// Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds // To deviate from this will court disaster the likes of which have never before been // seen // // RECORD STRUCTURE : // Animation enum/name // Frame into sequence where sound should start // sound file // starting number (if there are variations of the name: laser1laser2laser3) // ending number // probability sound will play // UPPERSOUNDS { // BOTH_MELEE1 2 sound/weapons/melee/swing%d.wav 1 4 0 BOTH_MELEE2 2 sound/weapons/melee/swing%d.wav 1 4 0 BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/gran1/misc/death%d.wav 1 3 30 BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/gran1/misc/death%d.wav 1 3 0 BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/gran1/misc/death%d.wav 1 3 30 BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/gran1/misc/death%d.wav 1 3 30 BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0 } LOWERSOUNDS { //walk1 BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0 //walk1 BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0 //fastwalk (run) BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0 //fastwalk (run) BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0 // BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0 // BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0 // BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0 // BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0 BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0 // BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0 BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0 }