Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null

and misc/missing PCM samples for fallback.
This commit is contained in:
Marco Cawthorne 2021-12-18 15:06:37 -08:00
parent 6ec29e9985
commit f2e44b24fb
Signed by: eukara
GPG Key ID: C196CD8BA993248A
23 changed files with 431 additions and 808 deletions

View File

@ -1,5 +0,0 @@
damage_bullet.hit
{
sample weapons/bullet_hit1.wav
sample weapons/bullet_hit2.wav
}

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@ -1,10 +0,0 @@
env_spark.sfx
{
attenuation idle
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}

View File

@ -1,277 +0,0 @@
step_default.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_default.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_alien.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_alien.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_computer.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_computer.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_concrete.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_concrete.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_dirt.left
{
attenuation static
footstep
sample player/pl_dirt1.wav
sample player/pl_dirt2.wav
}
step_dirt.right
{
attenuation static
footstep
sample player/pl_dirt3.wav
sample player/pl_dirt4.wav
}
step_flesh.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_flesh.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_foliage.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_foliage.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_glass.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_glass.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_grate.left
{
attenuation static
footstep
sample player/pl_grate1.wav
sample player/pl_grate2.wav
}
step_grate.right
{
attenuation static
footstep
sample player/pl_grate3.wav
sample player/pl_grate4.wav
}
step_metal.left
{
attenuation static
footstep
sample player/pl_metal1.wav
sample player/pl_metal2.wav
}
step_metal.right
{
attenuation static
footstep
sample player/pl_metal3.wav
sample player/pl_metal4.wav
}
step_slosh.left
{
attenuation static
footstep
sample player/pl_slosh1.wav
sample player/pl_slosh2.wav
}
step_slosh.right
{
attenuation static
footstep
sample player/pl_slosh3.wav
sample player/pl_slosh4.wav
}
step_sand.left
{
attenuation static
footstep
sample player/pl_sand1.wav
sample player/pl_sand2.wav
}
step_sand.right
{
attenuation static
footstep
sample player/pl_sand3.wav
sample player/pl_sand4.wav
}
step_snow.left
{
attenuation static
footstep
sample player/pl_snow1.wav
sample player/pl_snow2.wav
}
step_snow.right
{
attenuation static
footstep
sample player/pl_snow3.wav
sample player/pl_snow4.wav
}
step_tile.left
{
attenuation static
footstep
sample player/pl_tile1.wav
sample player/pl_tile2.wav
}
step_tile.right
{
attenuation static
footstep
sample player/pl_tile3.wav
sample player/pl_tile4.wav
}
step_vent.left
{
attenuation static
footstep
sample player/pl_duct1.wav
sample player/pl_duct2.wav
}
step_vent.right
{
attenuation static
footstep
sample player/pl_duct3.wav
sample player/pl_duct4.wav
}
step_wood.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_wood.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_ladder.left
{
attenuation static
footstep
sample player/pl_ladder1.wav
sample player/pl_ladder2.wav
}
step_ladder.right
{
attenuation static
footstep
sample player/pl_ladder3.wav
sample player/pl_ladder4.wav
}
step_wade.left
{
sample player/pl_wade1.wav
sample player/pl_wade2.wav
}
step_wade.right
{
sample player/pl_wade3.wav
sample player/pl_wade4.wav
}
step_swim.left
{
sample player/pl_swim1.wav
sample player/pl_swim2.wav
}
step_swim.right
{
sample player/pl_swim3.wav
sample player/pl_swim4.wav
}

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@ -1,70 +0,0 @@
func_breakable.impact_glassunbreakable
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_computer
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_glass
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
func_breakable.impact_wood
{
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
}
func_breakable.impact_metal
{
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
}
func_breakable.impact_flesh
{
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
func_breakable.impact_cinder
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_concrete
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_rock
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}

