Difference between revisions of "Manual:sound.lua"

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(Created page using hq sound info, will add lq sound info later)
 
(Inverted the alternating pattern of the tables to match all the other tables on the wiki.)
 
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! scope="col" align="left" cell-padding="1ex" | Default Sound (LQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (LQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (HQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (HQ)
|-
+
|-style="background:#333"
 
|menu
 
|menu
 
|change
 
|change
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|
 
|
 
|wavhq/dspstop.wav
 
|wavhq/dspstop.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pick
 
|pick
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|
 
|
 
|wavhq/dspistol.wav
 
|wavhq/dspistol.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|cancel
 
|cancel
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|
 
|
 
|wavhq/dsswtchx.wav
 
|wavhq/dsswtchx.wav
|-style="background:#333"
+
|-
 
|barrel (Barrel of Fuel)
 
|barrel (Barrel of Fuel)
 
|move
 
|move
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|
 
|
 
|wavhq/dsstnmov.wav
 
|wavhq/dsstnmov.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|movefail
 
|movefail
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|
 
|
 
|wavhq/dsnoway.wav
 
|wavhq/dsnoway.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsbarexp.wav
 
|wavhq/dsbarexp.wav
|-
+
|-style="background:#333"
 
|barrela (Barrel of Acid)
 
|barrela (Barrel of Acid)
 
|move
 
|move
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|
 
|
 
|wavhq/dsstdmov.wav
 
|wavhq/dsstdmov.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|movefail
 
|movefail
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|
 
|
 
|wavhq/dsnoway.wav
 
|wavhq/dsnoway.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsbarexp.wav
 
|wavhq/dsbarexp.wav
|-style="background:#333"
+
|-
 
|barreln (Barrel of Napalm)
 
|barreln (Barrel of Napalm)
 
|move
 
|move
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|
 
|
 
|wavhq/dsstdmov.wav
 
|wavhq/dsstdmov.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|movefail
 
|movefail
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|
 
|
 
|wavhq/dsnoway.wav
 
|wavhq/dsnoway.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsbarexp.wav
 
|wavhq/dsbarexp.wav
|-
+
|-style="background:#333"
 
|door
 
|door
 
|open
 
|open
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|
 
|
 
|wavhq/dsbdopn.wav
 
|wavhq/dsbdopn.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|close
 
|close
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|
 
|
 
|wavhq/dsbdcls.wav
 
|wavhq/dsbdcls.wav
|-style="background:#333"
+
|-
 
|teleport
 
|teleport
 
|use
 
|use
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|
 
|
 
|wavhq/dstelept.wav
 
|wavhq/dstelept.wav
|-
+
|-style="background:#333"
 
|lever
 
|lever
 
|use
 
|use
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|
 
|
 
|wavhq/dsswtchn.wav
 
|wavhq/dsswtchn.wav
|-style="background:#333"
+
|-
 
|gib
 
|gib
 
|
 
|
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|
 
|
 
|wavhq/dsslop.wav
 
|wavhq/dsslop.wav
|-
+
|-style="background:#333"
 
|shglobe (Small Health Globe)
 
|shglobe (Small Health Globe)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-style="background:#333"
+
|-
 
|lhglobe (Large Health Globe)
 
|lhglobe (Large Health Globe)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|scglobe (Supercharge Globe)
 
|scglobe (Supercharge Globe)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-style="background:#333"
+
|-
 
|iglobe (Invulnerability Globe)
 
|iglobe (Invulnerability Globe)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|ashard (Armor Shard)
 
|ashard (Armor Shard)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-style="background:#333"
+
|-
 
|bpack (Berserk Pack)
 
|bpack (Berserk Pack)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|map (Computer Map)
 
|map (Computer Map)
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-style="background:#333"
+
|-
 
|backpack
 
|backpack
 
|powerup
 
|powerup
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|smed (Small Med-Pack)
 
|smed (Small Med-Pack)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|use
 
|use
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-style="background:#333"
+
|-
 
|lmed (Large Med-Pack)
 
|lmed (Large Med-Pack)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|use
 
|use
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|phase (Phase Device)
 
|phase (Phase Device)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|hphase (Homing Phase Device)
 
|hphase (Homing Phase Device)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|epack (Environmental Pack)
 
|epack (Environmental Pack)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|nuke (Thermonuclear Bomb)
 
