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author | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
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committer | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
commit | 189e08bc7985fc5664e7ab95195bbade07488f48 (patch) | |
tree | f12049da0a8e600bcdd425e4c314c50b5c9922f7 /sword1/staticres.cpp | |
parent | c3a9b2df6789055325b7fea6dd591cea1d419682 (diff) | |
download | scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.gz scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.bz2 scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.zip |
Broken Sword 1: initial import
svn-id: r11664
Diffstat (limited to 'sword1/staticres.cpp')
-rw-r--r-- | sword1/staticres.cpp | 6022 |
1 files changed, 6022 insertions, 0 deletions
diff --git a/sword1/staticres.cpp b/sword1/staticres.cpp new file mode 100644 index 0000000000..398cecd394 --- /dev/null +++ b/sword1/staticres.cpp @@ -0,0 +1,6022 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2003 The ScummVM project + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * $Header$ + * + */ + +#include "sworddefs.h" +#include "swordres.h" +#include "screen.h" +#include "resman.h" +#include "objectman.h" +#include "menu.h" +#include "music.h" +#include "sound.h" + +const Subject SwordMenu::_subjectList[TOTAL_subjects] = { + { // 256 + 0, // subject_res + 0 // subject_frame + }, + { // 257 + ICON_BEER, // subject_res + 0 // subject_frame + }, + { // 258 + ICON_CASTLE, // subject_res + 0 // subject_frame + }, + { // 259 + ICON_YES, // subject_res + 0 // subject_frame + }, + { // 260 + ICON_NO, // subject_res + 0 // subject_frame + }, + { // 261 + ICON_PEAGRAM, // subject_res + 0 // subject_frame + }, + { // 262 + ICON_DIG, // subject_res + 0 // subject_frame + }, + { // 263 + ICON_SEAN, // subject_res + 0 // subject_frame + }, + { // 264 + ICON_GEM, // subject_res + 0 // subject_frame + }, + { // 265 + ICON_TEMPLARS, // subject_res + 0 // subject_frame + }, + { // 266 + ICON_LEPRECHAUN, // subject_res + 0 // subject_frame + }, + { // 267 + ICON_GOODBYE, // subject_res + 0 // subject_frame + }, + { // 268 + ICON_GEORGE, // subject_res + 0 // subject_frame + }, + { // 269 + ICON_ROSSO, // subject_res + 0 // subject_frame + }, + { // 270 + ICON_GHOST, // subject_res + 0 // subject_frame + }, + { // 271 + ICON_CLOWN, // subject_res + 0 // subject_frame + }, + { // 272 + ICON_CAR, // subject_res + 0 // subject_frame + }, + { // 273 + ICON_MOUE, // subject_res + 0 // subject_frame + }, + { // 274 + ICON_NICO, // subject_res + 0 // subject_frame + }, + { // 275 + ICON_MOB, // subject_res + 0 // subject_frame + }, + { // 276 + ICON_CHANTELLE, // subject_res + 0 // subject_frame + }, + { // 277 + ICON_PLANTARD, // subject_res + 0 // subject_frame + }, + { // 278 + ICON_JACKET, // subject_res + 0 // subject_frame + }, + { // 279 + ICON_BRIEFCASE, // subject_res + 0 // subject_frame + }, + { + 0, //ICON_GLASS, // subject_res + 0 // subject_frame + }, + { // 281 + ICON_GLASS_EYE, // subject_res + 0 // subject_frame + }, + { // 282 + ICON_BULL, // subject_res + 0 // subject_frame + }, + { // 283 + ICON_KLAUSNER, // subject_res + 0 // subject_frame + }, + { // 284 + 0, //ICON_LOOM, // subject_res + 0 // subject_frame + }, + { // 285 + ICON_ULTAR, // subject_res + 0 // subject_frame + }, + { // 286 + ICON_PHONE, // subject_res + 0 // subject_frame + }, + { // 287 + ICON_PHOTOGRAPH, // subject_res + 0 // subject_frame + }, + { // 288 + ICON_CREST, // subject_res + 0 // subject_frame + }, + { // 289 + ICON_LOBINEAU, // subject_res + 0 // subject_frame + }, + { // 290 + ICON_BOOK, // subject_res + 0 // subject_frame + }, + { // 291 (SNARE) + ICON_FUSE_WIRE, // subject_res + 0 // subject_frame + }, + { // 292 + ICON_LEARY, // subject_res + 0 // subject_frame + }, + { // 293 + ICON_LADDER, // subject_res + 0 // subject_frame + }, + { // 294 + ICON_GOAT, // subject_res + 0 // subject_frame + }, + { // 295 + ICON_TOOLBOX, // subject_res + 0 // subject_frame + }, + { // 296 + ICON_PACKAGE, // subject_res + 0 // subject_frame + }, + { // 297 + ICON_FISH, // subject_res + 0 // subject_frame + }, + { // 298 + ICON_NEJO, // subject_res + 0 // subject_frame + }, + { // 299 + ICON_CAT, // subject_res + 0 // subject_frame + }, + { // 300 + ICON_AYUB, // subject_res + 0 // subject_frame + }, + { // 301 + ICON_STATUETTE, // subject_res + 0 // subject_frame + }, + { // 302 + ICON_NEJO_STALL, // subject_res + 0 // subject_frame + }, + { // 303 + ICON_TEMPLARS, // subject_res + 0 // subject_frame + }, + { // 304 + ICON_ARTO, // subject_res + 0 // subject_frame + }, + { // 305 + ICON_HENDERSONS, // subject_res + 0 // subject_frame + }, + { // 306 + ICON_CLUB, // subject_res + 0 // subject_frame + }, + { // 307 + ICON_SIGN, // subject_res + 0 // subject_frame + }, + { // 308 + ICON_TAXI, // subject_res + 0 // subject_frame + }, + { // 309 + ICON_BULLS_HEAD, // subject_res + 0 // subject_frame + }, + { // 310 + ICON_DUANE, // subject_res + 0 // subject_frame + }, + { // 311 + ICON_PEARL, // subject_res + 0 // subject_frame + }, + { // 312 + ICON_TRUTH, // subject_res + 0 // subject_frame + }, + { // 313 + ICON_LIE, // subject_res + 0 // subject_frame + }, + { // 314 + 0, //ICON_SUBJECT,// subject_res + 0 // subject_frame + }, + { // 315 KEY + ICON_HOTEL_KEY, // subject_res + 0 // subject_frame + }, + { // 316 + ICON_FLOWERS, // subject_res + 0 // subject_frame + }, + { // 317 + ICON_BUST, // subject_res + 0 // subject_frame + }, + { // 318 + ICON_MANUSCRIPT, // subject_res + 0 // subject_frame + }, + { // 319 + ICON_WEASEL, // subject_res + 0 // subject_frame + }, + { // 320 + ICON_BANANA, // subject_res + 0 // subject_frame + }, + { // 321 + ICON_WEAVER, // subject_res + 0 // subject_frame + }, + { // 322 + ICON_KNIGHT, // subject_res + 0 // subject_frame + }, + { // 323 + ICON_QUEEN, // subject_res + 0 // subject_frame + }, + { // 324 + ICON_PIERMONT, // subject_res + 0 // subject_frame + }, + { // 325 + ICON_BALL, // subject_res + 0 // subject_frame + }, + { // 326 + ICON_COUNTESS, // subject_res + 0 // subject_frame + }, + { // 327 + ICON_MARQUET, // subject_res + 0 // subject_frame + }, + { // 328 + ICON_SAFE, // subject_res + 0 // subject_frame + }, + { // 329 + ICON_COINS, // subject_res + 0 // subject_frame + }, + { // 330 + ICON_CHESS_SET, // subject_res + 0 // subject_frame + }, + { // 331 + ICON_TOMB, // subject_res + 0 // subject_frame + }, + { // 332 + ICON_CANDLE, // subject_res + 0 // subject_frame + }, + { // 333 + ICON_MARY, // subject_res + 0 // subject_frame + }, + { // 334 + ICON_CHESSBOARD, // subject_res + 0 // subject_frame + }, + { // 335 + ICON_TRIPOD, // subject_res + 0 // subject_frame + }, + { // 336 + ICON_POTS, // subject_res + 0 // subject_frame + }, + { // 337 + ICON_ALARM, // subject_res + 0 // subject_frame + }, + { // 338 + ICON_BAPHOMET, // subject_res + 0 // subject_frame + }, + { // 339 + ICON_PHRASE, // subject_res + 0 // subject_frame + }, + { // 340 + ICON_POLISHED_CHALICE, // subject_res + 0 // subject_frame + }, + { // 341 + ICON_NURSE, // subject_res + 0 // subject_frame + }, + { // 342 + ICON_WELL, // subject_res + 0 // subject_frame + }, + { // 343 + ICON_WELL2, // subject_res + 0 // subject_frame + }, + { // 344 + ICON_HAZEL_WAND, // subject_res + 0 // subject_frame + }, + { // 345 + ICON_CHALICE, // subject_res + 0 // subject_frame + }, + { // 346 + ICON_MR_SHINY, // subject_res + 0 // subject_frame + }, + { // 347 + ICON_PHOTOGRAPH, // subject_res + 0 // subject_frame + }, + { // 348 + ICON_PHILIPPE, // subject_res + 0 // subject_frame + }, + { // 349 + ICON_ERIC, // subject_res + 0 // subject_frame + }, + { // 350 + ICON_ROZZER, // subject_res + 0 // subject_frame + }, + { // 351 + ICON_JUGGLER, // subject_res + 0 // subject_frame + }, + { // 352 + ICON_PRIEST, // subject_res + 0 // subject_frame + }, + { // 353 + ICON_WINDOW, // subject_res + 0 // subject_frame + }, + { // 354 + ICON_SCROLL, // subject_res + 0 // subject_frame + }, + { // 355 + ICON_PRESSURE_GAUGE, // subject_res + 0 // subject_frame + }, + { // 356 + ICON_RENEE, // subject_res + 0 // subject_frame + }, + { // 357 + ICON_CHURCH, // subject_res + 0 // subject_frame + }, + { // 358 + ICON_EKLUND, // subject_res + 0 // subject_frame + }, + { // 359 + ICON_FORTUNE, // subject_res + 0 // subject_frame + }, + { // 360 + ICON_PAINTER, // subject_res + 0 // subject_frame + }, + { // 361 + 0, //ICON_SWORD, // subject_res + 0 // subject_frame + }, + { // 362 + ICON_GUARD, // subject_res + 0 // subject_frame + }, + { // 363 + ICON_THERMOSTAT, // subject_res + 0 // subject_frame + }, + { // 364 + ICON_TOILET, // subject_res + 0 // subject_frame + }, + { // 365 + ICON_MONTFAUCON, // subject_res + 0 // subject_frame + }, + { // 366 + ICON_ASSASSIN, // subject_res + 0 // subject_frame + }, + { // 367 + ICON_HASH, // subject_res + 0 // subject_frame + }, + { // 368 + ICON_DOG, // subject_res + 0 // subject_frame + }, + { // 369 + ICON_AYUB, // subject_res + 0 // subject_frame + }, + { // 370 + ICON_LENS, // subject_res + 0 // subject_frame + }, + { // 371 + ICON_RED_NOSE, // subject_res + 0 // subject_frame + }, + { // 372 + 0, // subject_res + 0 // subject_frame + }, + { // 373 + 0, // subject_res + 0 // subject_frame + }, + { // 374 + 0, // subject_res + 0 // subject_frame + } +}; + +const uint32 ResMan::_scriptList[TOTAL_SECTIONS] = { //a table of resource tags + SCRIPT0, // 0 STANDARD SCRIPTS + + SCRIPT1, // 1 PARIS 1 + SCRIPT2, // 2 + SCRIPT3, // 3 + SCRIPT4, // 4 + SCRIPT5, // 5 + SCRIPT6, // 6 + SCRIPT7, // 7 + SCRIPT8, // 8 + + SCRIPT9, // 9 PARIS 2 + SCRIPT10, // 10 + SCRIPT11, // 11 + SCRIPT12, // 12 + SCRIPT13, // 13 + SCRIPT14, // 14 + SCRIPT15, // 15 + SCRIPT16, // 16 + SCRIPT17, // 17 + SCRIPT18, // 18 + + SCRIPT19, // 19 IRELAND + SCRIPT20, // 20 + SCRIPT21, // 21 + SCRIPT22, // 22 + SCRIPT23, // 23 + SCRIPT24, // 24 + SCRIPT25, // 25 + SCRIPT26, // 26 + + SCRIPT27, // 27 PARIS 3 + SCRIPT28, // 28 + SCRIPT29, // 29 + 0, // 30 + SCRIPT31, // 31 + SCRIPT32, // 32 + SCRIPT33, // 33 + SCRIPT34, // 34 + SCRIPT35, // 35 + + SCRIPT36, // 36 PARIS 4 + SCRIPT37, // 37 + SCRIPT38, // 38 + SCRIPT39, // 39 + SCRIPT40, // 40 + SCRIPT41, // 41 + SCRIPT42, // 42 + SCRIPT43, // 43 + 0, // 44 + + SCRIPT45, // 45 SYRIA + SCRIPT46, // 46 PARIS 4 + SCRIPT47, // 47 + SCRIPT48, // 48 PARIS 4 + SCRIPT49, // 49 + SCRIPT50, // 50 + 0, // 51 + 0, // 52 + 0, // 53 + SCRIPT54, // 54 + SCRIPT55, // 55 + + SCRIPT56, // 56 SPAIN + SCRIPT57, // 57 + SCRIPT58, // 58 + SCRIPT59, // 59 + SCRIPT60, // 60 + SCRIPT61, // 61 + SCRIPT62, // 62 + + SCRIPT63, // 63 NIGHT TRAIN + 0, // 64 + SCRIPT65, // 65 + SCRIPT66, // 66 + SCRIPT67, // 67 + 0, // 68 + SCRIPT69, // 69 + 0, // 70 + + SCRIPT71, // 71 SCOTLAND + SCRIPT72, // 72 + SCRIPT73, // 73 + SCRIPT74, // 74 + + 0, // 75 + 0, // 76 + 0, // 77 + 0, // 78 + 0, // 79 + SCRIPT80, // 80 + 0, // 81 + 0, // 82 + 0, // 83 + 0, // 84 + 0, // 85 + SCRIPT86, // 86 + 0, // 87 + 0, // 88 + 0, // 89 + SCRIPT90, // 90 + 0, // 91 + 0, // 92 + 0, // 93 + 0, // 94 + 0, // 95 + 0, // 96 + 0, // 97 + 0, // 98 + 0, // 99 + 0, // 100 + 0, // 101 + 0, // 102 + 0, // 103 + 0, // 104 + 0, // 105 + 0, // 106 + 0, // 107 + 0, // 108 + 0, // 109 + 0, // 110 + 0, // 111 + 0, // 112 + 0, // 113 + 0, // 114 + 0, // 115 + 0, // 116 + 0, // 117 + 0, // 118 + 0, // 119 + 0, // 120 + 0, // 121 + 0, // 122 + 0, // 123 + 0, // 124 + 0, // 125 + 0, // 126 + 0, // 127 + SCRIPT128, // 128 + + SCRIPT129, // 129 + SCRIPT130, // 130 + SCRIPT131, // 131 + 0, // 132 + SCRIPT133, // 133 + SCRIPT134, // 134 + 0, // 135 + 0, // 136 + 0, // 137 + 0, // 138 + 0, // 139 + 0, // 140 + 0, // 141 + 0, // 142 + 0, // 143 + 0, // 144 + SCRIPT145, // 145 + SCRIPT146, // 146 + 0, // 147 + 0, // 148 + 0, // 149 +}; + +const uint32 ObjectMan::_objectList[TOTAL_SECTIONS] = { //a table of pointers to object files + 0, // 0 + + COMP1, // 1 PARIS 1 + COMP2, // 2 + COMP3, // 3 + COMP4, // 4 + COMP5, // 5 + COMP6, // 6 + COMP7, // 7 + COMP8, // 8 + + COMP9, // 9 PARIS 2 + COMP10, // 10 + COMP11, // 11 + COMP12, // 12 + COMP13, // 13 + COMP14, // 14 + COMP15, // 15 + COMP16, // 16 + COMP17, // 17 + COMP18, // 18 + + COMP19, // 19 IRELAND + COMP20, // 20 + COMP21, // 21 + COMP22, // 22 + COMP23, // 23 + COMP24, // 24 + COMP25, // 25 + COMP26, // 26 + + COMP27, // 27 PARIS 3 + COMP28, // 28 + COMP29, // 29 + COMP30, // 30 - Heart Monitor + COMP31, // 31 + COMP32, // 32 + COMP33, // 33 + COMP34, // 34 + COMP35, // 35 + + COMP36, // 36 PARIS 4 + COMP37, // 37 + COMP38, // 38 + COMP39, // 39 + COMP40, // 40 + COMP41, // 41 + COMP42, // 42 + COMP43, // 43 + 0, // 44 + + COMP45, // 45 SYRIA + COMP46, // 46 PARIS 4 + COMP47, // 47 + COMP48, // 48 PARIS 4 + COMP49, // 49 + COMP50, // 50 + 0, // 51 + 0, // 52 + COMP53, // 53 + COMP54, // 54 + COMP55, // 55 + + COMP56, // 56 SPAIN + COMP57, // 57 + COMP58, // 58 + COMP59, // 59 + COMP60, // 60 + COMP61, // 61 + COMP62, // 62 + + COMP63, // 63 NIGHT TRAIN + 0, // 64 + COMP65, // 65 + COMP66, // 66 + COMP67, // 67 + 0, // 68 + COMP69, // 69 + 0, // 70 + + COMP71, // 71 SCOTLAND + COMP72, // 72 + COMP73, // 73 + COMP74, // 74 END SEQUENCE IN SECRET_CRYPT + COMP75, // 75 + COMP76, // 76 + COMP77, // 77 + COMP78, // 78 + COMP79, // 79 + + COMP80, // 80 PARIS MAP + + COMP81, // 81 Full-screen for "Asstair" in Paris2 + + COMP55, // 82 Full-screen BRITMAP in sc55 (Syrian Cave) + 0, // 83 + 0, // 84 + 0, // 85 + + COMP86, // 86 EUROPE MAP + COMP48, // 87 fudged in for normal window (sc48) + COMP48, // 88 fudged in for filtered window (sc48) + 0, // 89 + + COMP90, // 90 PHONE SCREEN + COMP91, // 91 ENVELOPE SCREEN + COMP17, // 92 fudged in for George close-up surprised in sc17 wardrobe + COMP17, // 93 fudged in for George close-up inquisitive in sc17 wardrobe + COMP29, // 94 fudged in for George close-up in sc29 sarcophagus + COMP38, // 95 fudged in for George close-up in sc29 sarcophagus + COMP42, // 96 fudged in for chalice close-up from sc42 + 0, // 97 + 0, // 98 + COMP99, // 99 MESSAGE SCREEN (BLANK) + + 0, // 100 + 0, // 101 + 0, // 102 + 0, // 103 + 0, // 104 + 0, // 105 + 0, // 106 + 0, // 107 + 0, // 108 + 0, // 109 + + 0, // 110 + 0, // 111 + 0, // 112 + 0, // 113 + 0, // 114 + 0, // 115 + 0, // 116 + 0, // 117 + 0, // 118 + 0, // 119 + + 0, // 120 + 0, // 121 + 0, // 122 + 0, // 123 + 0, // 124 + 0, // 125 + 0, // 126 + 0, // 127 + +//mega sections + MEGA_GEO, // 128 mega_one the player + MEGA_NICO, // 129 mega_two + MEGA_MUS, // 130 + MEGA_BENOIR, // 131 + 0, // 132 + MEGA_ROSSO, // 133 + MEGA_DUANE, // 134 +// james megas + 0, // 135 + 0, // 136 + 0, // 137 + 0, // 138 + 0, // 139 + 0, // 140 + 0, // 141 + 0, // 142 + 0, // 143 + +// jeremy megas + 0, // 144 mega_phone + MEGA_MOUE, // 145 mega_moue + MEGA_ALBERT, // 146 mega_albert + 0, // 147 + 0, // 148 + TEXT_OBS, // 149 +}; + +const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = { + {ENGLISH0, FRENCH0, GERMAN0, ITALIAN0, SPANISH0, CZECH0, PORT0}, // 0 INVENTORY BOTH CD'S - used in almost all locations + {ENGLISH1, FRENCH1, GERMAN1, ITALIAN1, SPANISH1, CZECH1, PORT1}, // 1 PARIS 1 CD1 + {ENGLISH2, FRENCH2, GERMAN2, ITALIAN2, SPANISH2, CZECH2, PORT2}, // 2 CD1 + {ENGLISH3, FRENCH3, GERMAN3, ITALIAN3, SPANISH3, CZECH3, PORT3}, // 3 CD1 + {ENGLISH4, FRENCH4, GERMAN4, ITALIAN4, SPANISH4, CZECH4, PORT4}, // 4 CD1 + {ENGLISH5, FRENCH5, GERMAN5, ITALIAN5, SPANISH5, CZECH5, PORT5}, // 5 CD1 + {ENGLISH6, FRENCH6, GERMAN6, ITALIAN6, SPANISH6, CZECH6, PORT6}, // 6 CD1 + {ENGLISH7, FRENCH7, GERMAN7, ITALIAN7, SPANISH7, CZECH7, PORT7}, // 7 CD1 + {0}, // 8 - + {ENGLISH9, FRENCH9, GERMAN9, ITALIAN9, SPANISH9, CZECH9, PORT9}, // 9 PARIS 2 CD1 + {0}, // 10 - + {ENGLISH11, FRENCH11, GERMAN11, ITALIAN11, SPANISH11, CZECH11, PORT11}, // 11 CD1 + {ENGLISH12, FRENCH12, GERMAN12, ITALIAN12, SPANISH12, CZECH12, PORT12}, // 12 CD1 + {ENGLISH13, FRENCH13, GERMAN13, ITALIAN13, SPANISH13, CZECH13, PORT13}, // 13 CD1 + {ENGLISH14, FRENCH14, GERMAN14, ITALIAN14, SPANISH14, CZECH14, PORT14}, // 14 CD1 + {ENGLISH15, FRENCH15, GERMAN15, ITALIAN15, SPANISH15, CZECH15, PORT15}, // 15 CD1 + {ENGLISH16, FRENCH16, GERMAN16, ITALIAN16, SPANISH16, CZECH16, PORT16}, // 16 CD1 + {ENGLISH17, FRENCH17, GERMAN17, ITALIAN17, SPANISH17, CZECH17, PORT17}, // 17 CD1 + {ENGLISH18, FRENCH18, GERMAN18, ITALIAN18, SPANISH18, CZECH18, PORT18}, // 18 CD1 + {ENGLISH19, FRENCH19, GERMAN19, ITALIAN19, SPANISH19, CZECH19, PORT19}, // 19 IRELAND CD2 + {ENGLISH20, FRENCH20, GERMAN20, ITALIAN20, SPANISH20, CZECH20, PORT20}, // 20 CD2 + {ENGLISH21, FRENCH21, GERMAN21, ITALIAN21, SPANISH21, CZECH21, PORT21}, // 21 CD2 + {ENGLISH22, FRENCH22, GERMAN22, ITALIAN22, SPANISH22, CZECH22, PORT22}, // 22 CD2 + {ENGLISH23, FRENCH23, GERMAN23, ITALIAN23, SPANISH23, CZECH23, PORT23}, // 23 CD2 + {ENGLISH24, FRENCH24, GERMAN24, ITALIAN24, SPANISH24, CZECH24, PORT24}, // 24 CD2 + {ENGLISH25, FRENCH25, GERMAN25, ITALIAN25, SPANISH25, CZECH25, PORT25}, // 25 CD2 + {0}, // 26 - + {ENGLISH27, FRENCH27, GERMAN27, ITALIAN27, SPANISH27, CZECH27, PORT27}, // 27 PARIS 3 CD1 + {ENGLISH28, FRENCH28, GERMAN28, ITALIAN28, SPANISH28, CZECH28, PORT28}, // 28 CD1 + {ENGLISH29, FRENCH29, GERMAN29, ITALIAN29, SPANISH29, CZECH29, PORT29}, // 29 CD1 + {0}, // 30 - + {ENGLISH31, FRENCH31, GERMAN31, ITALIAN31, SPANISH31, CZECH31, PORT31}, // 31 CD1 + {ENGLISH32, FRENCH32, GERMAN32, ITALIAN32, SPANISH32, CZECH32, PORT32}, // 32 CD1 + {ENGLISH33, FRENCH33, GERMAN33, ITALIAN33, SPANISH33, CZECH33, PORT33}, // 33 CD1 + {ENGLISH34, FRENCH34, GERMAN34, ITALIAN34, SPANISH34, CZECH34, PORT34}, // 34 CD1 + {ENGLISH35, FRENCH35, GERMAN35, ITALIAN35, SPANISH35, CZECH35, PORT35}, // 35 CD1 + {ENGLISH36, FRENCH36, GERMAN36, ITALIAN36, SPANISH36, CZECH36, PORT36}, // 36 PARIS 4 CD1 + {ENGLISH37, FRENCH37, GERMAN37, ITALIAN37, SPANISH37, CZECH37, PORT37}, // 37 CD1 + {ENGLISH38, FRENCH38, GERMAN38, ITALIAN38, SPANISH38, CZECH38, PORT38}, // 38 CD1 + {ENGLISH39, FRENCH39, GERMAN39, ITALIAN39, SPANISH39, CZECH39, PORT39}, // 39 CD1 + {ENGLISH40, FRENCH40, GERMAN40, ITALIAN40, SPANISH40, CZECH40, PORT40}, // 40 CD1 + {ENGLISH41, FRENCH41, GERMAN41, ITALIAN41, SPANISH41, CZECH41, PORT41}, // 41 CD1 + {ENGLISH42, FRENCH42, GERMAN42, ITALIAN42, SPANISH42, CZECH42, PORT42}, // 42 CD1 + {ENGLISH43, FRENCH43, GERMAN43, ITALIAN43, SPANISH43, CZECH43, PORT43}, // 43 CD1 + {0}, // 44 - + {ENGLISH45, FRENCH45, GERMAN45, ITALIAN45, SPANISH45, CZECH45, PORT45}, // 45 SYRIA CD2 + {0}, // 46 (PARIS 4) - + {ENGLISH47, FRENCH47, GERMAN47, ITALIAN47, SPANISH47, CZECH47, PORT47}, // 47 CD2 + {ENGLISH48, FRENCH48, GERMAN48, ITALIAN48, SPANISH48, CZECH48, PORT48}, // 48 (PARIS 4) CD1 + {ENGLISH49, FRENCH49, GERMAN49, ITALIAN49, SPANISH49, CZECH49, PORT49}, // 49 CD2 + {ENGLISH50, FRENCH50, GERMAN50, ITALIAN50, SPANISH50, CZECH50, PORT50}, // 50 CD2 + {0}, // 51 - + {0}, // 52 - + {0}, // 53 - + {ENGLISH54, FRENCH54, GERMAN54, ITALIAN54, SPANISH54, CZECH54, PORT54}, // 54 CD2 + {ENGLISH55, FRENCH55, GERMAN55, ITALIAN55, SPANISH55, CZECH55, PORT55}, // 55 CD2 + {ENGLISH56, FRENCH56, GERMAN56, ITALIAN56, SPANISH56, CZECH56, PORT56}, // 56 SPAIN CD2 + {ENGLISH57, FRENCH57, GERMAN57, ITALIAN57, SPANISH57, CZECH57, PORT57}, // 57 CD2 + {ENGLISH58, FRENCH58, GERMAN58, ITALIAN58, SPANISH58, CZECH58, PORT58}, // 58 CD2 + {ENGLISH59, FRENCH59, GERMAN59, ITALIAN59, SPANISH59, CZECH59, PORT59}, // 59 CD2 + {ENGLISH60, FRENCH60, GERMAN60, ITALIAN60, SPANISH60, CZECH60, PORT60}, // 60 CD2 + {ENGLISH61, FRENCH61, GERMAN61, ITALIAN61, SPANISH61, CZECH61, PORT61}, // 61 CD2 + {0}, // 62 - + {ENGLISH63, FRENCH63, GERMAN63, ITALIAN63, SPANISH63, CZECH63, PORT63}, // 63 TRAIN CD2 + {0}, // 64 - + {ENGLISH65, FRENCH65, GERMAN65, ITALIAN65, SPANISH65, CZECH65, PORT65}, // 65 CD2 + {ENGLISH66, FRENCH66, GERMAN66, ITALIAN66, SPANISH66, CZECH66, PORT66}, // 66 CD2 + {0}, // 67 - + {0}, // 68 - + {ENGLISH69, FRENCH69, GERMAN69, ITALIAN69, SPANISH69, CZECH69, PORT69}, // 69 CD2 + {0}, // 70 - + {ENGLISH71, FRENCH71, GERMAN71, ITALIAN71, SPANISH71, CZECH71, PORT71}, // 71 SCOTLAND CD2 + {ENGLISH72, FRENCH72, GERMAN72, ITALIAN72, SPANISH72, CZECH72, PORT72}, // 72 CD2 + {ENGLISH73, FRENCH73, GERMAN73, ITALIAN73, SPANISH73, CZECH73, PORT73}, // 73 CD2 + {ENGLISH74, FRENCH74, GERMAN74, ITALIAN74, SPANISH74, CZECH74, PORT74}, // 74 CD2 + {0}, // 75 - + {0}, // 76 - + {0}, // 77 - + {0}, // 78 - + {0}, // 79 - + {0}, // 80 - + {0}, // 81 - + {0}, // 82 - + {0}, // 83 - + {0}, // 84 - + {0}, // 85 - + {0}, // 86 - + {0}, // 87 - + {0}, // 88 - + {0}, // 89 - + {ENGLISH90, FRENCH90, GERMAN90, ITALIAN90, SPANISH90, CZECH90, PORT90}, // 90 PHONE BOTH CD'S (NICO & TODRYK PHONE TEXT - can phone nico from a number of sections + {0}, // 91 - + {0}, // 92 - + {0}, // 93 - + {0}, // 94 - + {0}, // 95 - + {0}, // 96 - + {0}, // 97 - + {0}, // 98 - + {ENGLISH99, FRENCH99, GERMAN99, ITALIAN99, SPANISH99, CZECH99, PORT99}, // 99 MESSAGES BOTH CD'S - contains general text, most not requiring samples, but includes demo samples + {0}, // 100 - + {0}, // 101 - + {0}, // 102 - + {0}, // 103 - + {0}, // 104 - + {0}, // 105 - + {0}, // 106 - + {0}, // 107 - + {0}, // 108 - + {0}, // 109 - + {0}, // 110 - + {0}, // 111 - + {0}, // 112 - + {0}, // 113 - + {0}, // 114 - + {0}, // 115 - + {0}, // 116 - + {0}, // 117 - + {0}, // 118 - + {0}, // 119 - + {0}, // 120 - + {0}, // 121 - + {0}, // 122 - + {0}, // 123 - + {0}, // 124 - + {0}, // 125 - + {0}, // 126 - + {0}, // 127 - + {0}, // 128 - + {ENGLISH129, FRENCH129, GERMAN129, ITALIAN129, SPANISH129, CZECH129, PORT129}, // 129 NICO BOTH CD'S - used in screens 1,10,71,72,73 + {0}, // 130 - + {ENGLISH131, FRENCH131, GERMAN131, ITALIAN131, SPANISH131, CZECH131, PORT131}, // 131 BENOIR CD1 - used in screens 31..35 + {0}, // 132 - + {ENGLISH133, FRENCH133, GERMAN133, ITALIAN133, SPANISH133, CZECH133, PORT133}, // 133 ROSSO CD1 - used in screen 18 + {0}, // 134 - + {0}, // 135 - + {0}, // 136 - + {0}, // 137 - + {0}, // 138 - + {0}, // 139 - + {0}, // 140 - + {0}, // 141 - + {0}, // 142 - + {0}, // 143 - + {0}, // 144 - + {ENGLISH145, FRENCH145, GERMAN145, ITALIAN145, SPANISH145, CZECH145, PORT145}, // 145 MOUE CD1 - used in screens 1 & 18 + {ENGLISH146, FRENCH146, GERMAN146, ITALIAN146, SPANISH146, CZECH146, PORT146}, // 146 ALBERT CD1 - used in screens 4 & 5 + {0}, // 147 - + {0}, // 148 - + {0}, // 149 - +}; + + +RoomDef SwordScreen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const + { + 0, //total_layers --- room 0 NOT USED + 0, //size_x = width + 0, //size_y = height + 0, //grid_width = width/16 + 16 + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes { background palette [0..183], sprite palette [184..255] } + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // PARIS 1 + + { + 3, //total_layers //room 1 + 784, //size_x + 400, //size_y + 65, //grid_width + {room1_l0,room1_l1,room1_l2}, //layers + {room1_gd1,room1_gd2}, //grids + {room1_PAL,PARIS1_PAL}, //palettes + {room1_plx,0}, //parallax layers + }, + { + 3, //total_layers //room 2 + 640, //size_x + 400, //size_y + 56, //grid_width + {room2_l0,room2_l1,room2_l2,0}, //layers + {room2_gd1,room2_gd2,0}, //grids + {room2_PAL,PARIS1_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 3 + 640, //size_x + 400, //size_y + 56, //grid_width + {room3_l0,room3_l1,room3_l2,0}, //layers + {room3_gd1,room3_gd2,0}, //grids + {room3_PAL,PARIS1_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 4 + 640, //size_x + 400, //size_y + 56, //grid_width + {room4_l0,room4_l1,room4_l2,0}, //layers + {room4_gd1,room4_gd2,0}, //grids + {room4_PAL,PARIS1_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 5 + 640, //size_x + 400, //size_y + 56, //grid_width + {room5_l0,room5_l1,room5_l2,0}, //layers + {room5_gd1,room5_gd2,0}, //grids + {room5_PAL,PARIS1_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 6 + 640, //size_x + 400, //size_y + 56, //grid_width + {room6_l0,room6_l1,0,0}, //layers + {room6_gd1,0,0}, //grids + {room6_PAL,SEWER_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 7 + 640, //size_x + 400, //size_y + 56, //grid_width + {room7_l0,room7_l1,room7_l2,0}, //layers + {room7_gd1,room7_gd2,0}, //grids + {room7_PAL,SEWER_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 8 + 784, //size_x + 400, //size_y + 65, //grid_width + {room8_l0,room8_l1,room8_l2,0}, //layers + {room8_gd1,room8_gd2,0}, //grids + {room8_PAL,PARIS1_PAL}, //palettes + {room8_plx,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // PARIS 2 + + { + 3, //total_layers //room 9 + 640, //size_x + 400, //size_y + 56, //grid_width + {room9_l0,room9_l1,room9_l2,0}, //layers + {room9_gd1,room9_gd2,0}, //grids + {room9_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 10 + 640, //size_x + 400, //size_y + 56, //grid_width + {room10_l0,room10_l1,0,0}, //layers + {room10_gd1,0,0}, //grids + {room10_PAL,R10SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 11 + 