAttackMelee/ImpAttackMelee09.wav
}
+38
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monster_demon_maggot_sight
{
minDistance 2
maxDistance 35
volume 1.5
sound/monsters/maggot/sight_01.wav
}
monster_demon_maggot_die
{
minDistance 2
maxDistance 35
volume 1.5
sound/monsters/maggot/death_01.wav
}
monster_demon_maggot_attackmelee_1
{
minDistance 2
maxDistance 35
volume 1.5
sound/monsters/maggot/attack_01.wav
sound/monsters/maggot/attack_02.wav
}
monster_demon_maggot_pain
{
minDistance 2
maxDistance 35
volume 1.5
sound/monsters/maggot/pain_01.wav
sound/monsters/maggot/pain_02.wav
}
+36
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monster_demon_mancubus_sight
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/mancubus/sight_01.wav
}
monster_demon_mancubus_die
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/mancubus/death_01.wav
}
monster_demon_mancubus_attackmissile
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/mancubus/attack_01.wav
}
monster_demon_mancubus_pain
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/mancubus/pain_01.wav
}
+287
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//Matt pinky
monster_demon_pinky_attackmissile {
}
monster_demon_pinky_melee_hit {
minDistance 1
maxDistance 25
volume 4
//sound/nin/Foley3/Pinky/PinkyBitesPlayer/PinkyBitesplayer1.wav
//sound/nin/Foley3/Pinky/PinkyBitesPlayer/PinkyBitesplayer4.wav
//sound/nin/Foley3/Pinky/PinkyBitesPlayer/PinkyBitesplayer5.wav
//sound/nin/Foley3/Pinky/PinkyBitesPlayer/PinkyBitesplayer7.wav
//sound/nin/Foley3/Pinky/PinkyBitesPlayer/PinkyBitesplayer8.wav
sound/nin/monsters/pinky4/PinkyRamsPlayer/PinkyRamsplayer2.wav
sound/nin/monsters/pinky4/PinkyRamsPlayer/PinkyRamsplayer3.wav
sound/nin/monsters/pinky4/PinkyRamsPlayer/PinkyRamsplayer6.wav
sound/nin/monsters/pinky4/PinkyRamsPlayer/PinkyRamsplayer7.wav
}
monster_demon_pinky_melee_miss {
minDistance 1
maxDistance 25
volume 4
}
monster_demon_pinky_hand {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand03.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand04.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand05.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand06.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand07.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand08.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand09.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_hand10.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront01.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront02.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront03.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront04.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront09.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront11.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront19.wav
//sound/nin/imp_pinky_redos_5_11/hand_flesh/pinkymetalfront12.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront01.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront02.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront03.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront09.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront11.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront19.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalfront12.wav
}
monster_demon_pinky_gear {
minDistance 1
maxDistance 25
volume -20
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_servo01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_servo02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_servo03.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_servo04.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_servo05.wav
//sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR1.wav
//sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR2.wav
//sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR3.wav
//sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR4.wav
//sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR5.wav
sound/nin/Foley3/Pinky/Gear/GearMotor/PinkyGearMOTOR7.wav
}
monster_demon_pinky_foot {
minDistance 1
maxDistance 25
volume -2
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_foot01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_foot02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_foot03.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_foot04.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_foot05.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear01.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear04.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear05.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear07.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear15.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear18.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear19.wav
//sound/nin/imp_pinky_redos_5_11/foot_metal/pinkymetalrear20.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear01.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear05.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear07.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear15.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear18.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear19.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Pinky/Metal/pinkymetalrear20.wav
}
monster_demon_pinky_idle {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_assRattleWServo.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_assRattleNOservo.wav
}
monster_demon_pinky_sight1 {
minDistance 1
maxDistance 25
volume 6
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_sight01.wav
