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SndInfo.txt
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$ambient 100 ambient/sludgeloop point continuous 0.25
$ambient 101 ambient/waterloop point continuous 0.25
$ambient 102 ambient/indoor/open1 continuous 0.125
$ambient 103 ambient/indoor/open2 continuous 0.125
$ambient 104 ambient/indoor/closed continuous 0.125
$ambient 105 ambient/machinery continuous 0.125
menu/activate m_next // Activate a new menu
menu/backup m_back // Backup to previous menu
menu/prompt m_prompt // Activate a prompt "menu"
menu/cursor m_focus // Move cursor up/down
menu/change m_next // Select new value for option
menu/invalid m_invalid // Menu not available
menu/dismiss m_cancel // Dismiss a prompt message
menu/choose m_choose // Choose a menu item
menu/clear m_cancel // Close top menu
$playersound player male *death DSEMPTY
$playersound player male *xdeath DSEMPTY
$playersound player male *gibbed dsslop
$playersound player male *pain100 DSEMPTY
$playersound player male *grunt DSEMPTY
$playersound player male *land DSEMPTY
$playersound player male *jump dsjump
$playersound player male *usefail use_fail
player/land land
ambient/sludgeloop slime
ambient/waterloop water
ambient/indoor/open1 indoor1
ambient/indoor/open2 indoor2
ambient/indoor/closed indoor3
ambient/machinery machines
portal/open p_open
portal/close p_close
portal/invalid p_inval
portal/enter1 p_ent1
portal/enter2 p_ent2
portal/exit1 p_exit1
portal/exit2 p_exit2
portal/fizzle p_fizz
portalgun/up pgun_up
portalgun/fire1 pgun_1
portalgun/fire2 pgun_2
portalgun/loop pgunloop
portalgun/fizzle pgunfizz
switch/press but_succ
button/success but_succ
button/fail but_fail
button/down but_dn
button/up but_up
door/open d_open
door/close d_close
door/lock d_lock
door/unlock d_unlock
door2/open d2_open
door2/close d2_close
door2/locked d2_latch
doorchainlink/open d3_open
doorchainlink/close d3_close
doorchainlink/locked d3_latch
elevator/door/open de_open
elevator/door/close de_close
elevator/chime e_chime
platform/start p_start
platform/stop p_stop
platform/loop p_loop
platform/loop2 p_loop2
platform2/start pl_start
platform2/stop pl_stop
platform2/loop pl_loop
fizzler/start f_start
fizzler/stop f_stop
fizzler/loop f_loop
laser/loop l_loop
laser/hit l_hit
laser/burn l_burn
laser/target/on l2_on
laser/target/loop l2_loop
laser/target/off l2_off
laser/song1 laser1
laser/song2 laser2
laser/song3 laser3
$random laser/song0 { laser/song1 laser/song2 laser/song3 }
bridge/loop b_loop
bridge/start b_start
bridge/stop b_stop
drip/loop drip
spring/launch f_launch
cube/fizzle c_fizzle
cube/bounce p_cube
barrel/bounce p_barrel
cone/bounce p_cone
chair/bounce p_chair
$random debris/bounce { debris/bounce1 debris/bounce2 debris/bounce3 debris/bounce4 debris/bounce5 }
debris/bounce1 p_deb1
debris/bounce2 p_deb2
debris/bounce3 p_deb3
debris/bounce4 p_deb4
debris/bounce5 p_deb5
$limit debris/bounce 1 512
$volume debris/bounce 0.125
$random debris/bounce/medium { debris/bounce6 debris/bounce7 debris/bounce8 debris/bounce9 debris/bounce10 }
debris/bounce6 p_deb6
debris/bounce7 p_deb7
debris/bounce8 p_deb8
debris/bounce9 p_deb9
debris/bounce10 p_deb10
$limit debris/bounce/medium 1 512
$volume debris/bounce/medium 0.125