View File

@ -1,81 +0,0 @@
func_door.move_0
{
sample misc/null.wav
}
func_door.move_1
{
sample doors/doormove1.wav
}
func_door.move_2
{
sample doors/doormove2.wav
}
func_door.move_3
{
sample doors/doormove3.wav
}
func_door.move_4
{
sample doors/doormove4.wav
}
func_door.move_5
{
sample doors/doormove5.wav
}
func_door.move_6
{
sample doors/doormove6.wav
}
func_door.move_7
{
sample doors/doormove7.wav
}
func_door.move_8
{
sample doors/doormove8.wav
}
func_door.move_9
{
sample doors/doormove9.wav
}
func_door.move_10
{
sample doors/doormove10.wav
}
func_door.stop_0
{
sample misc/null.wav
}
func_door.stop_1
{
sample doors/doorstop1.wav
}
func_door.stop_2
{
sample doors/doorstop2.wav
}
func_door.stop_3
{
sample doors/doorstop3.wav
}
func_door.stop_4
{
sample doors/doorstop4.wav
}
func_door.stop_5
{
sample doors/doorstop5.wav
}
func_door.stop_6
{
sample doors/doorstop6.wav
}
func_door.stop_7
{
sample doors/doorstop7.wav
}
func_door.stop_8
{
sample doors/doorstop8.wav
}

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@ -1,81 +0,0 @@
func_door_rotating.move_0
{
sample misc/null.wav
}
func_door_rotating.move_1
{
sample doors/doormove1.wav
}
func_door_rotating.move_2
{
sample doors/doormove2.wav
}
func_door_rotating.move_3
{
sample doors/doormove3.wav
}
func_door_rotating.move_4
{
sample doors/doormove4.wav
}
func_door_rotating.move_5
{
sample doors/doormove5.wav
}
func_door_rotating.move_6
{
sample doors/doormove6.wav
}
func_door_rotating.move_7
{
sample doors/doormove7.wav
}
func_door_rotating.move_8
{
sample doors/doormove8.wav
}
func_door_rotating.move_9
{
sample doors/doormove9.wav
}
func_door_rotating.move_10
{
sample doors/doormove10.wav
}
func_door_rotating.stop_0
{
sample misc/null.wav
}
func_door_rotating.stop_1
{
sample doors/doorstop1.wav
}
func_door_rotating.stop_2
{
sample doors/doorstop2.wav
}
func_door_rotating.stop_3
{
sample doors/doorstop3.wav
}
func_door_rotating.stop_4
{
sample doors/doorstop4.wav
}
func_door_rotating.stop_5
{
sample doors/doorstop5.wav
}
func_door_rotating.stop_6
{
sample doors/doorstop6.wav
}
func_door_rotating.stop_7
{
sample doors/doorstop7.wav
}
func_door_rotating.stop_8
{
sample doors/doorstop8.wav
}

View File

@ -1,93 +0,0 @@
func_train.move_1
{
sample common/null.wav
}
func_train.move_2
{
sample plats/bigmove1.wav
}
func_train.move_3
{
sample plats/bigmove2.wav
}
func_train.move_4
{
sample plats/elevmove1.wav
}
func_train.move_5
{
sample plats/elevmove2.wav
}
func_train.move_6
{
sample plats/elevmove3.wav
}
func_train.move_7
{
sample plats/freightmove1.wav
}
func_train.move_8
{
sample plats/freightmove2.wav
}
func_train.move_9
{
sample plats/heavymove1.wav
}
func_train.move_10
{
sample plats/rackmove1.wav
}
func_train.move_11
{
sample plats/railmove1.wav
}
func_train.move_12
{
sample plats/squeekmove1.wav
}
func_train.move_13
{
sample plats/talkmove1.wav
}
func_train.move_14
{
sample plats/talkmove2.wav
}
func_train.stop_1
{
sample common/null.wav
}
func_train.stop_2
{
sample plats/bigstop1.wav
}
func_train.stop_3
{
sample plats/bigstop2.wav
}
func_train.stop_4
{
sample plats/freightstop1.wav
}
func_train.stop_5
{
sample plats/heavystop2.wav
}
func_train.stop_6
{
sample plats/rackstop1.wav
}
func_train.stop_7
{
sample plats/railstop1.wav
}
func_train.stop_8
{
sample plats/squeekstop1.wav
}
func_train.stop_9
{
sample plats/talkstop1.wav
}