|nuke (Thermonuclear Bomb)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|mod_power
 
|mod_power
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|mod_agility
 
|mod_agility
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|mod_bulk
 
|mod_bulk
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|mod_tech
 
|mod_tech
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|garmor (Green Armor)
 
|garmor (Green Armor)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|barmor (Blue Armor)
 
|barmor (Blue Armor)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|rarmor (Red Armor)
 
|rarmor (Red Armor)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|sboots (Steel Boots)
 
|sboots (Steel Boots)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|pboots (Protective Boots)
 
|pboots (Protective Boots)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|psboots (Plasteel Boots)
 
|psboots (Plasteel Boots)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|ammo (10mm Ammo)
 
|ammo (10mm Ammo)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|shell (Shotgun Shell)
 
|shell (Shotgun Shell)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|rocket
 
|rocket
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-style="background:#333"
+
|-
 
|cell (Power Cell)
 
|cell (Power Cell)
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|knife
 
|knife
 
|attack
 
|attack
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|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|pistol
 
|pistol
 
|fire
 
|fire
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|
 
|
 
|wavhq/dspistol.wav
 
|wavhq/dspistol.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|shotgun
 
|shotgun
 
|fire
 
|fire
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|
 
|
 
|wavhq/dsshotgn.wav
 
|wavhq/dsshotgn.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|ashotgun (Combat Shotgun)
 
|ashotgun (Combat Shotgun)
 
|fire
 
|fire
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|
 
|
 
|wavhq/dsshotgn.wav
 
|wavhq/dsshotgn.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pump
 
|pump
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|
 
|
 
|wavhq/dssgcock.wav
 
|wavhq/dssgcock.wav
|-
+
|-style="background:#333"
 
|dshotgun (Double Shotgun)
 
|dshotgun (Double Shotgun)
 
|fire
 
|fire
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|
 
|
 
|wavhq/dsdshtgn.wav
 
|wavhq/dsdshtgn.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|chaingun
 
|chaingun
 
|fire
 
|fire
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|
 
|
 
|wavhq/dspistol.wav
 
|wavhq/dspistol.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|plasma (Plasma Rifle)
 
|plasma (Plasma Rifle)
 
|fire
 
|fire
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|
 
|
 
|wavhq/dsplasma.wav
 
|wavhq/dsplasma.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|bazooka (Rocket Launcher)
 
|bazooka (Rocket Launcher)
 
|fire
 
|fire
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|
 
|
 
|wavhq/dslaunc.wav
 
|wavhq/dslaunc.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsrxplod.wav
 
|wavhq/dsrxplod.wav
|-
+
|-style="background:#333"
 
|chainsaw
 
|chainsaw
 
|attack
 
|attack
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|
 
|
 
|wavhq/dssawhit.wav
 
|wavhq/dssawhit.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|bfg9000
 
|bfg9000
 
|fire
 
|fire
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|
 
|
 
|wavhq/dsbfg.wav
 
|wavhq/dsbfg.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|reload
 
|reload
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsrxplod.wav
 
|wavhq/dsrxplod.wav
|-
+
|-style="background:#333"
 
|spear (Longinus Spear)
 
|spear (Longinus Spear)
 
|attack
 
|attack
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|
 
|
 
|wavhq/dsgetpow.wav
 
|wavhq/dsgetpow.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|pickup
 
|pickup
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|explode
 
|explode
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|
 
|
 
|wavhq/dsrxplod.wav
 
|wavhq/dsrxplod.wav
|-style="background:#333"
+
|-
 
|melee
 
|melee
 
|
 
|
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|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|reload
 
|reload
 
|
 
|
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|
 
|
 
|wavhq/dswpnup.wav
 
|wavhq/dswpnup.wav
|-style="background:#333"
+
|-
 
|pickup
 
|pickup
 
|
 
|
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|
 
|
 
|wavhq/dsitemup.wav
 
|wavhq/dsitemup.wav
|-
+
|-style="background:#333"
 
|fire
 
|fire
 
|
 
|
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|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-style="background:#333"
+
|-
 
|explode
 
|explode
 
|
 
|
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|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|powerup
 
|powerup
 
|
 
|
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! scope="col" align="left" cell-padding="1ex" | Action
 
! scope="col" align="left" cell-padding="1ex" | Action
 
! scope="col" align="left" cell-padding="1ex" | Description
 
! scope="col" align="left" cell-padding="1ex" | Description
|-
+
|-style="background:#333"
 
|die
 
|die
 
|The sound that plays when this type of being dies.
 