$random debris/bounce/large { debris/bounce11 debris/bounce12 debris/bounce13 debris/bounce14 debris/bounce15 }
debris/bounce11 p_deb11
debris/bounce12 p_deb12
debris/bounce13 p_deb13
debris/bounce14 p_deb14
debris/bounce15 p_deb15
$limit debris/bounce/large 1 512
$volume debris/bounce/large 0.125
$random electrical/shock { electrical/shock1 electrical/shock2 electrical/shock3 electrical/shock4 }
electrical/shock1 elec1
electrical/shock2 elec2
electrical/shock3 elec3
electrical/shock4 elec4
$limit electrical/shock 1 512
$volume electrical/shock 0.125
cone/bounce2 p_cone2
chair/bounce2 p_chair2
cube/slide s_cube
barrel/slide s_barrel
cone/slide s_cone
chair/slide s_chair
object/pickup i_pickup
object/drop i_drop
object/usefail use_fail
$random piston/start { piston/start1 piston/start2 piston/start3 piston/start4 }
piston/start1 pi_st_01
piston/start2 pi_st_02
piston/start3 pi_st_03
piston/start4 pi_st_04
$random piston/stop { piston/stop1 piston/stop2 piston/stop3 piston/stop4 }
piston/stop1 pi_fi_01
piston/stop2 pi_fi_02
piston/stop3 pi_fi_03
piston/stop4 pi_fi_04
piston/up pi_up
piston/down pi_down
world/water/enter splash
world/water/exit splash2
world/underwater uwater
$rolloff world/underwater log 8 16
world/party horn
world/fan fan
world/whoosh whoosh
world/explosion explode
world/flareup flareup
switch/on sw_on
switch/off sw_off
$random footsteps/default { footsteps/default1 footsteps/default2 footsteps/default3 footsteps/default4 }
footsteps/default1 default1
footsteps/default2 default2
footsteps/default3 default3
footsteps/default4 default4
$random footsteps/blacktile { footsteps/blacktile1 footsteps/blacktile2 footsteps/blacktile3 footsteps/blacktile4 }
footsteps/blacktile1 tileb1
footsteps/blacktile2 tileb2
footsteps/blacktile3 tileb3
footsteps/blacktile4 tileb4
$random footsteps/whitetile { footsteps/whitetile1 footsteps/whitetile2 footsteps/whitetile3 footsteps/whitetile4 }
footsteps/whitetile1 tilew1
footsteps/whitetile2 tilew2
footsteps/whitetile3 tilew3
footsteps/whitetile4 tilew4
$random footsteps/grate { footsteps/grate1 footsteps/grate2 footsteps/grate3 footsteps/grate4 }
footsteps/grate1 grate1
footsteps/grate2 grate2
footsteps/grate3 grate3
footsteps/grate4 grate4
$random footsteps/puddle { footsteps/puddle1 footsteps/puddle2 footsteps/puddle3 footsteps/puddle4 }
footsteps/puddle1 puddle1
footsteps/puddle2 puddle2
footsteps/puddle3 puddle3
footsteps/puddle4 puddle4
$random footsteps/wade { footsteps/wade1 footsteps/wade2 footsteps/wade3 footsteps/wade4 }
footsteps/wade1 wade1
footsteps/wade2 wade2
footsteps/wade3 wade3
footsteps/wade4 wade4
$random footsteps/ladder { footsteps/ladder1 footsteps/ladder2 footsteps/ladder3 footsteps/ladder4 }
footsteps/ladder1 ladder1
footsteps/ladder2 ladder2
footsteps/ladder3 ladder3
footsteps/ladder4 ladder4
$random footsteps/glass { footsteps/glass1 footsteps/glass2 footsteps/glass3 footsteps/glass4 }
footsteps/glass1 glass1
footsteps/glass2 glass2
footsteps/glass3 glass3
footsteps/glass4 glass4
$random lights/flicker { lights/flicker1 lights/flicker2 lights/flicker3 lights/flicker4 }
lights/flicker1 flicker1
lights/flicker2 flicker2
lights/flicker3 flicker3
lights/flicker4 flicker4
lights/on lightson
$rolloff lights/flicker linear 64 256
silence DSEMPTY