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 |