640, //size_x + 400, //size_y + 56, //grid_width + {room11_l0,room11_l1,room11_l2,0}, //layers + {room11_gd1,room11_gd2,0}, //grids + {room11_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 12 + 640, //size_x + 400, //size_y + 56, //grid_width + {room12_l0,room12_l1,0,0}, //layers + {room12_gd1,0,0}, //grids + {room12_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 13 + 976, //size_x + 400, //size_y + 77, //grid_width + {room13_l0,room13_l1,room13_l2,0}, //layers + {room13_gd1,room13_gd2,0}, //grids + {room13_PAL,R13SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 14 + 640, //size_x + 400, //size_y + 56, //grid_width + {room14_l0,room14_l1,0,0}, //layers + {room14_gd1,0,0}, //grids + {room14_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 15 + 640, //size_x + 400, //size_y + 56, //grid_width + {room15_l0,room15_l1,room15_l2,0}, //layers + {room15_gd1,room15_gd2,0}, //grids + {room15_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 16 + 640, //size_x + 400, //size_y + 56, //grid_width + {R16L0,R16L1,0,0}, //layers + {R16G1,0,0}, //grids + {room16_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 17 + 640, //size_x + 400, //size_y + 56, //grid_width + {room17_l0,room17_l1,room17_l2,0}, //layers + {room17_gd1,room17_gd2,0}, //grids + {room17_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 18 + 640, //size_x + 400, //size_y + 56, //grid_width + {room18_l0,room18_l1,room18_l2,0}, //layers + {room18_gd1,room18_gd2,0}, //grids + {room18_PAL,R18SPRPAL}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // IRELAND + + { + 3, //total_layers //room 19 - Ireland Street + 848, //size_x + 864, //size_y + 69, //grid_width + {R19L0,R19L1,R19L2,0}, //layers + {R19G1,R19G2,0}, //grids + {R19PAL,R19SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 4, //total_layers //room 20 - Macdevitts + 640, //size_x + 400, //size_y + 56, //grid_width + {R20L0,R20L1,R20L2,R20L3}, //layers + {R20G1,R20G2,R20G3}, //grids + {R20PAL,R20SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 21 - Pub Cellar + 640, //size_x + 400, //size_y + 56, //grid_width + {R21L0,R21L1,R21L2,0}, //layers + {R21G1,R21G2,0}, //grids + {R21PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 22 - Castle Gate + 784, //size_x + 400, //size_y + 65, //grid_width + {R22L0,R22L1,0,0}, //layers + {R22G1,0,0}, //grids + {R22PAL,R22SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 23 - Castle Hay Top + 640, //size_x + 400, //size_y + 56, //grid_width + {R23L0,0,0,0}, //layers + {0,0,0}, //grids + {R23PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 24 - Castle Yard + 880, //size_x + 400, //size_y + 71, //grid_width + {R24L0,R24L1,0,0}, //layers + {R24G1,0,0}, //grids + {R24PAL,SPRITE_PAL}, //palettes + {R24PLX,0}, //parallax layers + }, + { + 2, //total_layers //room 25 - Castle Dig + 640, //size_x + 400, //size_y + 56, //grid_width + {R25L0,R25L1,0,0}, //layers + {R25G1,0,0}, //grids + {R25PAL,R25SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 26 - Cellar Dark + 640, //size_x + 400, //size_y + 56, //grid_width + {R26L0,R26L1,R26L2,0}, //layers + {R26G1,R26G2,0}, //grids + {R26PAL,R26SPRPAL}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // PARIS 3 + + { + 3, //total_layers //room 27 + 640, //size_x + 400, //size_y + 56, //grid_width + {R27L0,R27L1,R27L2,0}, //layers + {R27G1,R27G2,0}, //grids + {room27_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 28 + 640, //size_x + 400, //size_y + 56, //grid_width + {R28L0,R28L1,R28L2,0}, //layers + {R28G1,R28G2,0}, //grids + {R28PAL,R28SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 29 + 640, //size_x + 400, //size_y + 56, //grid_width + {R29L0,R29L1,0,0}, //layers + {R29G1,0,0}, //grids + {R29PAL,R29SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 30 - for MONITOR seen while player in rm34 + 640, //size_x + 400, //size_y + 56, //grid_width + {MONITOR,0,0,0}, //layers + {0,0,0}, //grids + {MONITOR_PAL,PARIS3_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 31 + 640, //size_x + 400, //size_y + 56, //grid_width + {room31_l0,0,0,0}, //layers + {0,0,0}, //grids + {room31_PAL,PARIS3_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 32 + 640, //size_x + 400, //size_y + 56, //grid_width + {room32_l0,room32_l1,room32_l2,0}, //layers + {room32_gd1,room32_gd2,0}, //grids + {room32_PAL,PARIS3_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 33 + 640, //size_x + 400, //size_y + 56, //grid_width + {room33_l0,room33_l1,room33_l2,0}, //layers + {room33_gd1,room33_gd2,0}, //grids + {room33_PAL,PARIS3_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 4, //total_layers //room 34 + 1120, //size_x + 400, //size_y + 86, //grid_width + {room34_l0,room34_l1,room34_l2,room34_l3}, //layers + {room34_gd1,room34_gd2,room34_gd3}, //grids + {room34_PAL,PARIS3_PAL}, //palettes + {R34PLX,0}, //parallax layers + }, + { + 2, //total_layers //room 35 + 640, //size_x + 400, //size_y + 56, //grid_width + {room35_l0,room35_l1,0}, //layers + {room35_gd1,0}, //grids + {room35_PAL,PARIS3_PAL}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // PARIS 4 + + { + 2, //total_layers //room 36 + 960, //size_x + 400, //size_y + 76, //grid_width + {R36L0,R36L1,0,0}, //layers + {R36G1,0,0}, //grids + {room36_PAL,R36SPRPAL}, //palettes + {R36PLX,0}, //parallax layers + }, + { + 2, //total_layers //room 37 + 640, //size_x + 400, //size_y + 56, //grid_width + {R37L0,R37L1,0,0}, //layers + {R37G1,0,0}, //grids + {room37_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 38 + 640, //size_x + 400, //size_y + 56, //grid_width + {R38L0,R38L1,0,0}, //layers + {R38G1,0,0}, //grids + {room38_PAL,R38SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 39 + 640, //size_x + 400, //size_y + 56, //grid_width + {R39L0,R39L1,0,0}, //layers + {R39G1,0,0}, //grids + {room39_PAL,R39SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 40 + 640, //size_x + 400, //size_y + 56, //grid_width + {R40L0,0,0,0}, //layers + {0,0,0}, //grids + {room40_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 41 + 640, //size_x + 400, //size_y + 56, //grid_width + {R41L0,R41L1,0,0}, //layers + {R41G1,0,0}, //grids + {room41_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 42 + 640, //size_x + 400, //size_y + 56, //grid_width + {R42L0,R42L1,R42L2,0}, //layers + {R42G1,R42G2,0}, //grids + {room42_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 43 + 640, //size_x + 400, //size_y + 56, //grid_width + {R43L0,R43L1,0,0}, //layers + {R43G1,0,0}, //grids + {room43_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 44 + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // SYRIA + + { + 2, //total_layers //room 45 - Syria Stall + 1152, //size_x + 400, //size_y + 88, //grid_width + {R45L0,R45L1,0,0}, //layers + {R45G1,0,0}, //grids + {R45PAL,R45SPRPAL}, //palettes + {R45PLX,0}, //parallax layers + }, + { + 3, //total_layers //room 46 (Hotel Alley, Paris 2) + 640, //size_x + 400, //size_y + 56, //grid_width + {room46_l0,room46_l1,room46_l2,0}, //layers + {room46_gd1,room46_gd2,0}, //grids + {room46_PAL,PARIS2_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 47 - Syria Carpet + 640, //size_x + 800, //size_y + 56, //grid_width + {R47L0,R47L1,R47L2,0}, //layers + {R47G1,R47G2,0}, //grids + {R47PAL,SYRIA_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 48 (Templar Church, Paris 4) + 1184, //size_x + 400, //size_y + 90, //grid_width + {R48L0,R48L1,R48L2,0}, //layers + {R48G1,R48G2,0}, //grids + {R48PAL,R48SPRPAL}, //palettes + {R48PLX,0}, //parallax layers + }, + { + 3, //total_layers //room 49 - Syria Club + 640, //size_x + 400, //size_y + 56, //grid_width + {R49L0,R49L1,R49L2,0}, //layers + {R49G1,R49G2,0}, //grids + {R49PAL,SYRIA_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 4, //total_layers //room 50 - Syria Toilet + 640, //size_x + 400, //size_y + 56, //grid_width + {R50L0,R50L1,R50L2,R50L3}, //layers + {R50G1,R50G2,R50G3}, //grids + {R50PAL,SYRIA_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 51 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 52 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 53 - Bull Head Pan + 880, //size_x + 1736, //size_y + 71, //grid_width + {R53L0,0,0,0}, //layers + {0,0,0}, //grids + {R53PAL,R53SPRPAL}, //palettes + {FRONT53PLX,BACK53PLX}, //parallax layers + }, + { + 2, //total_layers //room 54 - Bull Head + 896, //size_x + 1112, //size_y + 72, //grid_width + {R54L0,R54L1,0,0}, //layers + {R54G1,0,0}, //grids + {R54PAL,SYRIA_PAL}, //palettes + {R54PLX,0}, //parallax layers - SPECIAL BACKGROUND PARALLAX - MUST GO IN FIRST SLOT + }, + { + 1, //total_layers //room 55 - Bull Secret + 1040, //size_x + 400, //size_y + 81, //grid_width + {R55L0,0,0,0}, //layers + {0,0,0}, //grids + {R55PAL,R55SPRPAL}, //palettes + {R55PLX,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // SPAIN + + { + 3, //total_layers //room 56 - Countess' room + 640, //size_x + 400, //size_y + 56, //grid_width + {R56L0,R56L1,R56L2,0}, //layers + {R56G1,R56G2,0}, //grids + {R56PAL,SPAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 57 - Spain Drive + 1760, //size_x + 400, //size_y + 126, //grid_width + {R57L0,R57L1,0,0}, //layers + {R57G1,0,0}, //grids + {R57PAL,SPAIN_PAL}, //palettes + {R57PLX,0}, //parallax layers + }, + { + 2, //total_layers //room 58 - Mausoleum Exterior + 864, //size_x + 400, //size_y + 70, //grid_width + {R58L0,R58L1,0,0}, //layers + {R58G1,0,0}, //grids + {R58PAL,SPAIN_PAL}, //palettes + {R58PLX,0}, //parallax layers + }, + { + 3, //total_layers //room 59 - Mausoleum Interior + 640, //size_x + 400, //size_y + 56, //grid_width + {R59L0,R59L1,R59L2,0}, //layers + {R59G1,R59G2,0}, //grids + {R59PAL,SPAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 60 - Spain Reception + 640, //size_x + 400, //size_y + 56, //grid_width + {R60L0,R60L1,R60L2,0}, //layers + {R60G1,R60G2,0}, //grids + {R60PAL,SPAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 61 - Spain Well + 640, //size_x + 400, //size_y + 56, //grid_width + {R61L0,R61L1,0,0}, //layers + {R61G1,0,0}, //grids + {R61PAL,SPAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 62 - CHESS PUZZLE + 640, //size_x + 400, //size_y + 56, //grid_width + {R62L0,0,0,0}, //layers + {0,0,0}, //grids + {R62PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // NIGHT TRAIN + + { + 2, //total_layers //room 63 - train_one + 2160, //size_x + 400, //size_y + 151, //grid_width + {R63L0,R63L1,0,0}, //layers + {R63G1,0,0}, //grids + {R63PAL,TRAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 64 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 65 - compt_one + 640, //size_x + 400, //size_y + 56, //grid_width + {R65L0,R65L1,0,0}, //layers + {R65G1,0,0}, //grids + {R65PAL,TRAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 66 - compt_two + 640, //size_x + 400, //size_y + 56, //grid_width + {R66L0,0,0,0}, //layers + {0,0,0}, //grids + {R66PAL,TRAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 67 - compt_three + 640, //size_x + 400, //size_y + 56, //grid_width + {R67L0,R67L1,0,0}, //layers + {R67G1,0,0}, //grids + {R67PAL,TRAIN_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 68 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 69 - train_guard + 640, //size_x + 400, //size_y + 56, //grid_width + {R69L0,R69L1,0,0}, //layers + {R69G1,0,0}, //grids + {R69PAL,R69SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 70 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // SCOTLAND + + { + 2, //total_layers //room 71 - churchyard + 1760, //size_x + 400, //size_y + 126, //grid_width + {R71L0,R71L1,0,0}, //layers + {R71G1,0,0}, //grids + {R71PAL,SPRITE_PAL}, //palettes + {R71PLX,0}, //parallax layers + }, + { + 2, //total_layers //room 72 - church_tower + 640, //size_x + 400, //size_y + 56, //grid_width + {R72L0,R72L1,0,0}, //layers + {R72G1,0,0}, //grids + {R72PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 3, //total_layers //room 73 - crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R73L0,R73L1,R73L2,0}, //layers + {R73G1,R73G2,0}, //grids + {R73PAL,R73SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 2, //total_layers //room 74 - secret_crypt + 1136, //size_x + 400, //size_y + 87, //grid_width + {R74L0,R74L1,0,0}, //layers + {R74G1,0,0}, //grids + {R74PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 75 - secret_crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R75L0,0,0,0}, //layers + {0,0,0}, //grids + {R75PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 