}
monster_demon_pinky_sight2 {
minDistance 1
maxDistance 25
volume 6
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_sight02.wav
}
monster_demon_pinky_sight3 {
minDistance 1
maxDistance 25
volume 6
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_sight03.wav
}
monster_demon_pinky_chatter {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_assRattleWServo.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_assRattleNOservo.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter03.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter04.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter05.wav
}
monster_demon_pinky_chatter_combat {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter_combat01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter_combat02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter_combat03.wav
}
monster_demon_pinky_chatter_combat2 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_chatter_combat02.wav
}
monster_demon_pinky_pain {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_pain01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_pain02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_pain03.wav
}
monster_demon_pinky_attackmelee_1 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_02.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_03.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_04.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_05.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_06.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_07.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_08.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_09.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_10.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_11.wav
}
monster_demon_pinky_attackmelee_4 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_04.wav
}
monster_demon_pinky_attackmelee_5 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_attackmelee_05.wav
}
monster_demon_pinky_die {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die01new.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die02new.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die03new.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die04new.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_Death02new.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die01.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die02.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/pinky_die03.wav
}
monster_demon_pinky_thud {
minDistance 1
maxDistance 25
volume 8
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_Bodyfall01.wav
sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_Bodyfall02.wav
//sound/nin/monsters/PINKY_VOCALIZATIONS/Pinky_bodyfall03.wav
//sound/nin/Foley3/BodyFallsAIF/Pinky/pinky_BF_wood_01.wav
//sound/nin/Foley3/BodyFallsAIF/Pinky/pinky_BF_wood_03.wav
//sound/nin/Foley3/BodyFallsAIF/Pinky/pinky_BF_wood_04.wav
}
+128
View File
@@ -0,0 +1,128 @@
monster_demon_revenant_sight
{
minDistance 2
maxDistance 35
volume 0
//sound/monsters/revenant/sight_02.wav
//sound/xian/monsters/revenant/sight_01.wav
//sound/xian/monsters/revenant/sight_02.wav
//sound/xian/monsters/revenant/sight_03.wav
sound/xian/monsters/revenant/processed/sight_01.wav
sound/xian/monsters/revenant/processed/sight_02.wav
sound/xian/monsters/revenant/processed/sight_03.wav
}
monster_demon_revenant_pain
{
minDistance 2
maxDistance 35
volume 2
no_dups
//sound/monsters/revenant/pain_01.wav
//sound/xian/monsters/revenant/pain_01.wav
//sound/xian/monsters/revenant/pain_02.wav
//sound/xian/monsters/revenant/pain_03.wav
sound/xian/monsters/revenant/processed/pain_01.wav
sound/xian/monsters/revenant/processed/pain_02.wav
sound/xian/monsters/revenant/processed/pain_03.wav
}
monster_demon_revenant_die
{
minDistance 2
maxDistance 35
volume 2
//sound/monsters/revenant/death_01.wav
//sound/xian/monsters/revenant/death_01.wav
//sound/xian/monsters/revenant/death_02.wav
//sound/xian/monsters/revenant/death_03.wav
sound/xian/monsters/revenant/processed/death_01.wav
sound/xian/monsters/revenant/processed/death_02.wav
}
monster_demon_revenant_attackmissile
{
minDistance 2
maxDistance 35
volume -2
//sound/monsters/revenant/fire_01.wav
no_dups
sound/xian/monsters/revenant/fire_01.wav
sound/xian/monsters/revenant/fire_02.wav
sound/xian/monsters/revenant/fire_03.wav
sound/xian/monsters/revenant/fire_04.wav
}
monster_demon_revenant_attackmelee
{
minDistance 2
maxDistance 35
volume 0
//sound/monsters/revenant/melee_01.wav
//sound/monsters/revenant/melee_02.wav
sound/xian/monsters/revenant/melee_02.wav
}
monster_demon_revenant_melee_impact
{
minDistance 2
maxDistance 35
volume 0
sound/xian/monsters/revenant/punch_impact_01.wav
sound/xian/monsters/revenant/punch_impact_02.wav
sound/xian/monsters/revenant/punch_impact_03.wav
sound/xian/monsters/revenant/punch_impact_04.wav
}
monster_demon_revenant_melee_miss
{
minDistance 2
maxDistance 35
volume 0
sound/xian/monsters/revenant/melee_miss_01.wav
sound/xian/monsters/revenant/melee_miss_02.wav
sound/xian/monsters/revenant/melee_miss_03.wav
// sound/xian/monsters/revenant/melee_miss_04.wav
}
monster_demon_revenant_chatter
{
minDistance 2
maxDistance 35
volume 0
no_dups
//sound/monsters/revenant/sight_01.wav
//sound/xian/monsters/revenant/chatter_01.wav
//sound/xian/monsters/revenant/chatter_02.wav
//sound/xian/monsters/revenant/chatter_03.wav
//sound/xian/monsters/revenant/chatter_04.wav
//sound/xian/monsters/revenant/chatter_05.wav
//sound/xian/monsters/revenant/chatter_06.wav
//sound/xian/monsters/revenant/chatter_07.wav