|The sound that plays when this type of being dies.
|-style="background:#333"
+
|-
 
|act
 
|act
 
|The sound that plays randomly whenever this type of being does something.
 
|The sound that plays randomly whenever this type of being does something.
|-
+
|-style="background:#333"
 
|hit
 
|hit
 
|The sound that plays when this type of being is hurt.  For the player, this plays when the player walks over acid or lava.
 
|The sound that plays when this type of being is hurt.  For the player, this plays when the player walks over acid or lava.
|-style="background:#333"
+
|-
 
|melee
 
|melee
 
|The sound that plays when this type of being performs a melee attack.  For the player, this is for an empty handed fist attack.
 
|The sound that plays when this type of being performs a melee attack.  For the player, this is for an empty handed fist attack.
|-
+
|-style="background:#333"
 
|hoof
 
|hoof
 
|The sound that plays each time the being moves.  This sound is typically only used for boss enemies.
 
|The sound that plays each time the being moves.  This sound is typically only used for boss enemies.
|-style="background:#333"
+
|-
 
|phase
 
|phase
 
|The sound that plays when this type of being uses a phase device or homing phase device.
 
|The sound that plays when this type of being uses a phase device or homing phase device.
|-
+
|-style="background:#333"
 
|fire
 
|fire
 
|The sound that plays when this type of being uses their natural ranged weapon.
 
|The sound that plays when this type of being uses their natural ranged weapon.
|-style="background:#333"
+
|-
 
|explode
 
|explode
 
|The sound that plays when this type of being's natural ranged attack hits something and has an explosion radius (even if it's only 1).
 
|The sound that plays when this type of being's natural ranged attack hits something and has an explosion radius (even if it's only 1).
Line 582: Line 582:
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (LQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (LQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (HQ)
 
! scope="col" align="left" cell-padding="1ex" | Default Sound (HQ)
|-
+
|-style="background:#333"
 
|solider (Player)
 
|solider (Player)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspldeth.wav
 
|wavhq/dspldeth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsplpain.wav
 
|wavhq/dsplpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|phase
 
|phase
 
|
 
|
 
|wavhq/dstelept.wav
 
|wavhq/dstelept.wav
|-style="background:#333"
+
|-
 
|former (Former Human)
 
|former (Former Human)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspodth1.wav
 
|wavhq/dspodth1.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsposact.wav
 
|wavhq/dsposact.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-
+
|-style="background:#333"
 
|sergeant (Former Sergeant)
 
|sergeant (Former Sergeant)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspodth2.wav
 
|wavhq/dspodth2.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsposact.wav
 
|wavhq/dsposact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-style="background:#333"
+
|-
 
|captain (Former Captain)
 
|captain (Former Captain)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspodth2.wav
 
|wavhq/dspodth2.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsposact.wav
 
|wavhq/dsposact.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-
+
|-style="background:#333"
 
|commando (Former Commando)
 
|commando (Former Commando)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspodth3.wav
 
|wavhq/dspodth3.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsposact.wav
 
|wavhq/dsposact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-style="background:#333"
+
|-
 
|imp
 
|imp
 
|die
 
|die
 
|
 
|
 
|wavhq/dsbgdth1.wav
 
|wavhq/dsbgdth1.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsbgact.wav
 
|wavhq/dsbgact.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|lostsoul
 
|lostsoul
 
|die
 
|die
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dssklatk.wav
 
|wavhq/dssklatk.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dssklatk.wav
 
|wavhq/dssklatk.wav
|-style="background:#333"
+
|-
 
|pain (Pain Elemental)
 
|pain (Pain Elemental)
 
|die
 
|die
 
|
 
|
 
|wavhq/dspedth.wav
 
|wavhq/dspedth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dspesit.wav
 
|wavhq/dspesit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspepain.wav
 
|wavhq/dspepain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|demon
 
|demon
 
|die
 
|die
 
|
 
|
 
|wavhq/dssgtdth.wav
 
|wavhq/dssgtdth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsdmact.wav
 
|wavhq/dsdmact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dssgtatk.wav
 
|wavhq/dssgtatk.wav
|-style="background:#333"
+
|-
 
|cacodemon
 
|cacodemon
 
|die
 
|die
 
|
 
|
 
|wavhq/dscacdth.wav
 
|wavhq/dscacdth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dscacsit.wav
 
|wavhq/dscacsit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|arachno (Arachnotron)
 