76 - secret_crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R76L0,0,0,0}, //layers + {0,0,0}, //grids + {R76PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 77 - secret_crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R77L0,0,0,0}, //layers + {0,0,0}, //grids + {R77PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 78 - secret_crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R78L0,0,0,0}, //layers + {0,0,0}, //grids + {R78PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 79 - secret_crypt + 640, //size_x + 400, //size_y + 56, //grid_width + {R79L0,0,0,0}, //layers + {0,0,0}, //grids + {R79PAL,ENDSPRPAL}, //palettes + {0,0}, //parallax layers + }, + + //------------------------------------------------------------------------ + // MAPS + + { + 1, //total_layers //room 80 - paris map + 640, //size_x + 400, //size_y + 56, //grid_width + {room80_l0,0,0,0}, //layers + {0,0,0}, //grids + {room80_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 81 - for sequence of Assassin coming up stairs to rm17 + 640, //size_x + 400, //size_y + 56, //grid_width + {ASSTAIR2,0,0,0}, //layers + {0,0,0}, //grids + {ASSTAIR2_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 82 - Map of Britain, viewed frrom sc55 (Syria Cave) + 640, //size_x + 400, //size_y + 56, //grid_width + {BRITMAP,0,0,0}, //layers + {0,0,0}, //grids + {BRITMAP_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 83 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 84 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 85 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 86 - europe map + 640, //size_x + 400, //size_y + 56, //grid_width + {room86_l0,0,0,0}, //layers + {0,0,0}, //grids + {room86_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 87 - normal window in sc48 + 640, //size_x + 400, //size_y + 56, //grid_width + {WINDOW1,0,0,0}, //layers + {0,0,0}, //grids + {WINDOW1_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 88 - filtered window in sc48 + 640, //size_x + 400, //size_y + 56, //grid_width + {WINDOW2,0,0,0}, //layers + {0,0,0}, //grids + {WINDOW2_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 89 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 90 - phone screen + 640, //size_x + 400, //size_y + 56, //grid_width + {R90L0,0,0,0}, //layers + {0,0,0}, //grids + {R90PAL,PHONE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 91 - envelope screen + 640, //size_x + 400, //size_y + 56, //grid_width + {R91L0,0,0,0}, //layers + {0,0,0}, //grids + {R91PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 92 - for close up of George surprised in wardrobe in sc17 + 640, //size_x + 400, //size_y + 56, //grid_width + {SBACK17,0,0,0}, //layers + {0,0,0}, //grids + {SBACK17PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 93 - for close up of George inquisitive in wardrobe in sc17 + 640, //size_x + 400, //size_y + 56, //grid_width + {IBACK17,0,0,0}, //layers + {0,0,0}, //grids + {IBACK17PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 94 - for close up of George in sarcophagus in sc29 + 640, //size_x + 400, //size_y + 56, //grid_width + {BBACK29,0,0,0}, //layers + {0,0,0}, //grids + {BBACK29PAL,BBACK29SPRPAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 95 - for close up of George during templar meeting, in sc38 + 640, //size_x + 400, //size_y + 56, //grid_width + {BBACK38,0,0,0}, //layers + {0,0,0}, //grids + {BBACK38PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 96 - close up of chalice projection + 640, //size_x + 400, //size_y + 56, //grid_width + {CHALICE42,0,0,0}, //layers + {0,0,0}, //grids + {CHALICE42_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 97 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 0, //total_layers //room 98 - NOT USED + 0, //size_x + 0, //size_y + 0, //grid_width + {0,0,0,0}, //layers + {0,0,0}, //grids + {0,0}, //palettes + {0,0}, //parallax layers + }, + { + 1, //total_layers //room 99 - blank screen + 640, //size_x + 400, //size_y + 56, //grid_width + {room99_l0,0,0,0}, //layers + {0,0,0}, //grids + {room99_PAL,SPRITE_PAL}, //palettes + {0,0}, //parallax layers + } +}; + +const char SwordMusic::_tuneList[TOTAL_TUNES][8] = { + "", // 0 SPARE + "1m2", // DONE 1 George picks up the newspaper + "1m3", // DONE 2 In the alley for the first time + "1m4", // DONE 3 Alleycat surprises George + "1m6", // DONE 4 George fails to remove manhole cover. Even numbered attempts + "1m7", // !!!! 5 George fails to remove manhole cover. Odd numbered attempts + "1m8", // DONE 6 George leaves alley + "1m9", // DONE 7 George enters cafe for the first time + "1m10", // DONE 8 Waitress + "1m11", // DONE 9 Lying doctor + + "1m12", // DONE 10 Truthful George + "1m13", // DONE 11 Yes, drink brandy + "1m14", // DONE 12 Yes, he's dead (Maybe 1m14a) + "1m15", // DONE 13 From, "...clown entered?" + "1m16", // DONE 14 From, "How did the old man behave?" + "1m17", // DONE 15 Salah-eh-Din + "1m18", // DONE 16 From, "Stay here, mademoiselle" + "1m19", // DONE 17 Leaving the cafe + "1m20", // DONE 18 Stick-up on Moue's gun + "1m21", // DONE 19 From, "Stop that, monsieur" + + "1m22", // DONE 20 From, "If you can" + "1m23", // DONE 21 From, "Yeah,...clown" + "1m24", // DONE 22 From, he claimed to be a doctor + "1m25", // DONE 23 First time George meets Nico + "1m26", // DONE 24 From, "Oh God, him again." (Read notes on list) + "1m27", // DONE 25 From, "He's inside" + "1m28", // DONE 26 From, "You speak very good English" + "1m29", // DONE 27 From, "Why won't you tell me about this clown?" + "1m28a", // DONE 28 Costumed killers from, "How did Plantard get your name?" + "1m30", // DONE 29 From, "I really did see the clown" when talking to Moue at cafe doorway + + "1m31", // DONE 30 From, "I found this (paper) in the street" (talking to Moue) + "1m32", // DONE 31 From, "What's the difference?" + "1m34", // DONE 32 Roadworker "Did you see a clown?" + "1m35", // DONE 33 Worker re: explosion, "I guess not" + "2m1", // DONE 34 From, "What about the waitress?" + "2m2", // DONE 35 From, "Did you see the old guy with the briefcase?" + "2m4", // DONE 36 "Would you like to read my newspaper?" (2M3 is at position 144) + "2m5", // DONE 37 From, "Ah, what's this Saleh-eh-Din?" + "2m6", // DONE 38 From, "It was a battered old tool box". + "2m7", // DONE 39 George "borrows" the lifting key + + "2m8", // DONE 40 From 'phone page. Call Nico + "2m9", // DONE 41 Leaving the workman's tent + "2m10", // DONE 42 Use lifting keys on manhole + "2m11", // DONE 43 Into sewer no.1 from George on his knees (Alternative: 2m12) + "2m12", // DONE 44 Into sewer (alternative to 2m11) + "2m13", // DONE 45 George bends to pick up the red nose + "2m14", // DONE 46 Paper tissue, "It was a soggy..." + "2m15", // DONE 47 Cloth, as George picks it up. (Alternative: 2m16) + "2m16", // !!!! 48 Alternative cloth music + "2m17", // DONE 49 George climbs out of sewer. + + "2m18", // DONE 50 From, "The man I chased..." + "2m19", // DONE 51 Spooky music for sewers. + "2m20", // DONE 52 "She isn't hurt, is she?" + "2m21", // DONE 53 Click on material icon + "2m22", // DONE 54 Spooky music for sewers. + "2m23", // DONE 55 From, "So you don't want to hear my experiences in the desert?" + "2m24", // DONE 56 On the material icon with Albert (suit icon instead, because material icon done) + "2m25", // DONE 57 After "What was on the label?" i.e. the 'phone number. + "2m26", // DONE 58 Leaving yard, after, "I hope you catch that killer soon." Also for the Musee Crune icon on the map (5M7). + "2m27", // DONE 59 As George starts to 'phone Todryk. (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21). + + "2m28", // DONE 60 Todryk conversation after, "Truth and justice" + "2m29", // DONE 61 'Phoning Nico from the roadworks. Also, 'phoning her from Ireland, ideally looping and fading on finish (6M10). + "2m30", // DONE 62 First time on Paris map + "2m31", // DONE 63 Click on Rue d'Alfred Jarry + "2m32", // DONE 64 From, "Will you tell me my fortune?" + "2m33", // DONE 65 After "Can you really tell my future?" + "1m28", // DONE 66 "What about the tall yellow ones?" Copy from 1M28. + "2m24", // DONE 67 Material Icon. Copy from 2M24 + "2m6", // DONE 68 Exit icon on "See you later". Copy from 2M6. + "1m25", // DONE 69 On opening the front foor to Nico's. Copy from 1M25. . + + "2m38", // DONE 70 Victim 1: From, "Tell me more about the clown's previous victims." + "2m39", // DONE 71 Victim 2: After, "What about the clown's second victim?" + "2m40", // DONE 72 Victim 3: On clown icon for 3rd victim. + "3m1", // DONE 73 George passes Nico the nose. + "3m2", // DONE 74 With Nico. From, "I found a piece of material..." + "3m3", // DONE 75 After George says, "... or clowns?" + "3m4", // DONE 76 After, "Did you live with your father?" + "1m28", // DONE 77 After, "Do you have a boyfriend?". Copy from 1M28. + "2m26", // DONE 78 After, "Good idea" (about going to costumier's). Copy from 2M26. + "3m7", // DONE 79 On costumier's icon on map. + + "3m8", // DONE 80 Costumier's, after, "Come in, welcome." + "3m9", // DONE 81 On entering costumier's on later visits + "3m10", // DONE 82 After, "A description, perhaps." + "2m13", // DONE 83 Red nose icon at costumier's. Copy 2M13. + "3m12", // DONE 84 Tissue icon. Also, after Nico's "No, I write it (the magazine) 5M19. + "3m13", // DONE 85 Photo icon over, "Do you recognise this man?" + "3m14", // DONE 86 Exit icon, over, "Thanks for your help, buddy." + "2m9", // DONE 87 Clicking on police station on the map. + "3m17", // DONE 88 Police station on, "I've tracked down the clown's movements." + "3m18", // DONE 89 "One moment, m'sieur," as Moue turns. + + "3m19", // DONE 90 G. on Rosso. "If he was trying to impress me..." + "3m20", // DONE 91 G. thinks, "He looked at me as if I'd farted." + "3m21", // DONE 92 Over Rosso's, "I've washed my hands of the whole affair." + "3m22", // DONE 93 Played over, "So long, inspector." + "3m24", // DONE 94 Conversation with Todrk, "He bought a suit from you, remember?" + "3m26", // !!!! 95 This piece is a problem. Don't worry about it for present. + "3m27", // DONE 96 George to Nico (in the flat): "Have you found out anymore?" [about the murders? or about the templars? JEL] + "2m26", // DONE 97 After, "Don't worry, I will." on leaving Nico's. + "3m29", // DONE 98 Ubu icon on the map. + "3m30", // DONE 99 G and Flap. After, "I love the clowns. Don't you?" AND "after "Not if you see me first" (3M31) + + "3m32", // DONE 100 Source music for Lady Piermont. + "3m33", // DONE 101 More music for Lady P. + "2m13", // DONE 102 Red Nose music Copy 2M13 + "4m3", // DONE 103 On photo, "Do you recognise the man in this photograph" + "4m4", // DONE 104 With Lady P. After, "Hi there, ma'am." + "4m5", // DONE 105 After, "I think the word you're looking for is...dick" + "4m6", // DONE 106 After, "English arrogance might do the trick." Also for "More English arrogance" (4M27) + "4m8", // !!!! 107 As George grabs key. + "4m9", // DONE 108 Room 21, on "Maybe it wasn't the right room" + "4m10", // DONE 109 On coming into 21 on subsequent occasions. + + "4m11", // DONE 110 As George steps upto window. + "4m12", // DONE 111 Alternative times he steps up to the window. + "4m13", // DONE 112 In Moerlin's room + "4m14", // DONE 113 Sees "Moerlin" on the Stairs + "4m15", // DONE 114 George closing wardrobe door aftre Moerlin's gone. + "4m17", // DONE 115 After, "take your mind off the inquest" + "4m18", // DONE 116 "It was just as I'd imagined." + "4m19", // DONE 117 Show photo to Lady P + "4m20", // DONE 118 Lady P is "shocked" after the name "Khan". + "4m21", // DONE 119 After, "A bundle of papers, perhaps". + + "4m22", // DONE 120 After, "Plantard's briefcase" + "4m24", // DONE 121 On fade to black as George leaves the hotel (prior to being searched) + "4m25", // DONE 122 After, "I break your fingers" + "4m28", // DONE 123 After clerk says, "Voila, m'sieur. Le manuscript..." + "4m29", // DONE 124 Onto the window sill after getting the manuscript. + "4m31", // DONE 125 Searched after he's dumped the manuscript in the alleyway. + "4m32", // DONE 126 Recovering the manuscript in the alley, "If the manuscript was..." + "5m1", // DONE 127 The manuscript, just after, "It's worth enough to kill for." + "5m2", // !SMK 128 The Templars after, "...over 800 years ago." + "5m3", // DONE 129 After, "Let's take another look at that manuscript" + + "5m4", // DONE 130 On "Knight with a crystal ball" icon + "5m5", // DONE 131 On Nico's, "Patience" + "5m6", // DONE 132 After "I'm sure it will come in useful" when George leaves. Also, George leaving Nico after, "Keep me informed if you find anything new" (5M20). + "just take care of yourself" + "5m8", // DONE 133 Entering the museum for the first time on the fade. + "5m9", // DONE 134 George with guard after, "park their cars." Guard saying "No, no, no" + "5m10", // DONE 135 Incidental looking around the museum music. + fading from map to museum street, when lobineau is in museum + "5m11", // DONE 136 From "In the case was a spindly tripod, blackened with age and pitted with rust...". George answers Tripod ((?)That's what the cue list says). Also 5M15 and 5M16) + "5m12", // DONE 137 More looking around music. + "5m13", // DONE 138 Opening the mummy case. + "5m14", // DONE 139 High above me was a window + + "5m17", // DONE 140 "As I reached toward the display case" (5M18 is in slot 165) + "5m22", // !SMK 141 From Ireland on the Europe map. + "5m23", // !!!! 