//sound/xian/monsters/revenant/chatter_08.wav
sound/xian/monsters/revenant/processed/chatter_01.wav
sound/xian/monsters/revenant/processed/chatter_02.wav
sound/xian/monsters/revenant/processed/chatter_03.wav
sound/xian/monsters/revenant/processed/chatter_04.wav
sound/xian/monsters/revenant/processed/chatter_05.wav
}
monster_demon_revenant_footstep
{
minDistance 2
maxDistance 35
volume 0
no_dups
sound/xian/monsters/revenant/footstep_01.wav
sound/xian/monsters/revenant/footstep_02.wav
sound/xian/monsters/revenant/footstep_03.wav
sound/xian/monsters/revenant/footstep_04.wav
sound/xian/monsters/revenant/footstep_05.wav
}
+49
View File
@@ -0,0 +1,49 @@
monster_zombie_civilian_sight
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/chatter_02.wav
}
monster_zombie_civilian_chatter
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/chatter_01.wav
sound/monsters/zombie_fat/chatter_02.wav
}
monster_zombie_civilian_pain
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/pain_01.wav
sound/monsters/zombie_fat/pain_02.wav
}
monster_zombie_civilian_attackmelee
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/attack_01.wav
sound/monsters/zombie_fat/attack_02.wav
}
monster_zombie_civilian_die
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/death_01.wav
sound/monsters/zombie_fat/death_02.wav
}
+494
View File
@@ -0,0 +1,494 @@
monster_zombie_commando_sight {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_1.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_2.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_5.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_7.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_9.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_11.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_SIGHT_12.wav
}
monster_zombie_commando_chatter {
minDistance 1
maxDistance 25
volume -10
no_dups
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_CLOSE_1.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_FEAR_3.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_HUMAN_3.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_HUMAN_4.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_LORD_2.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_LORD_4.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_NOSIGN1.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_CHAT_SEC3.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_1.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_2.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_3.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_4.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_5.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_6.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_7.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_8.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_9.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_10.wav
sound/nin/monsters/zombie_chain2/ZOM_CHAIN2_NOISE_RADIO_11.wav
}
monster_zombie_commando_chatter_combat {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_bleed1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_eat_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_escap1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_hell_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_kind_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_morta2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_chat_a_time_2.wav
}
monster_zombie_commando_pain {
minDistance 1
maxDistance 25
volume -1
no_dups
sound/nin/monsters/zombie_chain2/zom_chain2_pain_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_pain_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_pain_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_pain_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_pain_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_pain_6.wav
}
monster_zombie_commando_attackmelee_1 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_chain2/zom_chain2_melee_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_7.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_8.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_9.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_10.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_11.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_12.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_13.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_14.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_15.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_16.wav
}
monster_zombie_commando_attackmelee_2 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_chain2/zom_chain2_melee_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_7.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_8.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_9.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_10.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_11.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_12.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_13.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_14.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_15.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_16.wav
}
monster_zombie_commando_attackmelee_3 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_chain2/zom_chain2_melee_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_7.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_8.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_9.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_10.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_11.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_12.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_13.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_14.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_15.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_16.wav