|arachno (Arachnotron)
 
|die
 
|die
 
|
 
|
 
|wavhq/dsbspdth.wav
 
|wavhq/dsbspdth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsbspact.wav
 
|wavhq/dsbspact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsplasma.wav
 
|wavhq/dsplasma.wav
|-style="background:#333"
+
|-
 
|knight (Hell Knight)
 
|knight (Hell Knight)
 
|die
 
|die
 
|
 
|
 
|wavhq/dskntdth.wav
 
|wavhq/dskntdth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dskntsit.wav
 
|wavhq/dskntsit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|baron
 
|baron
 
|die
 
|die
 
|
 
|
 
|wavhq/dsbrsdth.wav
 
|wavhq/dsbrsdth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsbrssit.wav
 
|wavhq/dsbrssit.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-style="background:#333"
+
|-
 
|mancubus
 
|mancubus
 
|die
 
|die
 
|
 
|
 
|wavhq/dsmandth.wav
 
|wavhq/dsmandth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsmansit.wav
 
|wavhq/dsmansit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsmnpain.wav
 
|wavhq/dsmnpain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-
+
|-style="background:#333"
 
|revenant
 
|revenant
 
|die
 
|die
 
|
 
|
 
|wavhq/dsskedth.wav
 
|wavhq/dsskedth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsskesit.wav
 
|wavhq/dsskesit.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsskepch.wav
 
|wavhq/dsskepch.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsskeatk.wav
 
|wavhq/dsskeatk.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsbarexp.wav
 
|wavhq/dsbarexp.wav
|-style="background:#333"
+
|-
 
|arch (Arch-Vile)
 
|arch (Arch-Vile)
 
|die
 
|die
 
|
 
|
 
|wavhq/dsvildth.wav
 
|wavhq/dsvildth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsvilact.wav
 
|wavhq/dsvilact.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsvipain.wav
 
|wavhq/dsvipain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsvilatk.wav
 
|wavhq/dsvilatk.wav
|-
+
|-style="background:#333"
 
|bruiser
 
|bruiser
 
|die
 
|die
 
|
 
|
 
|wavhq/dsbrsdth.wav
 
|wavhq/dsbrsdth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsbrssit.wav
 
|wavhq/dsbrssit.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|fire
 
|fire
 
|
 
|
 
|wavhq/dsfirsht.wav
 
|wavhq/dsfirsht.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|explode
 
|explode
 
|
 
|
 
|wavhq/dsfirxpl.wav
 
|wavhq/dsfirxpl.wav
|-style="background:#333"
+
|-
 
|cyberdemon
 
|cyberdemon
 
|die
 
|die
 
|
 
|
 
|wavhq/dscybdth.wav
 
|wavhq/dscybdth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dscybsit.wav
 
|wavhq/dscybsit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hoof
 
|hoof
 
|
 
|
 
|wavhq/dshoof.wav
 
|wavhq/dshoof.wav
|-
+
|-style="background:#333"
 
|jc
 
|jc
 
|die
 
|die
 
|
 
|
 
|wavhq/dspodth1.wav
 
|wavhq/dspodth1.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsposact.wav
 
|wavhq/dsposact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dspopain.wav
 
|wavhq/dspopain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dspunch.wav
 
|wavhq/dspunch.wav
|-style="background:#333"
+
|-
 
|angel (Angel of Death)
 
|angel (Angel of Death)
 
|die
 
|die
 
|
 
|
 
|wavhq/dsbrsdth.wav
 
|wavhq/dsbrsdth.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsbrssit.wav
 
|wavhq/dsbrssit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsbrssit.wav
 
|wavhq/dsbrssit.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-style="background:#333"
+
|-
 
|
 
|
 
|hoof
 
|hoof
 
|
 
|
 
|wavhq/dshoof.wav
 
|wavhq/dshoof.wav
|-
+
|-style="background:#333"
 
|mastermind
 
|mastermind
 
|die
 
|die
 
|
 
|
 
|wavhq/dsspidth.wav
 
|wavhq/dsspidth.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|act
 
|act
 
|
 
|
 
|wavhq/dsdmact.wav
 
|wavhq/dsdmact.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hit
 
|hit
 
|
 
|
 
|wavhq/dsdmpain.wav
 
|wavhq/dsdmpain.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|melee
 
|melee
 
|
 
|
 
|wavhq/dsclaw.wav
 
|wavhq/dsclaw.wav
|-
+
|-style="background:#333"
 