142 IN front of the pub, searching. + "5m24", // DONE 143 Cheeky Maguire, "Wait 'til I get back" + "2m3", // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade. + "6m1", // DONE 145 After, "You know something ... not telling me, don't you?" + "6m2", // DONE 146 On, "Mister, I seen it with my own eyes." + "6m3", // DONE 147 After, "Did you get to see the ghost" + On George's, "As soon as I saw the flickering torches..." in SCR_SC73.txt. + "6m4", // DONE 148 "the bloody place is haunted", just after G's "rational explanation... the castle" + "6m5", // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes. + + "6m6", // DONE 150 Pub fiddler 2. + "6m7", // DONE 151 Pub fiddler 3. + "6m8", // DONE 152 Pub fiddler 4. + "6m12", // DONE 153 Exit pub (as door opens). Copy from 2M6. + "2m6", // DONE 154 Going to the castle, start on the path blackout. + "5m1", // DONE 155 On, "Where was the Templar preceptory?" Copy 5M1 + "6m15", // DONE 156 "On, "Do you mind if I climb up your hay stack..." + "7m1", // DONE 157 On plastic box, "It was a featureless..." + "7m2", // DONE 158 On tapping the plastic box with the sewer key + "7m4", // !!!! 159 "Shame on you, Patrick!" Fitzgerald was at the dig + + "7m5", // !!!! 160 On the icon that leads to, "Maguire says that he saw you at the dig" + "7m6", // !!!! 161 On "The man from Paris" + "7m7", // !!!! 162 On, "I wish I'd never heard of..." + "7m8", // DONE 163 Exit pub + "7m11", // DONE 164 George picks up gem. + "7m14", // DONE 165 On George's icon, "the driver of the Ferrari..." + "7m15", // DONE 166 After George, "His name is Sean Fitzgerald" + "5m18", // DONE 167 Leaving museum after discovering tripod. + "6m11", // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end. + "7m17", // DONE 169 "You don't have to demolish the haystack" + + "7m18", // DONE 170 George begins to climb the haystack. + "7m19", // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only). + "7m20", // DONE 172 Attempting to get over the wall. + "7m21", // DONE 173 Descending the haystack + "7m22", // !!!! 174 Useful general purpose walking about music. + "7m23", // DONE 175 "Plastic cover" The exposed box, LB and RB. + "7m28", // !!!! 176 "No return" + "7m30", // !!!! 177 Picking up drink music (This will definitely clash with the fiddle music. We'll use it for something else). * + "7m31", // !!!! 178 Showing the landlord the electrician's ID. + "7m32", // !!!! 179 Stealing the wire (Probable clash again) * + + "7m33", // DONE 180 On fade to black before going down into dark cellar. + "7m34", // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance. + "8m1", // DONE 182 Going down into the light cellar, starting as he goes through bar door. + "8m2", // DONE 183 General cellar music on, "It was an empty carton". + "8m4", // !!!! 184 Trying to get the bar towel. On, "The man's arm lay across..." * + "8m7", // DONE 185 Squeeze towel into drain. On, "Silly boy..." + "8m10", // DONE 186 Entering the castle as he places his foot on the tool embedded into the wall. + "8m11", // DONE 187 On, "Hey, billy." Goat confrontation music. + "8m12", // DONE 188 First butt from goat at moment of impact. + "8m13", // DONE 189 On examining the plough. + + "8m14", // DONE 190 Second butt from goat. + "8m15", // DONE 191 Third butt from goat. + "8m16", // DONE 192 All subsequent butts, alternating with no music. + "8m18", // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig. + "8m19", // DONE 194 "There was a pattern..." The five holes. + "8m20", // DONE 195 George actually touches the stone. Cooling carving (?) + "8m21", // DONE 196 "As I swung the stone upright" coming in on "Upright" + "8m22", // DONE 197 "The sack contained" + "8m24", // DONE 198 Down wall. As screen goes black. George over wall to haystack. + "8m26", // DONE 199 Wetting the towel + + "8m28", // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster. + "8m29", // DONE 201 Mould in "The hardened plaster..." + "8m30", // DONE 202 Entering castle. As George steps in. + "8m31", // DONE 203 After George, "Hardly - he was dead." in nico_scr.txt + "8m37", // !!!! 204 Talking to Lobineau about the Templars. 5M2Keep looping and fade at the end. + // The problem is that it's an enormous sample and will have to be reduced in volume. + // I suggest forgetting about this one for the time being. + // If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay? + "8m38", // DONE 205 "A female friend" + "8m39", // DONE 206 "Public toilet" + "8m40", // DONE 207 When George asks, "Where was the site at Montfaucon?" (to Lobineau, I suppose) + "8m41", // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?" + "9m1", // DONE 209 On George, "It was the king of France" in ross_scr.txt + + "9m2", // DONE 210 George, "Why do you get wound up...?" in ross_scr.txt + "9m3", // DONE 211 Ever heard of a guy called Marquet? Jacques Marquet? + "9m5", // DONE 212 On fade up at the hospital drive + "9m6", // DONE 213 On fade up inside the hospital + "9m7", // DONE 214 With Eva talking about Marquet. Before, "I'm conducting a private investigation." + "9m8", // DONE 215 With Eva, showing her the ID card. + "9m9", // DONE 216 With Eva, second NURSE click, "If nurse Grendel is that bad..." + "9m10", // DONE 217 Saying goodbye to Eva on the conversation where he discovers Marquet's location + on fade up on Sam's screen after being kicked off the ward + "9m11", // DONE 218 Talking to Sam. On, "Oh - hiya!" + first click on MR_SHINY + "9m13", // DONE 219 When George drinks from the cooler. + + "9m14", // DONE 220 To Grendel, third MARQUET click. On "Do you know who paid for Marquet's room?" + "9m15", // DONE 221 To Grendel on first CLOWN click, "Do you have any clowns on the ward?" + "9m17", // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..." + "9m18", // DONE 223 On subsequent plug tuggings if George has failed to get the white coat. + "9m19", // DONE 224 With the consultant, on "Excuse me, sir..." + "9m20", // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile" + "9m21", // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0. + "9m22", // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1. + "9m23", // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1. + "9m24", // DONE 229 Giving the pressure gauge to Benoir, on, "Here, take this pressure gauge." + + "9m25", // DONE 230 With Benoir, suggesting he use the gauge on the nurse. On, "Use it on Nurse Grendel." + "10m1", // DONE 231 Immediately after Marquet's, "Well, what are you waiting for? Get it over with!" + "10m2", // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid. + "10m3", // DONE 233 On fade to black as George spies on the Neo-Templars. + "10m4", // DONE 234 On second peer through the hole at the "Templars" + "11m1", // DONE 235 On clicking on the Marib button. + "11m3", // DONE 236 Loop in the Club Alamut, alternating with... + "11m4", // DONE 237 Loop in the Club Alamut. + "11m7", // DONE 238 When the door in the Bull's Mouth closes on George. + "11m8", // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT. + + "11m9", // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably. + "12m1", // DONE 241 Clicking on the Spain icon from the aeroport. (AFTER CHANGING CD!) + "11m2", // DONE 242 Loop in the marketplace of Marib. + "spm2", // DONE 243 On fade up in the Countess' room for the first time. + "spm3", // DONE 244 At the end of VAS1SC56, triggered immediately before the Countess says, "Senor Stobbart, if I find that you are wasting my time..." + "spm4", // DONE 245 Immediately before Lopez enters the mausoleum with the chess set. + "spm5", // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes, a couple of seconds and then back to this and so on and so forth. + "spm6", // DONE 247 On fade up from completing the chess puzzle. The climax is now "spm6b" + "scm1", // DONE 248 This is used whenever George goes out of a carriage and onto the corridor. + "scm2", // DONE 249 As George climbs out of the train window. + + "scm3", // DONE 250 As George lands inside the guard's van. + "scm4", // DONE 251 On Khan's death speech, "A noble foe..." + "scm5", // DONE 252 George to Khan. On, "You're talking in riddles!" + "scm6", // DONE 253 Before, "He's dead" + "scm7", // DONE 254 Kissing Nico. After, "Where do you think you're going?" + "scm8", // DONE 255 In the churchyard after Nico's, "I rather hope it did" + "scm11", // DONE 256 Click on the opened secret door. + "rm3a", // DONE 257 Immediately they fade up in the great cave. + "rm3b", // DONE 258 The scene change immediately after Eklund says, "If you wish to live much longer..." + "scm16", // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker. + + "scm1b", // DONE 260 When George passes the trigger point toward the back of the train and he sees Guido. + "spm6b", // DONE 261 The climax of "spm6", which should coincide with the Countess holding up the chalice. + "marquet", // DONE 262 Starts at the fade down when George is asked to leave Jacques' room + "rm4", // DONE 263 "On crystal stand icon. As George walks to the centre of the cavern." I'd do this on the first LMB on the stump. + "rm5", // DONE 264 "On icon. As George places the crystal on top of the stand." When the player places the gem luggage on the emplaced tripod. + "rm6", // DONE 265 "Chalice reflection. On icon as George places Chalice on floor of Church" i.e. the mosaic in the Baphomet dig. It's over thirty seconds long so it had best start running when the chalice luggage is placed on the mosaic so it runs through the big screen of the reflection. + "rm7", // DONE 266 "Burning candle. On icon as George sets about lighting candle." One minute forty-eight, this one. I've no idea how long the burning candle Smacker is but the cue description seems to indicate it should run from the moment the burning tissue successfully lights the candle, i.e. the window is shut. + "rm8", // DONE 267 "Down well. George descends into circus trap well." I think the circus reference refers to the lion. Run it from the moment that George gets off the rope and has a look around. Run it once only. + + "rm3c", // DONE 268 On the scene change to the Grand Master standing between the pillars as the earth power whomps him. + "rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs. +}; + +const FxDef SwordSound::_fxList[312] = { + // 0 + { + 0, // sampleId + 0, // type (FX_LOOP, FX_RANDOM or FX_SPOT) + 0, // delay (random chance for FX_RANDOM sound fx) + { // roomVolList + {0,0,0}, // {roomNo,leftVol,rightVol} + }, + }, + //------------------------ + // 1 Newton's cradle. Anim=NEWTON. + { + FX_NEWTON, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {45,4,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 2 + { + FX_TRAFFIC2, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {1,12,12}, // {roomNo,leftVol,rightVol} + {2,1,1}, + {3,1,1}, + {4,13,13}, + {5,1,1}, + {8,7,7}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 3 + { + FX_HORN1, // sampleId + FX_RANDOM, // type + 1200, // delay (or random chance) + { // roomVolList + {1,3,3}, // {roomNo,leftVol,rightVol} + {3,1,1}, + {4,1,1}, + {5,2,2}, + {8,4,4}, + {18,2,3}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 4 + { + FX_HORN2, // sampleId + FX_RANDOM, // type + 1200, // delay (or random chance) + { // roomVolList + {1,4,4}, // {roomNo,leftVol,rightVol} + {3,2,2}, + {4,3,3}, + {5,2,2}, + {8,4,4}, + {18,1,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 