}
monster_zombie_commando_melee_hit {
minDistance 1
maxDistance 25
volume 8
sound/nin/Body_Impact/mush_head_hit_s4.wav
sound/nin/Body_Impact/face_or_body_punch_01_lt.wav
sound/nin/Body_Impact/face_or_body_punch_03_lt.wav
sound/nin/Body_Impact/face_or_body_punch_06_lt.wav
sound/nin/Body_Impact/face_or_body_punch_08_lt.wav
sound/nin/Body_Impact/body_punch_impact_17_lt.wav
sound/nin/Body_Impact/body_punch_impact_20_lt.wav
}
monster_zombie_commando_melee_miss {
minDistance 1
maxDistance 25
volume 4
sound/nin/imp_fireball/XImpAttackWhoosh01.wav
sound/nin/imp_fireball/XImpAttackWhoosh02.wav
sound/nin/imp_fireball/XImpAttackWhoosh03.wav
sound/nin/imp_fireball/XImpAttackWhoosh04.wav
sound/nin/imp_fireball/XImpAttackWhoosh05.wav
sound/nin/imp_fireball/XImpAttackWhoosh06.wav
sound/nin/imp_fireball/XImpAttackWhoosh07.wav
sound/nin/imp_fireball/XImpAttackWhoosh08.wav
sound/nin/imp_fireball/XImpAttackWhoosh09.wav
sound/nin/imp_fireball/XImpAttackWhoosh10.wav
}
monster_zombie_commando_melee_tentacle_hit {
minDistance 1
maxDistance 25
volume 4
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois17.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois18.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois29.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois40.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois42.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois44.wav
sound/nin/Foley3/Zombies/ZombieGuts/WetChamois/ZombiegutsWetChamois45.wav
}
monster_zombie_commando_melee_tentacle_miss {
minDistance 1
maxDistance 25
volume 4
sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh01.wav
sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh04.wav
sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh08.wav
sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh09.wav
sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh10.wav
}
monster_zombie_commando_tentacle_out {
minDistance 1
maxDistance 25
volume 4
sound/nin/Tentacles_04/tentacles_out_01.wav
sound/nin/Tentacles_04/tentacles_out_02.wav
sound/nin/Tentacles_04/tentacles_out_03.wav
sound/nin/Tentacles_04/tentacles_out_04.wav
sound/nin/Tentacles_04/tentacles_out_05.wav
sound/nin/Tentacles_04/tentacles_out_06.wav
}
monster_zombie_commando_tentacle_in {
minDistance 1
maxDistance 25
volume 4
sound/nin/Tentacles_03/tentacles_in_01.wav
sound/nin/Tentacles_03/tentacles_in_02.wav
sound/nin/Tentacles_03/tentacles_in_03.wav
sound/nin/Tentacles_03/tentacles_in_04.wav
sound/nin/Tentacles_03/tentacles_in_05.wav
sound/nin/Tentacles_03/tentacles_in_06.wav
}
monster_zombie_commando_footstep {
minDistance 1
maxDistance 25
volume 0
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal01.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal02.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal03.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal04.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal11.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal12.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal13.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal14.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal15.wav
sound/nin/Foley3/DOOMFSFinalFiles/ZombieCommando/metal/zombiecommandometal16.wav
}
monster_zombie_commando_die_1 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_chain2/zom_chain2_death_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_7.wav
}
monster_zombie_commando_die_2 {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_chain2/zom_chain2_death_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_7.wav
}
monster_zombie_commando_thud {
minDistance 1
maxDistance 25
volume 6
sound/nin/Foley3/BodyFallsAIF/ZombieComando/ZombieCommandoBodyFall/zomCom_BF_wood_03.wav
sound/nin/Foley3/BodyFallsAIF/ZombieComando/ZombieCommandoBodyFall/zomCom_BF_wood_04.wav
sound/nin/Foley3/BodyFallsAIF/ZombieComando/ZombieCommandoBodyFall/zomCom_BF_wood_01.wav
sound/nin/Foley3/BodyFallsAIF/ZombieComando/ZombieCommandoBodyFall/zomCom_BF_wood_07.wav
}
// these are added for chaingun commando
monster_zombie_commando_cgun_chains {
minDistance 1
maxDistance 8
volume 0
sound/nin/Foley4/Commandowalkingelements/BeltRattle/CommandoBeltRattle05.wav
sound/nin/Foley4/Commandowalkingelements/BeltRattle/CommandoBeltRattle07.wav
sound/nin/Foley4/Commandowalkingelements/BeltRattle/CommandoBeltRattle08.wav
sound/nin/Foley4/Commandowalkingelements/BeltRattle/CommandoBeltRattle09.wav
sound/nin/Foley4/Commandowalkingelements/BeltRattle/CommandoBeltRattle10.wav
}
monster_zombie_commando_cgun_melee_hit {
minDistance 1
maxDistance 25
volume 4
//sound/weapons/projectiles/bulletimpact_flesh_02.wav
//sound/weapons/projectiles/bulletimpact_flesh_03.wav
//sound/nin/Foley1/Chaingun/Chaingunbuttsplayer/ChaingunButtPlayerv201.wav
//sound/nin/Foley1/Chaingun/Chaingunbuttsplayer/ChaingunButtPlayerv202.wav
//sound/nin/Foley1/Chaingun/Chaingunbuttsplayer/ChaingunButtPlayerv209.wav
sound/nin/cgun_butt/butt_1.wav
sound/nin/cgun_butt/butt_2.wav
sound/nin/cgun_butt/butt_3.wav
}
monster_zombie_commando_cgun_melee_miss {
minDistance 1
maxDistance 25
volume 4
sound/nin/imp_fireball/XImpAttackWhoosh01.wav
sound/nin/imp_fireball/XImpAttackWhoosh02.wav
sound/nin/imp_fireball/XImpAttackWhoosh03.wav
sound/nin/imp_fireball/XImpAttackWhoosh04.wav
sound/nin/imp_fireball/XImpAttackWhoosh05.wav