|
 
|
 
|hoof
 
|hoof

Latest revision as of 08:06, 11 March 2012

This file allows you to manage the sounds that are played in DoomRL. Sounds are organized by object, and each object has multiple sounds that can be changed depending on the action (for instance, one sound for an enemy taking damage, another for it dying). In many cases, sounds for similar objects (like fuel barrels and acid barrels) can be changed separately. The default sounds and the descriptions of each entry in the sound.lua (or soundhq.lua for the high quality version) are in the tables below, in the order they appear in the file (except for the being sounds, which are moved after everything else).

Item Default Sounds

Object Action Description Default Sound (LQ) Default Sound (HQ)
menu change Sound played when highlighting a menu option. wavhq/dspstop.wav
pick Sound played when selecting a menu option (clicking on/pressing enter). wavhq/dspistol.wav
cancel Sound played when backing up in menus (escape). wavhq/dsswtchx.wav
barrel (Barrel of Fuel) move Sound played when a fuel barrel is successfully pushed. wavhq/dsstnmov.wav
movefail Sound played when attempting to push a fuel barrel into a blocked space. wavhq/dsnoway.wav
explode Sound played when a fuel barrel blows up. wavhq/dsbarexp.wav
barrela (Barrel of Acid) move Sound played when an acid barrel is successfully pushed. wavhq/dsstdmov.wav
movefail Sound played when attempting to push an acid barrel into a blocked space. wavhq/dsnoway.wav
explode Sound played when an acid barrel blows up. wavhq/dsbarexp.wav
barreln (Barrel of Napalm) move Sound played when a napalm barrel is successfully pushed. wavhq/dsstdmov.wav
movefail Sound played when attempting to push a napalm barrel into a blocked space. wavhq/dsnoway.wav
explode Sound played when a napalm barrel blows up. wavhq/dsbarexp.wav
door open Sound played when a door is opened. wavhq/dsbdopn.wav
close Sound played when a door is closed. wavhq/dsbdcls.wav
teleport use Sound played when the player or an enemy steps on a teleporter. wavhq/dstelept.wav
lever use Sound played when a lever is pulled. wavhq/dsswtchn.wav
gib Sound played when an enemy is gibbed (overkilled). wavhq/dsslop.wav
shglobe (Small Health Globe) powerup Sound played when a Small Health Globe is picked up. wavhq/dsgetpow.wav
lhglobe (Large Health Globe) powerup Sound played when a Large Health Globe is picked up. wavhq/dsgetpow.wav
scglobe (Supercharge Globe) powerup Sound played when a Supercharge Globe is picked up. wavhq/dsgetpow.wav
iglobe (Invulnerability Globe) powerup Sound played when an Invulnerability Globe is picked up. wavhq/dsgetpow.wav
ashard (Armor Shard) powerup Sound played when an Armor Shard is picked up. wavhq/dsgetpow.wav
bpack (Berserk Pack) powerup Sound played when a Berserk Pack is picked up. wavhq/dsgetpow.wav
map (Computer Map) powerup Sound played when a Computer Map is picked up. wavhq/dsgetpow.wav
backpack powerup Sound played when a Backpack! is picked up. wavhq/dsgetpow.wav
smed (Small Med-Pack) pickup Sound played when a Small Med-Pack is picked up. wavhq/dsitemup.wav
use Sound played when a Small Med-Pack is used. wavhq/dsgetpow.wav
lmed (Large Med-Pack) pickup Sound played when a Large Med-Pack is picked up. wavhq/dsitemup.wav
use Sound played when a Large Med-Pack is used. wavhq/dsgetpow.wav
phase (Phase Device) pickup Sound played when a Phase Device is picked up. wavhq/dsitemup.wav
hphase (Homing Phase Device) pickup Sound played when a Homing Phase Device is picked up. wavhq/dsitemup.wav
epack (Environmental Pack) pickup Sound played when an Enviromental Pack is picked up. wavhq/dsitemup.wav
nuke (Thermonuclear Bomb) pickup Sound played when a Thermonuclear Bomb is picked up. wavhq/dsitemup.wav
explode Sound played when a Thermonuclear Bomb detonates. wavhq/dsfirxpl.wav
mod_power pickup Sound played when a Power Mod Pack is picked up. wavhq/dsitemup.wav
mod_agility pickup Sound played when an Agility Mod Pack is picked up. wavhq/dsitemup.wav