5 + { + FX_HORN3, // sampleId + FX_RANDOM, // type + 1200, // delay (or random chance) + { // roomVolList + {1,4,4}, // {roomNo,leftVol,rightVol} + {2,4,4}, + {3,2,2}, + {4,3,3}, + {5,2,2}, + {8,4,4}, + {18,1,1}, + }, + }, + //------------------------ + // 6 + { + FX_CAMERA1, // sampleId + FX_SPOT, // type + 25, // delay (or random chance) + { // roomVolList + {1,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 7 + { + FX_CAMERA2, // sampleId + FX_SPOT, // type + 25, // delay (or random chance) + { // roomVolList + {1,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 8 + { + FX_CAMERA3, // sampleId + FX_SPOT, // type + 25, // delay (or random chance) + { // roomVolList + {1,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 9 + { + FX_SWATER1, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {7,12,12}, // {roomNo,leftVol,rightVol} + {6,12,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 10 Mad dogs in Spain, triggered by George going around the corner in the villa hall. + // In 56 and 57, the dogs will continue barking after George has either been ejected or sneaked up stairs + // for a couple of loops before stopping. + { + FX_DOGS56, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {60,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0} // NULL-TERMINATOR + }, + }, + //------------------------ + // 11 + { + FX_DRIP1, // sampleId + FX_RANDOM, // type + 20, // delay (or random chance) + { // roomVolList + {7,15,15}, // {roomNo,leftVol,rightVol} + {6,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 12 + { + FX_DRIP2, // sampleId + FX_RANDOM, // type + 30, // delay (or random chance) + { // roomVolList + {7,15,15}, // {roomNo,leftVol,rightVol} + {6,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 13 + { + FX_DRIP3, // sampleId + FX_RANDOM, // type + 40, // delay (or random chance) + { // roomVolList + {7,15,15}, // {roomNo,leftVol,rightVol} + {6,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 14 + { + FX_TWEET1, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 15 + { + FX_TWEET2, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 16 + { + FX_TWEET3, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 17 + { + FX_TWEET4, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 18 + { + FX_TWEET5, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 19 Tied to large bird flying up screen anim + { + FX_CAW1, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) + { // roomVolList + {1,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 20 George picking the canopy up: GEOCAN + { + FX_CANUP, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) * + { // roomVolList + {1,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 21 George dropping the canopy: GEOCAN + { + FX_CANDO, // sampleId + FX_SPOT, // type + 52, // delay (or random chance) * + { // roomVolList + {1,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 22 George dusts himself down: GEOCAN + { + FX_DUST, // sampleId + FX_SPOT, // type + 58, // delay (or random chance) * + { // roomVolList + {1,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 23 George picks up the paper and opens it: GEOPAP + { + FX_PAP1, // sampleId + FX_SPOT, // type + 23, // delay (or random chance) * + { // roomVolList + {1,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 24 George puts the paper away: GEOPAP2 + { + FX_PAP2, // sampleId + FX_SPOT, // type + 3, // delay (or random chance) * + { // roomVolList + {1,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 25 George gives the paper away: GEOWRK8 + { + FX_PAP3, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) * + { // roomVolList + {4,14,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 26 Workman examines paper: WRKOPN - it's now just WRKPPR + { + FX_PAP4, // sampleId + FX_SPOT, // type + 15, // delay (or random chance) * + { // roomVolList + {4,14,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 27 Workman puts paper down: WRKOPN (REVERSED) - now just WRKCLM + { + FX_PAP5, // sampleId + FX_SPOT, // type + 2, // delay (or random chance)* + { // roomVolList + {4,14,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 28 Pickaxe sound 1:, Screen 4 - WRKDIG + { + FX_PICK1, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {4,10,10}, + {0,0,0} // NULL-TERMINATOR + }, + }, + //------------------------ + // 29 Pickaxe sound 2:, Screen 4 - WRKDIG + { + FX_PICK2, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {4,10,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 30 Pickaxe sound 3:, Screen 4 - WRKDIG + { + FX_PICK3, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {4,10,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 31 Pickaxe sound 4:, Screen 4 - WRKDIG + { + FX_PICK4, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {4,10,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 32 Shorting light: FLICKER + { + FX_LIGHT, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {3,15,15}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 33 Cat leaps out of bin and runs: CATJMP! + { + FX_CAT, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) * + { // roomVolList + {2,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 34 George rocks plastic crate: GEOCRT + { + FX_CRATE, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {2,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 35 George tries to climb drainpipe: GEOCLM02 + { + FX_DRAIN, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {2,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 36 George removes manhole cover: GEOMAN8 + { + FX_HOLE, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) ? + { // roomVolList + {2,12,11}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 37 Brandy bottle put down: CHNDRN + { + FX_BOTDN, // sampleId + FX_SPOT, // type + 43, // delay (or random chance) * + { // roomVolList + {3,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 38 Brandy bottle picked up: GEOBOT3 + { + FX_BOTUP, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {3,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 39 Chantelle gulps on brandy: CHNDRN + { + FX_GULP, // sampleId + FX_SPOT, // type + 23, // delay (or random chance) * + { // roomVolList + {3,4,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 40 Chantelle picked up off the floor: GEOCHN + { + FX_PIKUP, // sampleId + FX_SPOT, // type + 28, // delay (or random chance) * + { // roomVolList + {3,11,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 41 George searches Plantard's body: GEOCPS + { + FX_BODY, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {3,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 42 Moue cocks handgun. MOUENT + { + FX_PISTOL, // sampleId + FX_SPOT, // type + 23, // delay (or random chance) * + { // roomVolList + {4,4,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 43 George rummages in toolbox: GEOTBX + { + FX_TBOX, // sampleId + FX_SPOT, // type + 12, // delay (or random chance) * + { // roomVolList + {4,12,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 44 rat squeak 1 + { + FX_RAT1, // sampleId + FX_RANDOM, // type + 193, // delay (or random chance) + { // roomVolList + {6,5,7}, // {roomNo,leftVol,rightVol} + {7,5,3}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 45 rat squeak 2 + { + FX_RAT2, // sampleId + FX_RANDOM, // type + 201, // delay (or random chance) + { // roomVolList + {6,3,5}, // {roomNo,leftVol,rightVol} + {7,4,6}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 46 George climbs down ladder: + { + FX_LADD1, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {6,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 47 Rushing water loop + { + FX_SWATER3, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {6,10,11}, // {roomNo,leftVol,rightVol} + {7,12,11}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 48 Left hand bin being opened: GEOCAT? + { + FX_BIN3, // sampleId + FX_SPOT, // type + 12, // delay (or random chance) + { // roomVolList + {2,12,11}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 49 Middle bin being opened: GEOBIN + { + FX_BIN2, // sampleId + FX_SPOT, // type + 12, // delay (or random chance) + { // roomVolList + {2,11,11}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 50 Right hand bin being opened: GEOLID? + { + FX_BIN1, // sampleId + FX_SPOT, // type + 12, // delay (or random chance) + { // roomVolList + {2,10,11}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 51 Passing car sound + { + FX_CARS, // sampleId + FX_RANDOM, // type + 120, // delay (or random chance) + { // roomVolList + {10,8,1}, + {12,7,7}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 52 Passing car sound + { + FX_FIESTA, // sampleId + FX_RANDOM, // type + 127, // delay (or random chance) + { // roomVolList + {10,8,1}, + {12,7,7}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 53 Passing car sound + { + FX_CARLTON , // sampleId + FX_RANDOM, // type + 119, // delay (or random chance) + { // roomVolList + {10,8,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 54 Bird + { + FX_BIRD, // sampleId + FX_RANDOM, // type + 500, // delay (or random chance) + { // roomVolList + {9,10,10}, // {roomNo,leftVol,rightVol} + {10,2,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 55 George tries the door: GEOTRY + { + FX_DOORTRY, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {9,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 56 George opens the door: GEODOOR9 + { + FX_FLATDOOR, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {9,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 57 George picks the 'phone up: GEOPHN10 + { + FX_FONEUP, // sampleId + FX_SPOT, // type + 15, // delay (or random chance) + { // roomVolList + {10,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 58 George puts the 'phone down: GEPDWN10 + { + FX_FONEDN, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) + { // roomVolList + {10,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 59 Albert opens the door: ALBOPEN + { + FX_ALBOP, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) + { // roomVolList + {5,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 60 Albert closes the door: ALBCLOSE + { + FX_ALBCLO, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) + { // roomVolList + {5,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 61 George enter Nico's flat. GEOENT10 + { + FX_NICOPEN, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {10,7,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 62 George leaves Nico's. GEOLVS10 + { + FX_NICLOSE, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) + { // roomVolList + {10,7,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 63 Another bird for the street. + { + FX_BIRD2, // sampleId + FX_RANDOM, // type + 500, // WAS 15 (TOO LATE) + { // roomVolList + {9,10,10}, // {roomNo,leftVol,rightVol} + {10,2,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 64 George sits in the chair: GEOCHR + { + FX_GEOCHAIR, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) + { // roomVolList + {10,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 65 George sits on the couch: GEOCCH + { + FX_GEOCCH, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) + { // roomVolList + {10,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 66 George gets up from the chair: GEOCHR9 + { + FX_GEOCHR9, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) + { // roomVolList + {10,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 67 George is electrocuted: COSSHK + { + FX_SHOCK1, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) + { // roomVolList + {11,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 68 George plays record: GEOWIND + { + FX_GRAMOFON, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {11,11,13}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 69 George is frisked: GORFRK + { + FX_FRISK, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {12,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 70 Traffic sound + { + FX_TRAFFIC3, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {11,5,4}, + {12,1,1}, + {16,4,4}, + {18,2,3}, + {46,4,3}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 71 Latvian reading: LATRDS + { + FX_PAPER6, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) + { // roomVolList + {13,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 