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DoomRTX/e3/sound/lights.sndshd
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2026-05-20 12:29:30 -07:00

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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
}