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New page: <center><font size="7"><b><u>A2 Ambient Sounds</u></b></font></center> <i>Ambient Sounds eminate from <code>MUSICANDSFX</code> sprites. They're perfect for setting the mood.</i> <hr> <b...
 
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<li>282 - hydraulic door
<li>282 - hydraulic door
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Latest revision as of 05:08, 3 May 2009

A2 Ambient Sounds


Ambient Sounds eminate from MUSICANDSFX sprites. They're perfect for setting the mood.


Ambient Sounds

Place an M[HearingDistance,AmbientSound] in any sector which does not have a Lo-Tag (although there are a few exceptions). For HearingDistance, a value of 1024 is equal to the largest grid square in Build. You can only use ambient-compatible sounds.

Ambient Sound Listing

  • 79 - toilet flushing
  • 84 - hum of engine operating
  • 85 - reactor energy flow
  • 86 - computer ambience
  • 87 - gears grinding
  • 88 - bubbling ambience
  • 89 - machine ambience
  • 91 - wind ambience
  • 95 - bar music
  • 168 - born to be wild music
  • 171 - engine humming
  • 172 - lava ambience
  • 173 - bubbling ambience
  • 175 - sound of the abyss
  • 178 - sound of the monolith
  • 179 - hydraulic door operate
  • 184 - chanting ambience
  • 185 - chanting
  • 186 - rushing water
  • 187 - film projector
  • 194 - fire crackling
  • 220 - running water (broken fountain/hydrant)
  • 277 - vibrating computer hum
  • 278 - Duke "This is K.T.I.T. - Kay Tit - playing the breast...uhh...the best tunes in town!"
  • 279 - helicopter idle
  • 308 - wind ambience
  • 357 - alarm ringing
  • 358 - rainstorm
  • 379 - vehicle engine running
  • 382 - ocean wave
  • 394 - ship's fog horn
  • 395 - ship's bell

Random Ambient Sounds

Random Ambient Sounds are used to randomly play a selected range of sounds. Place an M[SoundRange,BaseSound] in any sector which does not have a Lo-Tag (although there are a few exceptions). Instead of a hearing distance, the player will be able to hear the sound from anywhere within the sector containing the M. SoundRange determines how many consecutive sounds (beginning with BaseSound) are to be randomly played. A value of 0 means only the BaseSound will be randomly played. For example, if BaseSound were set to 231, and SoundRange were set to 3, then sound number 231 and the next 3 consecutive sounds would be played randomly.

Random Ambient Sound Listing

  • 231 - helicopter flyby ambience
  • 232 - jet flyby ambience
  • 233 - jet sonic boom ambience
  • 234 - roar/scream ambience
  • 238 - Duke "Born to be wiiiild!"
  • 281 - sound of the monolith
  • 282 - hydraulic door