mod_bulk pickup Sound played when a Bulk Mod Pack is picked up. wavhq/dsitemup.wav
mod_tech pickup Sound played when a Technical Mod Pack is picked up. wavhq/dsitemup.wav
garmor (Green Armor) pickup Sound played when Green Armor is picked up. wavhq/dsitemup.wav
barmor (Blue Armor) pickup Sound played when Blue Armor is picked up. wavhq/dsitemup.wav
rarmor (Red Armor) pickup Sound played when Red Armor is picked up. wavhq/dsitemup.wav
sboots (Steel Boots) pickup Sound played when Steel Boots are picked up. wavhq/dsitemup.wav
pboots (Protective Boots) pickup Sound played when Protective Boots are picked up. wavhq/dsitemup.wav
psboots (Plasteel Boots) pickup Sound played when Plasteel Boots are picked up. wavhq/dsitemup.wav
ammo (10mm Ammo) pickup Sound played when 10mm ammo is picked up. wavhq/dsitemup.wav
shell (Shotgun Shell) pickup Sound played when Shotgun Shells are picked up. wavhq/dsitemup.wav
rocket pickup Sound played when Rockets are picked up. wavhq/dsitemup.wav
cell (Power Cell) pickup Sound played when Power Cells are picked up. wavhq/dsitemup.wav
knife attack Sound played when attacking with a Combat Knife. wavhq/dspunch.wav
pickup Sound played when a Combat Knife is picked up. wavhq/dswpnup.wav
pistol fire Sound played when a pistol is fired. wavhq/dspistol.wav
pickup Sound played when a pistol is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a pistol. wavhq/dswpnup.wav
shotgun fire Sound played when a shotgun is fired. wavhq/dsshotgn.wav
pickup Sound played when a shotgun is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a shotgun. wavhq/dswpnup.wav
ashotgun (Combat Shotgun) fire Sound played when a combat shotgun is fired. wavhq/dsshotgn.wav
pickup Sound played when a combat shotgun is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a combat shotgun. wavhq/dswpnup.wav
pump Sound played when pumping a shell into the combat shotgun. wavhq/dssgcock.wav
dshotgun (Double Shotgun) fire Sound played when a double shotgun is fired. wavhq/dsdshtgn.wav
pickup Sound played when a double shotgun is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a double shotgun. wavhq/dswpnup.wav
chaingun fire Sound played when a chaingun is fired. The sound plays for each shot. wavhq/dspistol.wav
pickup Sound played when a chaingun is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a chaingun. wavhq/dswpnup.wav
plasma (Plasma Rifle) fire Sound played when a plasma rifle is fired. The sound plays for each shot. wavhq/dsplasma.wav
pickup Sound played when a plasma rifle is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a plasma rifle. wavhq/dswpnup.wav
bazooka (Rocket Launcher) fire Sound played when a rocket launcher is fired. wavhq/dslaunc.wav
pickup Sound played when a rocket launcher is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a rocket launcher. wavhq/dswpnup.wav
explode Sound played when the fired rocket explodes. wavhq/dsrxplod.wav
chainsaw attack Sound played when attacking with a chainsaw. wavhq/dssawhit.wav
pickup Sound played when a chainsaw is picked up. wavhq/dswpnup.wav
bfg9000 fire Sound played when a BFG 9000 is fired. wavhq/dsbfg.wav
pickup Sound played when a BFG 9000 is picked up. wavhq/dswpnup.wav
reload Sound played when reloading a BFG 9000. wavhq/dswpnup.wav
explode Sound played when the BFG shot hits something. wavhq/dsrxplod.wav
spear (Longinus Spear) attack Sound played when attacking with the Longinus Spear. wavhq/dsgetpow.wav
pickup Sound played when the Longinus Spear is picked up. wavhq/dswpnup.wav
explode Sound played for the explosions when using the spear's alt-fire. wavhq/dsrxplod.wav
melee Default sound for melee actions. wavhq/dsclaw.wav
reload Default sound for reloading. wavhq/dswpnup.wav
pickup Default sound for picking up items. wavhq/dsitemup.wav
fire Default sound for firing a weapon. wavhq/dsfirsht.wav
explode Default sound for explosions. wavhq/dsfirxpl.wav
powerup Default sound for picking up powerups. wavhq/dsgetpow.wav