sound/nin/imp_fireball/XImpAttackWhoosh06.wav
sound/nin/imp_fireball/XImpAttackWhoosh07.wav
sound/nin/imp_fireball/XImpAttackWhoosh08.wav
sound/nin/imp_fireball/XImpAttackWhoosh09.wav
sound/nin/imp_fireball/XImpAttackWhoosh10.wav
}
monster_zombie_commando_fire {
minDistance 1
maxDistance 25
volume -6
sound/nin/cgun_set02/cgun_shot_01.wav
sound/nin/cgun_set02/cgun_shot_02.wav
sound/nin/cgun_set02/cgun_shot_03.wav
//sound/nin/cgun_set01/cgun_shots_nowhirl_01.wav
//sound/nin/cgun_set01/cgun_shots_nowhirl_02.wav
sound/nin/cgun_set03/cgun_shot_01.wav
sound/nin/cgun_set03/cgun_shot_02.wav
sound/nin/cgun_set03/cgun_shot_03.wav
sound/nin/cgun_set03/cgun_shot_04.wav
sound/nin/cgun_set03/cgun_shot_05.wav
//sound/weapons/cgun/fire_01.wav
//sound/weapons/cgun/fire_02.wav
//sound/weapons/cgun/fire_03.wav
//sound/weapons/cgun/fire_04.wav
//sound/weapons/cgun/fire_05.wav
//sound/nin/Foley1/Chaingun/cgun_single/cgunfire1.wav
//sound/nin/Foley1/Chaingun/cgun_single/chaingunv1shot10.wav
//sound/nin/Foley1/Chaingun/cgun_single/chaingunv1shot15.wav
//sound/nin/Foley1/Chaingun/cgun_single/cgunfire2.wav
//sound/nin/Foley1/Chaingun/cgun_single/cgunfire3.wav
//sound/nin/cgun/cgun3_1.wav
//sound/nin/cgun/cgun3_2.wav
//sound/nin/cgun/cgun3_3.wav
//sound/nin/cgun/cgun3_4.wav
//sound/nin/cgun/cgun4_1.wav
//sound/nin/cgun/cgun4_2.wav
//sound/nin/cgun/cgun4_3.wav
//sound/nin/cgun/cgun4_4.wav
}
monster_zombie_commando_winddown {
minDistance 1
maxDistance 25
volume -2
sound/nin/cgun_set05/Whirl_down_01.wav
//sound/nin/cgun_set05/Whirl_down_02.wav
//sound/nin/cgun_set04/cgun_whirl_down.wav
//
// these are actually gun sounds, the chaingun is attached to the model
//
//sound/weapons/cgun/wind_down.wav
//sound/nin/Foley4/Chaingunwindupsanddowns/WindDown01.wav
//sound/nin/Foley4/Chaingunwindupsanddowns/Winddown02.wav
//sound/nin/Foley4/Chaingunwindupsanddowns/WindDown03.wav
}
monster_zombie_commando_windup {
minDistance 1
maxDistance 25
volume -7
sound/nin/cgun_set04/cgun_whirl_up.wav
//sound/weapons/cgun/wind_up.wav
}
monster_zombie_commando_cgun_die {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_chain2/zom_chain2_death_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_death_7.wav
}
monster_zombie_commando_cgun_melee_1 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_chain2/zom_chain2_melee_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_7.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_8.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_9.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_10.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_11.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_12.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_13.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_14.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_15.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_16.wav
}
monster_zombie_commando_cgun_melee_2 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_chain2/zom_chain2_melee_1.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_2.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_3.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_4.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_5.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_6.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_7.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_8.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_9.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_10.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_11.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_12.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_13.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_14.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_15.wav
sound/nin/monsters/zombie_chain2/zom_chain2_melee_16.wav
}
// -- old stuff
monster_zombie_commando_smellfear {
minDistance 1
maxDistance 20
volume 0
sound/nin/monsters/zombie_commando/zom_chain_chat_idle_fear_3.wav
}
monster_zombie_commando_bleed {
minDistance 1
maxDistance 30
volume 0
sound/nin/monsters/zombie_commando/zom_chain_chat_anger_morta1.wav
}
+355
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@@ -0,0 +1,355 @@
monster_zombie_fat_sight1 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_1.wav
}
monster_zombie_fat_sight2 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_2.wav
}
monster_zombie_fat_sight3 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_3.wav
}
monster_zombie_fat_sight4 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_4.wav
}
monster_zombie_fat_sight5 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_5.wav
}
monster_zombie_fat_sight6 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_6.wav
}
monster_zombie_fat_sight7 {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_sight_7.wav
}
monster_zombie_fat_footstep {
minDistance 2
maxDistance 25
volume -8
sound/nin/drag_fat/drag_fat_1.wav
sound/nin/drag_fat/drag_fat_2.wav
sound/nin/drag_fat/drag_fat_3.wav
sound/nin/drag_fat/drag_fat_4.wav
sound/nin/drag_fat/drag_fat_5.wav
sound/nin/drag_fat/drag_fat_6.wav
sound/nin/drag_fat/drag_fat_7.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Wood/fatzombiewoodslow10.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Wood/fatzombiewoodslow11.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Wood/fatzombiewoodslow12.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Wood/fatzombiewoodslow13.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Wood/fatzombiewoodslow15.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast05.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast06.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast26.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast27.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast28.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast17.wav