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@ -1,160 +0,0 @@
sfx_impact.default
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.alien
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.flesh
{
attenuation normal
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
sfx_impact.foliage
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.computer
{
attenuation normal
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}
sfx_impact.dirt
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.vent
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.grate
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.metal
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.glass
{
attenuation normal
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
sfx_impact.sand
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.slosh
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.snow
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.tile
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.wood
{
attenuation normal
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
}
sfx_impact.concrete
{
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}

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@ -1,28 +0,0 @@
player.fall
{
sample misc/null.wav
}
player.lightfall
{
sample misc/null.wav
}
player.die
{
sample misc/null.wav
}
player.gasplight
{
sample misc/null.wav
}
player.gaspheavy
{
sample misc/null.wav
}
player.waterexit
{
sample misc/null.wav
}
player.waterenter
{
sample misc/null.wav
}

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@ -0,0 +1,4 @@
damage_bullet.hit
{
sample misc/missing.wav
}

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@ -0,0 +1,4 @@
env_spark.sfx
{
sample misc/missing.wav
}

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@ -0,0 +1,239 @@
step_default.left
{
attenuation static
footstep
sample misc/null.wav
}
step_default.right
{
attenuation static
footstep
sample misc/null.wav
}
step_alien.left
{
attenuation static
footstep
sample misc/null.wav
}
step_alien.right
{
attenuation static
footstep
sample misc/null.wav
}
step_computer.left
{
attenuation static
footstep
sample misc/null.wav
}
step_computer.right
{
attenuation static
footstep
sample misc/null.wav
}
step_concrete.left
{
attenuation static
footstep
sample misc/null.wav
}
step_concrete.right
{
attenuation static
footstep
sample misc/null.wav
}
step_dirt.left
{
attenuation static
footstep
sample misc/null.wav
}
step_dirt.right
{
attenuation static
footstep
sample misc/null.wav
}
step_flesh.left
{
attenuation static
footstep
sample misc/null.wav
}
step_flesh.right
{
attenuation static
footstep
sample misc/null.wav
}
step_foliage.left
{
attenuation static
footstep
sample misc/null.wav
}
step_foliage.right
{
attenuation static
footstep
sample misc/null.wav
}
step_glass.left
{
attenuation static
footstep
sample misc/null.wav
}
step_glass.right
{
attenuation static
footstep
sample misc/null.wav
}
step_grate.left
{
attenuation static
footstep
sample misc/null.wav
}
step_grate.right
{
attenuation static
footstep
sample misc/null.wav
}
step_metal.left
{
attenuation static
footstep
sample misc/null.wav
}
step_metal.right
{
attenuation static
footstep
sample misc/null.wav
}
step_slosh.left
{
attenuation static
footstep
sample misc/null.wav
}
step_slosh.right
{
attenuation static
footstep
sample misc/null.wav
}
step_sand.left
{
attenuation static
footstep
sample misc/null.wav
}
step_sand.right
{
attenuation static
footstep
sample misc/null.wav
}
step_snow.left
{
attenuation static
footstep
sample misc/null.wav
}
step_snow.right
{
attenuation static
footstep
sample misc/null.wav
}
step_tile.left
{
attenuation static
footstep
sample misc/null.wav
}
step_tile.right
{
attenuation static
footstep
sample misc/null.wav
}
step_vent.left
{
attenuation static
footstep
sample misc/null.wav
}
step_vent.right
{
attenuation static
footstep
sample misc/null.wav
}
step_wood.left
{
attenuation static
footstep
sample misc/null.wav
}
step_wood.right
{
attenuation static
footstep
sample misc/null.wav
}
step_ladder.left
{
attenuation static
footstep
sample misc/null.wav
}
step_ladder.right
{
attenuation static
footstep
sample misc/null.wav
}
step_wade.left
{
sample misc/null.wav
}
step_wade.right
{
sample misc/null.wav
}
step_swim.left
{
sample misc/null.wav
}
step_swim.right
{
sample misc/null.wav
}