Being Action Descriptions

Action Description
die The sound that plays when this type of being dies.
act The sound that plays randomly whenever this type of being does something.
hit The sound that plays when this type of being is hurt. For the player, this plays when the player walks over acid or lava.
melee The sound that plays when this type of being performs a melee attack. For the player, this is for an empty handed fist attack.
hoof The sound that plays each time the being moves. This sound is typically only used for boss enemies.
phase The sound that plays when this type of being uses a phase device or homing phase device.
fire The sound that plays when this type of being uses their natural ranged weapon.
explode The sound that plays when this type of being's natural ranged attack hits something and has an explosion radius (even if it's only 1).

Being Default Sounds

Being Action Default Sound (LQ) Default Sound (HQ)
solider (Player) die wavhq/dspldeth.wav
hit wavhq/dsplpain.wav
melee wavhq/dspunch.wav
phase wavhq/dstelept.wav
former (Former Human) die wavhq/dspodth1.wav
act wavhq/dsposact.wav
hit wavhq/dspopain.wav
melee wavhq/dspunch.wav
sergeant (Former Sergeant) die wavhq/dspodth2.wav
act wavhq/dsposact.wav
hit wavhq/dspopain.wav
melee wavhq/dspunch.wav
captain (Former Captain) die wavhq/dspodth2.wav
act wavhq/dsposact.wav
hit wavhq/dspopain.wav
melee wavhq/dspunch.wav
commando (Former Commando) die wavhq/dspodth3.wav
act wavhq/dsposact.wav
hit wavhq/dspopain.wav
melee wavhq/dspunch.wav
imp die wavhq/dsbgdth1.wav
act wavhq/dsbgact.wav
hit wavhq/dspopain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
lostsoul die wavhq/dsfirxpl.wav
act wavhq/dssklatk.wav
hit wavhq/dsdmpain.wav
melee wavhq/dssklatk.wav
pain (Pain Elemental) die wavhq/dspedth.wav
act wavhq/dspesit.wav
hit wavhq/dspepain.wav
melee wavhq/dsclaw.wav
demon die wavhq/dssgtdth.wav
act wavhq/dsdmact.wav
hit wavhq/dsdmpain.wav
melee wavhq/dssgtatk.wav
cacodemon die wavhq/dscacdth.wav
act wavhq/dscacsit.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
arachno (Arachnotron) die wavhq/dsbspdth.wav
act wavhq/dsbspact.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsplasma.wav
knight (Hell Knight) die wavhq/dskntdth.wav
act wavhq/dskntsit.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
baron die wavhq/dsbrsdth.wav
act wavhq/dsbrssit.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
mancubus die wavhq/dsmandth.wav
act wavhq/dsmansit.wav
hit wavhq/dsmnpain.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
revenant die wavhq/dsskedth.wav
act wavhq/dsskesit.wav
hit wavhq/dspopain.wav
melee wavhq/dsskepch.wav
fire wavhq/dsskeatk.wav
explode wavhq/dsbarexp.wav
arch (Arch-Vile) die wavhq/dsvildth.wav
act wavhq/dsvilact.wav
hit wavhq/dsvipain.wav
fire wavhq/dsvilatk.wav
bruiser die wavhq/dsbrsdth.wav
act wavhq/dsbrssit.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
fire wavhq/dsfirsht.wav
explode wavhq/dsfirxpl.wav
cyberdemon die wavhq/dscybdth.wav
act wavhq/dscybsit.wav
hit wavhq/dsdmpain.wav
hoof wavhq/dshoof.wav
jc die wavhq/dspodth1.wav
act wavhq/dsposact.wav
hit wavhq/dspopain.wav
melee wavhq/dspunch.wav
angel (Angel of Death) die wavhq/dsbrsdth.wav
act wavhq/dsbrssit.wav
hit wavhq/dsbrssit.wav
melee wavhq/dsclaw.wav
hoof wavhq/dshoof.wav
mastermind die wavhq/dsspidth.wav
act wavhq/dsdmact.wav
hit wavhq/dsdmpain.wav
melee wavhq/dsclaw.wav
hoof wavhq/dsmetal.wav
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