//sound/nin/Foley3/DOOMFSFinalFiles/FatZombie/Metal/fatzombiemetalfast18.wav
}
monster_zombie_fat_chatter {
minDistance 1
maxDistance 25
volume -8
sound/nin/monsters/zombie_fat1/zom_fat1_chat_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_8.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_9.wav
}
monster_zombie_fat_chatter_combat {
minDistance 1
maxDistance 25
volume -4
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_anger_8.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_brain_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_eat_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_eat_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_eat_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_eat_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_hungry_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_chat_hungry_2.wav
}
monster_zombie_fat_pain {
minDistance 4
maxDistance 30
volume 2
sound/nin/monsters/zombie_fat1/zom_fat1_pain_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_8.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_9.wav
sound/nin/monsters/zombie_fat1/zom_fat1_pain_10.wav
}
monster_zombie_fat_attackmelee_1 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_6.wav
}
monster_zombie_fat_attackmelee_2 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_6.wav
}
monster_zombie_fat_attackmelee_3 {
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee1_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee2_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_melee3_6.wav
}
monster_zombie_fat_melee_hit {
minDistance 1
maxDistance 25
volume 12
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv206.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv207.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv208.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv209.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv210.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv211.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv2/ImpTearFleshv214.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv5/ImpTearFleshv505.wav
}
monster_zombie_fat_melee_miss {
minDistance 1
maxDistance 25
volume 10
sound/nin/fat_woosh/miss_1.wav
sound/nin/fat_woosh/miss_2.wav
sound/nin/fat_woosh/miss_3.wav
sound/nin/fat_woosh/miss_4.wav
sound/nin/fat_woosh/miss_5.wav
sound/nin/fat_woosh/miss_6.wav
sound/nin/fat_woosh/miss_7.wav
sound/nin/fat_woosh/miss_8.wav
sound/nin/fat_woosh/miss_9.wav
sound/nin/fat_woosh/miss_10.wav
//sound/nin/imp_fireball/XImpAttackWhoosh02.wav
//sound/nin/imp_fireball/XImpAttackWhoosh06.wav
//sound/nin/imp_fireball/XImpAttackWhoosh07.wav
//sound/nin/imp_fireball/XImpAttackWhoosh08.wav
//sound/nin/imp_fireball/XImpAttackWhoosh01.wav
//sound/nin/imp_fireball/XImpAttackWhoosh03.wav
//sound/nin/imp_fireball/XImpAttackWhoosh04.wav
//sound/nin/imp_fireball/XImpAttackWhoosh05.wav
//sound/nin/imp_fireball/XImpAttackWhoosh09.wav
//sound/nin/imp_fireball/XImpAttackWhoosh10.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh06.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh07.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh04.wav
}
monster_zombie_fat_death {
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_fat1/zom_fat1_death2_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_6.wav
}
monster_zombie_fat_death_back {
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_fat1/zom_fat1_death2_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_6.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death2_7.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_1.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_2.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_3.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_4.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_5.wav
sound/nin/monsters/zombie_fat1/zom_fat1_death_6.wav
}
monster_zombie_fat_thud {
minDistance 1
maxDistance 25
volume 6
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_04.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_05.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_01.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_02.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_07.wav
}
monster_zombie_fat_slap {
minDistance 1
maxDistance 25
volume 2
sound/impact/flesh/slap_01.wav
sound/impact/flesh/slap_02.wav
sound/impact/flesh/slap_03.wav
}
+224
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monster_zombie_maint_sight
{
minDistance 1
maxDistance 25
volume 0
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_2.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_5.wav
}
monster_zombie_maint_footstep
{
minDistance 2
maxDistance 25
volume -8
//sound/timetest/test0ms.wav
sound/nin/drag_step2/drag_step2_1.wav
sound/nin/drag_step2/drag_step2_2.wav
sound/nin/drag_step2/drag_step2_3.wav
sound/nin/drag_step2/drag_step2_4.wav
sound/nin/drag_step2/drag_step2_5.wav
sound/nin/drag_step2/drag_step2_6.wav
sound/nin/drag_step2/drag_step2_7.wav
sound/nin/foot_drag_1/drag_step_1.wav
sound/nin/foot_drag_1/drag_step_2.wav
sound/nin/foot_drag_1/drag_step_3.wav
sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow01.wav
sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow02.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow03.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow05.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow06.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow07.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Metal/zombiemetalslow08.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow01.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow02.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow03.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow05.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow06.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow07.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Wood/zombiewoodslow08.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow01.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow02.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow03.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow04.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow05.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow06.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow07.wav
//sound/nin/Foley3/DOOMFSFinalFiles/Zombie/Tile/zombietileslow08.wav
}
monster_zombie_maint_chatter
{
minDistance 1
maxDistance 25
volume -8
sound/nin/monsters/zombie_maint2/zom_maint2_chat_2.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_8.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_10.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_14.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_18.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_22.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_brain_8.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_brain_21.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_brain_7.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_brain_1.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_words_4.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_words_14.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_words_6.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_words_7.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_words_12.wav
sound/nin/monsters/zombie_maint2/zom_maint2_food_2.wav
sound/nin/monsters/zombie_maint2/zom_maint2_food_10.wav
}
monster_zombie_maint_chatter_combat{
minDistance 1
maxDistance 25
volume -4
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_6.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_7.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_8.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_12.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_15.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_11.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_18.wav
sound/nin/monsters/zombie_maint2/zom_maint2_chat_anger_19.wav
}
monster_zombie_maint_pain
{
minDistance 4
maxDistance 30
volume 2
sound/nin/monsters/zombie_maint2/zom_maint2_pain_3.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_6.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_13.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_16.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_14.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_21.wav
sound/nin/monsters/zombie_maint2/zom_maint2_pain_22.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_1.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_9.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_12.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_15.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_20.wav
sound/nin/monsters/zombie_maint2/ZOM_MAINT2_PAIN_MED_19.wav
}
monster_zombie_maint_attackmelee_1
{
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_maint2/zom_maint2_melee_2.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_12.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_8.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_15.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_13.wav
}
monster_zombie_maint_attackmelee_2
{
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_maint2/zom_maint2_melee_1.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_16.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_17.wav
}
monster_zombie_maint_attackmelee_3
{
minDistance 1
maxDistance 25
volume 4
sound/nin/monsters/zombie_maint2/zom_maint2_melee_3.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_4.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_6.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_9.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_10.wav
sound/nin/monsters/zombie_maint2/zom_maint2_melee_11.wav
}
monster_zombie_maint_melee_hit
{
minDistance 1
maxDistance 25
volume 12
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv206.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv207.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv208.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv209.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv210.wav
sound/nin/Foley3/Zombies/ZombieHitsplayerv2/ZombieHitsPlayerv211.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv2/ImpTearFleshv214.wav
sound/nin/Foley3/Imp/ImpClawstearFlesh/Clawsfleshv5/ImpTearFleshv505.wav
}
monster_zombie_maint_melee_miss
{
minDistance 1
maxDistance 25
volume 10
//sound/nin/imp_fireball/XImpAttackWhoosh01.wav
sound/nin/imp_fireball/XImpAttackWhoosh02.wav
//sound/nin/imp_fireball/XImpAttackWhoosh03.wav
//sound/nin/imp_fireball/XImpAttackWhoosh04.wav
//sound/nin/imp_fireball/XImpAttackWhoosh05.wav
sound/nin/imp_fireball/XImpAttackWhoosh06.wav
sound/nin/imp_fireball/XImpAttackWhoosh07.wav
sound/nin/imp_fireball/XImpAttackWhoosh08.wav
//sound/nin/imp_fireball/XImpAttackWhoosh09.wav
