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Advanced FX - SFX - A2 : Ambient Sounds

Ambient Sounds

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



Ambient Sounds


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


Ambient Sound Listing


Sound Number Definition Name Sound Filename (.VOC) Description Random Pitch Variation Range (Minimum) Random Pitch Variation Range (Maximum) Priority Bitfield Value Volume Adjustment Sample Rate (Hz)
79 FLUSH_TOILET FLUSH Toilet flushing. 0 0 3 2 0 multi
84 ENGINE_OPERATING ONBOARD Low oscillating hum of components operating. 0 0 0 2 0 multi
85 REACTOR_ON REACTOR Energy flow. 0 0 0 2 0 multi
86 COMPUTER_AMBIENCE COMPAMB Computer ambience (shrill, fast). 0 0 0 2 0 11,025
87 GEARS_GRINDING GEARGRND Gears grinding. 0 0 0 2 0 5,988
88 BUBBLE_AMBIENCE BUBBLAMB Bubbling liquid ambience. -256 0 0 2 0 multi
89 MACHINE_AMBIENCE MACHAMB Mechanical ambience. 0 0 0 2 0 11,025
91 WIND_AMBIENCE WIND54 Wind ambience. 0 0 0 2 0 multi
95 BAR_MUSIC BARMUSIC Bar/club music. 0 0 254 2 0 11,025
168 BORNTOBEWILDSND 2BWILD "Born to be wild" music. 0 0 254 2 0 11,025
171 GENERIC_AMBIENCE2 ENGHUM Component humming. 0 0 0 2 0 multi
172 GENERIC_AMBIENCE3 LAVA06 Lava cavern ambience. 0 0 0 2 0 8,000
173 GENERIC_AMBIENCE4 BUBBLAMB Bubbling liquid ambience. -256 0 0 2 0 multi
175 GENERIC_AMBIENCE6 ROAM22 Sound of the Abyss. 0 0 0 2 0 multi
178 GENERIC_AMBIENCE18 MONOLITH Sound of the Monolith. 0 0 0 2 0 11,025
179 GENERIC_AMBIENCE19 HYDRO50 Hydraulic component ambience. 0 0 0 2 0 11,025
184 GENERIC_AMBIENCE8 AMB81B Chanting ambience. 0 0 0 2 0 8,000
185 GENERIC_AMBIENCE9 ROAM98B Chanting monks. 0 0 0 2 0 multi
186 GENERIC_AMBIENCE10 H2ORUSH2 Rushing water (loops). 0 0 0 3 0 8,000
187 GENERIC_AMBIENCE11 PROJRUN Film projector (loops). 0 0 0 3 0 8,000
194 FIRE_CRACKLE FIRE09 Fire crackling. 0 0 254 2 0 multi
220 WATER_GURGLE H2OGRGL2 Running water (broken plumbing). 0 0 1 2 9000 multi
277 COMPANB2 CTRLRM25 Computer ambience (soft, slow). 0 0 0 2 0 11,025
278 KTIT KTITX Duke: "This is K.T.I.T. - Kay Tit - playing the breast...uhh...the best tunes in town!" 0 0 254 2 0 8,000
279 HELICOP_IDLE HLIDLE03 Helicopter idling (loops). 0 0 255 3 0 11,025
308 WIND_REPEAT WIND54 Wind ambience. 0 0 0 2 0 multi
357 ALARM ALARM1A Alarm bleeps. -128 128 255 2 0 multi
358 RAIN RAIN3A Rainstorm ambience. -128 128 0 2 0 multi
379 JEEPSOUND JEEP2A Vehicle engine idling. 0 0 0 2 0 8,000
382 WAVESOUND WAVE1A Rolling ocean waves (loops). 0 0 129 3 0 11,025
394 HORNSND SHORN1 Ship's foghorn. 0 0 255 2 0 11,025
395 BELLSND SBELL1A Ship's bell. 0 0 255 2 0 multi




Random-Ambient Sounds


Random-Ambient Sounds play a user-determined range of sounds in a random order and at random intervals. Place an M[SoundRange,BaseSound] in any sector which does not have a Lo-Tag (although there are some exceptions). Instead of an audible radius, the player will be able to hear the sound from anywhere within the sector containing the M. SoundRange determines how many consecutive sounds (following the BaseSound) are to 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 define the range, so the range would be 231-234. A random sound will always be triggered immediately upon the player's first entry into the sector. If the player starts the game within the sector, the same initial sound will always be chosen (probably a byproduct of the methods used to randomize).


Random-Ambient Sound Listing


Sound Number Definition Name Sound Filename (.VOC) Description Random Pitch Variation Range (Minimum) Random Pitch Variation Range (Maximum) Priority Bitfield Value Volume Adjustment Sample Rate (Hz)
231 WAR_AMBIENCE1 WARAMB13 Helicopter flyby ambience. -512 0 255 16 0 5,988
232 WAR_AMBIENCE2 WARAMB21 Jet flyby ambience. -512 0 254 16 0 5,988
233 WAR_AMBIENCE3 WARAMB23 Jet sonic boom ambience. -512 0 254 16 0 5,988
234 WAR_AMBIENCE4 WARAMB29 City scream ambience. -512 0 254 16 0 5,988
238 WAR_AMBIENCE8 BORN01 Duke: "Born to be wiiiild!" 0 0 254 20 0 11,025
281 SPACE_AMBIENCE1 MONOLITH Sound of the Monolith. 0 0 0 16 0 11,025
282 SPACE_AMBIENCE2 HYDRO50 Hydraulic component ambience. 0 0 0 16 0 11,025


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