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@ -0,0 +1,44 @@
func_breakable.impact_glassunbreakable
{
sample misc/missing.wav
}
func_breakable.impact_computer
{
sample misc/missing.wav
}
func_breakable.impact_glass
{
sample misc/missing.wav
}
func_breakable.impact_wood
{
sample misc/missing.wav
}
func_breakable.impact_metal
{
sample misc/missing.wav
}
func_breakable.impact_flesh
{
sample misc/missing.wav
}
func_breakable.impact_cinder
{
sample misc/missing.wav
}
func_breakable.impact_concrete
{
sample misc/missing.wav
}
func_breakable.impact_rock
{
sample misc/missing.wav
}

View File

@ -0,0 +1,9 @@
func_door.move_0
{
sample misc/missing.wav
}
func_door.stop_0
{
sample misc/missing.wav
}

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@ -0,0 +1,9 @@
func_door_rotating.move_0
{
sample misc/missing.wav
}
func_door_rotating.stop_0
{
sample misc/missing.wav
}

View File

@ -0,0 +1,9 @@
func_train.move_1
{
sample misc/missing.wav
}
func_train.stop_1
{
sample misc/missing.wav
}

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@ -0,0 +1,79 @@
sfx_impact.default
{
sample misc/missing.wav
}
sfx_impact.alien
{
sample misc/missing.wav
}
sfx_impact.flesh
{
sample misc/missing.wav
}
sfx_impact.foliage
{
sample misc/missing.wav
}
sfx_impact.computer
{
sample misc/missing.wav
}
sfx_impact.dirt
{
sample misc/missing.wav
}
sfx_impact.vent
{
sample misc/missing.wav
}
sfx_impact.grate
{
sample misc/missing.wav
}
sfx_impact.metal
{
sample misc/missing.wav
}
sfx_impact.glass
{
sample misc/missing.wav
}
sfx_impact.sand
{
sample misc/missing.wav
}
sfx_impact.slosh
{
sample misc/missing.wav
}
sfx_impact.snow
{
sample misc/missing.wav
}
sfx_impact.tile
{
sample misc/missing.wav
}
sfx_impact.wood
{
sample misc/missing.wav
}
sfx_impact.concrete
{
sample misc/missing.wav
}

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@ -1,9 +1,9 @@
modelevent_shell.eject
{
sample misc/null.wav
sample misc/missing.wav
}
modelevent_shell.land
{
sample misc/null.wav
sample misc/missing.wav
}

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@ -0,0 +1,28 @@
player.fall
{
sample misc/missing.wav
}
player.lightfall
{
sample misc/missing.wav
}
player.die
{
sample misc/missing.wav
}
player.gasplight
{
sample misc/missing.wav
}
player.gaspheavy
{
sample misc/missing.wav
}
player.waterexit
{
sample misc/missing.wav
}
player.waterenter
{
sample misc/missing.wav
}

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@ -51,6 +51,8 @@ Sound_Init(void)
g_sounds = (snd_t *)memalloc(sizeof(snd_t) * SOUNDSHADER_MAX);
print(sprintf("Sound_Init: Allocated %d bytes\n", sizeof(snd_t) * SOUNDSHADER_MAX));
#endif
precache_sound("misc/missing.wav");
}
void
@ -334,7 +336,6 @@ Sound_Distance(entity target, string shader)
#else
print(sprintf("^1Sound_Distance: shader %s is not precached (CLIENT)\n", shader));
#endif
return;
}
/* pick a sample */
@ -397,6 +398,7 @@ Sound_Play(entity target, int chan, string shader)
if (sample < 0) {
crossprint(sprintf("^1Sound_Play: shader %s is not precached\n", shader));
sound(target, chan, "misc/missing.wav", 1.0f, ATTN_NORM);
return;
}
@ -509,6 +511,7 @@ Sound_PlayAt(vector pos, string shader)
#else
print(sprintf("^1Sound_PlayAt: shader %s is not precached (CLIENT)\n", shader));
#endif
pointsound(pos, "misc/missing.wav", 1.0f, ATTN_NORM);
return;
}