//sound/nin/imp_fireball/XImpAttackWhoosh10.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh06.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh07.wav
//sound/nin/Foley3/Imp/ImpAttackMelee/MeleeWhooshes/ImpAttackWhoosh04.wav
}
monster_zombie_maint_die
{
minDistance 1
maxDistance 25
volume 2
sound/nin/monsters/zombie_maint2/zom_maint2_death_4.wav
sound/nin/monsters/zombie_maint2/zom_maint2_death_5.wav
sound/nin/monsters/zombie_maint2/zom_maint2_death_6.wav
sound/nin/monsters/zombie_maint2/zom_maint2_death_10.wav
sound/nin/monsters/zombie_maint2/zom_maint2_death_16.wav
sound/nin/monsters/zombie_maint2/zom_maint2_death_17.wav
}
monster_zombie_maint_thud
{
minDistance 1
maxDistance 25
volume 4
//sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_tile_03.wav
//sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_tile_04.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_04.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_05.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_01.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_02.wav
sound/nin/Foley3/BodyFallsAIF/Zombies/zombies_BF_wood_07.wav
}
+49
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monster_zombie_scientist_sight
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/chatter_02.wav
}
monster_zombie_scientist_chatter
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/chatter_01.wav
sound/monsters/zombie_fat/chatter_02.wav
}
monster_zombie_scientist_pain
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/pain_01.wav
sound/monsters/zombie_fat/pain_02.wav
}
monster_zombie_scientist_attackmelee_1
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/attack_01.wav
sound/monsters/zombie_fat/attack_02.wav
}
monster_zombie_scientist_die
{
minDistance 2
maxDistance 35
volume 1
sound/monsters/zombie_fat/death_01.wav
sound/monsters/zombie_fat/death_02.wav
}
+38
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monster_zombie_security_fire
{
minDistance 2
maxDistance 35
volume 2
sound/weapons/pistol/1shot_shot_08.wav
}
monster_zombie_security_chatter
{
minDistance 2
maxDistance 35
volume 2
//sound/monsters/zombie_security/chatter_01.wav
//sound/monsters/zombie_security/chatter_02.wav
}
monster_zombie_security_die
{
minDistance 2
maxDistance 35
volume 2
//sound/monsters/zombie_security/death_01.wav
}
monster_zombie_security_pain
{
minDistance 2
maxDistance 35
volume 2
//sound/monsters/zombie_security/pain_01.wav
//sound/monsters/zombie_security/pain_02.wav
}
+5
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@@ -0,0 +1,5 @@
+99
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@@ -0,0 +1,99 @@
moveable_brick_bounce {
minDistance 1
maxDistance 15
volume 6
no_dups
//sound/impact/misc/1shot_boxfall_01.wav
//sound/impact/misc/1shot_boxfall_02.wav
sound/nin/trnewcutboxes/b1.wav
sound/nin/trnewcutboxes/b10.wav
sound/nin/trnewcutboxes/b11.wav
sound/nin/trnewcutboxes/b12.wav
sound/nin/trnewcutboxes/b13.wav
sound/nin/trnewcutboxes/b14.wav
sound/nin/trnewcutboxes/b15.wav
sound/nin/trnewcutboxes/b16.wav
sound/nin/trnewcutboxes/b17.wav
sound/nin/trnewcutboxes/b18.wav
sound/nin/trnewcutboxes/b19.wav
sound/nin/trnewcutboxes/b2.wav
sound/nin/trnewcutboxes/b20.wav
sound/nin/trnewcutboxes/b21.wav
sound/nin/trnewcutboxes/b22.wav
sound/nin/trnewcutboxes/b23.wav
sound/nin/trnewcutboxes/b24.wav
sound/nin/trnewcutboxes/b3.wav
sound/nin/trnewcutboxes/b4.wav
sound/nin/trnewcutboxes/b5.wav
sound/nin/trnewcutboxes/b6.wav
sound/nin/trnewcutboxes/b7.wav
sound/nin/trnewcutboxes/b8.wav
sound/nin/trnewcutboxes/b9.wav
sound/nin/trnewcutboxes/box1.wav
sound/nin/trnewcutboxes/box2.wav
sound/nin/trnewcutboxes/BOX3.wav
}
ragdoll_bounce {
minDistance 1
maxDistance 100
sound/monsters/imp/1shot_thud_05.wav
}
table_impact {
minDistance 1
maxDistance 15
volume 15
sound/nin/table_foley/table_foley_1.wav
sound/nin/table_foley/table_foley_4.wav
sound/nin/table_foley/table_foley_5.wav
sound/nin/table_foley/table_foley_6.wav
sound/nin/table_foley/table_foley_8.wav
sound/nin/table_foley/table_foley_9.wav
sound/nin/table_foley/table_foley_10.wav
sound/nin/table_foley/table_foley_16.wav
sound/nin/table_foley/table_foley_22.wav
sound/nin/table_foley/table_foley_25.wav
sound/nin/table_foley/table_foley_34.wav
sound/nin/table_foley/table_foley_36.wav
sound/nin/table_foley/table_foley_46.wav
sound/nin/table_foley/table_foley_47.wav
sound/nin/table_foley/table_foley_48.wav
sound/nin/table_foley/table_foley_49.wav
}
barrel_impact {
minDistance 1
maxDistance 15
volume 6
sound/nin/barrel/barrel_hit_med_05.wav
sound/nin/barrel/metal_barrel_hard_01.wav
sound/nin/barrel/metal_barrel_hard_02.wav
sound/nin/barrel/metal_barrel_hard_03.wav
sound/nin/barrel/Metal_barrel_hard_04.wav
sound/nin/barrel/metal_barrel_med_01.wav
sound/nin/barrel/metal_barrel_med_02.wav
sound/nin/barrel/metal_barrel_med_03.wav
sound/nin/barrel/metal_barrel_med_04.wav
}
bodyparts {
minDistance 1
maxDistance 15
volume 6
sound/nin/bodyparts_fall/bodyparts_1.wav
sound/nin/bodyparts_fall/bodyparts_2.wav
sound/nin/bodyparts_fall/bodyparts_3.wav
sound/nin/bodyparts_fall/bodyparts_4.wav
sound/nin/bodyparts_fall/bodyparts_5.wav
}
+36
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drone_e3_1a
{
minDistance 20
maxDistance 20
looping
omnidirectional
sound/nin/LEVELS/E3_1/A_walkthrough/A_walkThrough_01.wav
}
drone_e3_1b
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/B_walkthrough/B_walkThrough_01.wav
}
drone_e3_1c
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/C_walkthrough/C_walkThrough_01.wav
}
drone_e3_1d
{
minDistance 20
maxDistance 20
looping
sound/nin/LEVELS/E3_1/D_walkthrough/D_walkThrough_01.wav
}
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