72 Deskbell + { + FX_DESKBELL, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {13,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 73 George picks up hotel 'phone: GEOTEL + { + FX_PHONEUP2, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {13,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 74 George puts down hotel 'phone: GEOTEL9 + { + FX_PHONEDN2, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {13,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 75 George tries doors in corridor: GEODOR + { + FX_TRYDOR14, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {14,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 76 George opens bedside cabinet: BEDDOR + { + FX_CABOPEN, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) + { // roomVolList + {15,10,14}, // {roomNo,leftVol,rightVol} + {17,10,14}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 77 George closes bedside cabinet: BEDDOR (reversed) + { + FX_CABCLOSE, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) + { // roomVolList + {15,10,14}, // {roomNo,leftVol,rightVol} + {17,10,14}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 78 George opens the window: WINDOW + { + FX_WINDOPEN, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) + { // roomVolList + {15,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 79 George goes right along the ledge: GEOIRW + { + FX_LEDGE1, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {16,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 80 George goes left along the ledge: GEOILW + { + FX_LEDGE2, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {16,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 81 Pigeon noises + { + FX_COO, // sampleId + FX_RANDOM, // type + 80, // delay (or random chance) + { // roomVolList + {16,7,9}, // {roomNo,leftVol,rightVol} + {46,5,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 82 Pigeon noises + { + FX_COO2, // sampleId + FX_RANDOM, // type + 60, // delay (or random chance) + { // roomVolList + {15,3,4}, // {roomNo,leftVol,rightVol} + {16,8,5}, // {roomNo,leftVol,rightVol} + {17,3,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 83 George picks up and opens case: GEOBFC + { + FX_BRIEFON, // sampleId + FX_SPOT, // type + 16, // delay (or random chance) + { // roomVolList + {17,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 84 George closes and puts down case: GEOBFC (reversed) + { + FX_BRIEFOFF, // sampleId + FX_SPOT, // type + 12, // delay (or random chance) + { // roomVolList + {17,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 85 George gets into wardrobe. GEOWRB2 Attention, James. This is new as of 15/7/96 + { + FX_WARDIN, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {17,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 86 George gets out of wardrobe. GEOWRB2 (Reversed). Attention, James. This is new as of 15/7/96 + { + FX_WARDOUT, // sampleId + FX_SPOT, // type + 41, // delay (or random chance) + { // roomVolList + {17,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 87 George jumps in through window: GEOWIN2 + { + FX_JUMPIN, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {15,8,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 88 George climbs in: GEOWIN2/GEOWIN8 + { + FX_CLIMBIN, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {17,8,16}, // {roomNo,leftVol,rightVol} + {15,8,16}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 89 George climbs out: GEOWIN1/GEOWIN9 + { + FX_CLIMBOUT, // sampleId + FX_SPOT, // type + 17, // delay (or random chance) + { // roomVolList + {17,9,10}, // {roomNo,leftVol,rightVol} + {15,9,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 90 George picks the 'phone up: GEOTEL18 + { + FX_FONEUP, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {18,4,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 91 George puts the 'phone down: GEOTL18A + { + FX_FONEDN, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) + { // roomVolList + {18,4,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 92 George tries to get keys. GEOKEY + { + FX_KEY13, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) + { // roomVolList + {13,3,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 93 George manages to get keys. GEOKEY13 + { + FX_KEY13, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) + { // roomVolList + {13,3,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 94 George electrocutes Maguire: MAGSHK + { + FX_SHOCK2, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) + { // roomVolList + {19,9,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 95 George opens dray door : GEOTRP8 + { + FX_TRAPOPEN, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) + { // roomVolList + {19,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 96 George breaks switch : Which anim? + { + FX_SWITCH19, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {19,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 97 Leary pulls pint: LESPMP + { + FX_PULLPINT, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {20,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 98 Glasswasher fuse blows (and the glass washer grinds to a halt) + { + FX_FUSE20, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {20,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 99 Fitz leaps to his feet: FTZSTD + { + FX_FITZUP, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) + { // roomVolList + {20,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 100 Fitz runs for it: FTZRUN + { + FX_FITZRUN, // sampleId + FX_SPOT, // type + 15, // delay (or random chance) + { // roomVolList + {20,12,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 101 George pulls lever: GEOLVR & GEOLVR26 + { + FX_LEVER, // sampleId + FX_SPOT, // type + 26, // delay (or random chance) + { // roomVolList + {21,8,10}, // {roomNo,leftVol,rightVol} + {26,8,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 102 George pulls lever: GEOLVR8 & GEOLVR08 + { + FX_LEVER2, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) + { // roomVolList + {21,8,10}, // {roomNo,leftVol,rightVol} + {26,8,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 103 George opens tap: No idea what the anim is + { + FX_TAP, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {21,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 104 George closes tap: No idea what this anim is either + { + FX_TAP2, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {21,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 105 Bar flap: FLPOPN + { + FX_BARFLAP, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {20,6,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 106 Farmer leaves: FRMWLK + { + FX_FARMERGO, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) + { // roomVolList + {22,6,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 107 George climbs haystack: GEOCLM + { + FX_CLIMBHAY, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) + { // roomVolList + {22,14,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 108 George drives sewer key into wall: GEOKEY23 + { + FX_KEYSTEP, // sampleId + FX_SPOT, // type + 39, // delay (or random chance) + { // roomVolList + {23,8,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 109 George climbs over wall: GEOCLM23 + { + FX_CASTLWAL, // sampleId + FX_SPOT, // type + 17, // delay (or random chance) + { // roomVolList + {23,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 110 George falls from wall: GEOTRY23 + { + FX_CLIMBFAL, // sampleId + FX_SPOT, // type + 43, // delay (or random chance) + { // roomVolList + {23,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 111 Goat chewing: GOTEAT + { + FX_GOATCHEW, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {24,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 112 George moves plough: GEOPLW + { + FX_PLOUGH, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) + { // roomVolList + {24,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 113 George drops slab: STNFALL + { + FX_SLABFALL, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {25,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 114 George picks up slab: GEOSTN8 + { + FX_SLABUP, // sampleId + FX_SPOT, // type + 29, // delay (or random chance) + { // roomVolList + {25,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 115 Secret door opens: ALTOPN + { + FX_SECDOR25, // sampleId + FX_SPOT, // type + 17, // delay (or random chance) + { // roomVolList + {25,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 116 George wrings out cloth: GEOTWL25 + { + FX_WRING, // sampleId + FX_SPOT, // type + 24, // delay (or random chance) + { // roomVolList + {25,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 117 Rat running across barrels: RATJMP + { + FX_RAT3A, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {26,8,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 118 Rat running across barrels: RATJMP + { + FX_RAT3B, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) + { // roomVolList + {26,7,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 119 Rat running across barrels: RATJMP + { + FX_RAT3C, // sampleId + FX_SPOT, // type + 26, // delay (or random chance) + { // roomVolList + {26,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 120 Irish bird song 1: + { + FX_EIRBIRD1, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) + { // roomVolList + {19,6,8}, // {roomNo,leftVol,rightVol} + {21,2,3}, + {22,8,5}, + {23,6,5}, + {24,8,8}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 121 Irish bird song 2: + { + FX_EIRBIRD2, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) + { // roomVolList + {19,8,6}, // {roomNo,leftVol,rightVol} + {21,2,3}, + {22,6,8}, + {23,5,5}, + {24,8,8}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 122 Irish bird song 3: + { + FX_EIRBIRD3, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) + { // roomVolList + {19,8,8}, // {roomNo,leftVol,rightVol} + {21,3,4}, + {22,8,8}, + {23,5,6}, + {24,6,8}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 123 Rat 3D: + { + FX_RAT3D, // sampleId + FX_RANDOM, // type + 600, // delay (or random chance) + { // roomVolList + {26,2,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 124 Wind atop the battlements + { + FX_WIND, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {23,6,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it. + { + FX_WASHER, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {20,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 126 Running tap in the cellar: (Room 21) *JEL* Only when the tap is on. + { + FX_CELTAP, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {21,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1. + { + FX_HOSE57, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {57,3,1}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2. + { + FX_HOSE57B, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {57,3,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 129 Nejo bouncing the ball off the door. NEJ8 + { + FX_BALLPLAY, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) + { // roomVolList + {45,5,1}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + //------------------------ + // 130 Cricket loop for Syrian desert Only audible in 55 when the cave door is open. + { + FX_CRICKET, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {54,8,8}, // {roomNo,leftVol,rightVol} + {55,3,5}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 131 Display case shatters: GEOTOTB + { + FX_SMASHGLA, // sampleId + FX_SPOT, // type + 35, // delay (or random chance) + { // roomVolList + {29,16,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 132 Burglar alarm: Once the case is smashed (see 131) + { + FX_ALARM, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {28,12,12}, // {roomNo,leftVol,rightVol} + {29,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 133 Guido fires: GUIGUN + { + FX_GUN1, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {29,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 134 Guido knocked down: NICPUS1 + { + FX_GUI_HIT, // sampleId + FX_SPOT, // type + 40, // delay (or random chance) + { // roomVolList + {29,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 135 Museum exterior ambience + { + FX_MUESEXT, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {27,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 136 Cat gets nowty: CAT3 + { + FX_STALLCAT, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {45,10,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 137 Cat gets very nowty: CAT5 + { + FX_CATHIT, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) + { // roomVolList + {45,10,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 138 Desert wind: Only audible in 55 when the cave door is open. + { + FX_SYRIWIND, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) + { // roomVolList + {54,10,10}, // {roomNo,leftVol,rightVol} + {55,5,7}, + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + // 139 Bell on Nejo's stall: GEOSYR7 + { + FX_STALLBEL, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {45,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + } + }, + //------------------------ + //------------------------ + // 140 George electrocutes Khan: GEOSYR40 + { + FX_SHOCK3, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {54,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 141 George thumps Khan: GEOSYR40 + { + FX_THUMP1, // sampleId + FX_SPOT, // type + 22, // delay (or random chance) + { // roomVolList + {54,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 142 Khan hits the floor: KHS9 + { + FX_KHANDOWN, // sampleId + FX_SPOT, // type + 24, // delay (or random chance) + { // roomVolList + {54,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 143 Hospital ambience + { + FX_HOSPNOIS, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {32,6,4}, // {roomNo,leftVol,rightVol} + {33,7,7}, + {34,3,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 144 Mr Shiny switched on: DOMPLG (Start FX_SHINY) + { + FX_SHINYON, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {33,12,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 145 Mr Shiny running + { + FX_SHINY, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {32,4,3}, // {roomNo,leftVol,rightVol} + {33,12,14}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 146 Mr Shiny switched off: GEOPLG33 (Turn off FX_SHINY at the same time) + { + FX_SHINYOFF, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) + { // roomVolList + {33,12,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 147 Benoir takes blood pressure: BENBP1 or BENBP2 + { + FX_BLOODPRE, // sampleId + FX_SPOT, // type + 39, // delay (or random chance) + { // roomVolList + {34,14,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 148 George takes blood pressure: GEOBP1 or GEOBP2 + { + FX_BLOODPRE, // sampleId + FX_SPOT, // type + 62, // delay (or random chance) + { // roomVolList + {34,14,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 149 Goat baas as it attacks: GOTCR and GOTCL + { + FX_GOATBAA, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {24,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 150 Goat peeved at being trapped: GOTPLW (I'd advise triggering this anim randomly if you haven't done that) + { + FX_GOATDOH, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) + { // roomVolList + {24,7,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 151 George triggers the Irish secret door: GEOPUT + { + FX_TRIGER25, // sampleId + FX_SPOT, // type + 35, // delay (or random chance) + { // roomVolList + {25,6,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 152 George winds up gramophone: GEOWIND + { + FX_WINDUP11, // sampleId + FX_SPOT, // type + 16, // delay (or random chance) + { // roomVolList + {11,7,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 153 Marib ambience + { + FX_MARIB, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {45,7,7}, // {roomNo,leftVol,rightVol} + {47,5,5}, + {50,5,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 154 Statuette breaks: STA2 + { + FX_STATBREK, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {45,7,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 155 George opens toilet door: CUBDOR50 + { + FX_CUBDOR, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) + { // roomVolList + {50,6,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 156 Crowd goes, "Ooh!": CRO36APP + { + FX_OOH, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) + { // roomVolList + {36,6,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it. + { + FX_PHONCALL, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {41,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 158 Phone picked up in 41: GUA41ANS + { + FX_FONEUP41, // sampleId + FX_SPOT, // type + 18, // delay (or random chance) + { // roomVolList + {41,5,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse. + { + FX_THERMO1, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) + { // roomVolList + {41,6,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 160 Low echoing rumble of large church + { + FX_CHURCHFX, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) + { // roomVolList + {38,5,5}, // {roomNo,leftVol,rightVol} + {48,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 161 George drys hand: GEO43HAN + { + FX_DRIER1, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) + { // roomVolList + {43,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 162 George jumps in through window: GEOWIN8 + { + FX_JUMPIN, // sampleId + FX_SPOT, // type + 49, // delay (or random chance) + { // roomVolList + {17,8,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 163 Khan fires: KHS12 + { + FX_SHOTKHAN, // sampleId + FX_SPOT, // type + 30, // delay (or random chance) + { // roomVolList + {54,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 164 Khan fires: KHS5 + { + FX_SHOTKHAN, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) + { // roomVolList + {54,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 165 George falls: GEOSYR37 + { + FX_GEOFAL54, // sampleId + FX_SPOT, // type + 25, // delay (or random chance) + { // roomVolList + {54,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 166 George falls after going for the gun (GEOSYR42) + { + FX_GEOFAL54, // sampleId + FX_SPOT, // type + 46, // delay (or random chance) + { // roomVolList + {54,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 167 Pickaxe sound 5: Screen 1 - WRKDIG01 + { + FX_PICK5, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {1,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 168 George climbs ladder in 7: GEOASC07 + { + FX_SEWLADU7, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) * + { // roomVolList + {7,8,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 169 George picks keys up in Alamut: GEOKEYS1 + { + FX_KEYS49, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {49,8,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 170 George puts down keys up in Alamut: GEOKEYS2 + { + FX_KEYS49, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) * + { // roomVolList + {49,8,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 171 George unlocks toilet door: GEOSYR43 + { + FX_UNLOCK49, // sampleId + FX_SPOT, // type + 16, // delay (or random chance) * + { // roomVolList + {49,6,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 172 George breaks the toilet chain. GEOSYR48 + { + FX_WCCHAIN, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {50,6,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 173 George breaks the branch of the cliff edge tree. GEOSYR20 + { + FX_BREKSTIK, // sampleId + FX_SPOT, // type + 16, // delay (or random chance) * + { // roomVolList + {54,6,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 174 George climbs down the cliff face. GEOSYR23 + { + FX_CLIMBDWN, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) * + { // roomVolList + {54,6,7}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 175 George pulls ring: GEOSYR26 + { + FX_RINGPULL, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {54,7,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 176 Bull's Head door opens: SECDOR + { + FX_SECDOR54, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {54,7,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 177 Inside Bull's Head door opens: DOOR55 (and its reverse). + { + FX_SECDOR55, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {55,4,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 178 Ayub opens door. AYU1 + { + FX_AYUBDOOR, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {45,8,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 179 George knocks at the door in location 4: GEONOK followed by reverse of GEONOK + { + FX_KNOKKNOK, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) * + { // roomVolList + {4,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 180 George knocks at the door in location 5: GEONOK05 + { + FX_KNOKKNOK, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) * + { // roomVolList + {5,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 181 Those pesky Irish birds turn up in Spain, too. + { + FX_SPNBIRD1, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) * + { // roomVolList + {57,1,4}, + {58,8,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 182 Those pesky Irish birds turn up in Spain, too. + { + FX_SPNBIRD2, // sampleId + FX_RANDOM, // type + 697, // delay (or random chance) * + { // roomVolList + {57,4,8}, // {roomNo,leftVol,rightVol} + {58,4,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 183 The secret door in the well: SECDOR61 anim + { + FX_SECDOR61, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {61,4,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 184 Spanish countryside ambience + { + FX_SPAIN, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {57,1,2}, // + {58,2,2}, // + {60,1,1}, // + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 185 Spanish well ambience + { + FX_WELLDRIP, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {61,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 186 Fish falls on George's head: GEOTOT29 + { + FX_FISHFALL, // sampleId + FX_SPOT, // type + 60, // delay (or random chance) * + { // roomVolList + {29,10,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 187 Hospital exterior ambience + { + FX_HOSPEXT, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {31,3,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 188 Hospital exterior gravel footstep #1 + { + FX_GRAVEL1, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {31,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 189 Hospital exterior gravel footstep #2 + { + FX_GRAVEL2, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {31,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 190 George opens sarcophagus: GEOSAR + { + FX_SARCO28A, // sampleId + FX_SPOT, // type + 26, // delay (or random chance) * + { // roomVolList + {28,6,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 191 George closes sarcophagus: GEOSAR2 + { + FX_SARCO28B, // sampleId + FX_SPOT, // type + 24, // delay (or random chance) * + { // roomVolList + {28,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 192 Guard opens sarcophagus: MUSOPN + { + FX_SARCO28C, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) * + { // roomVolList + {28,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 193 George peeks out of sarcophagus: GEOPEEK + { + FX_SARCO29, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) * + { // roomVolList + {29,5,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 194 The rope drops into the room: ROPE29 + { + FX_ROPEDOWN, // sampleId + FX_SPOT, // type + 3, // delay (or random chance) * + { // roomVolList + {29,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 195 George pushes the totem pole: GEOTOT29 + { + FX_TOTEM29A, // sampleId + FX_SPOT, // type + 30, // delay (or random chance) * + { // roomVolList + {29,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 196 George pushes the totem pole over: GEOTOTB + { + FX_TOTEM29B, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {29,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 197 George rocks the totem pole in museum hours: TOTEM28 + { + FX_TOTEM28A, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) * + { // roomVolList + {28,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 198 Ambient sound for Montfauçon Square + { + FX_MONTAMB, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {36,6,6}, // {roomNo,leftVol,rightVol} + {40,6,6}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 199 Ambient sound churchyard. + { + FX_WIND71, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) * + { // roomVolList + {71,10,10}, // {roomNo,leftVol,rightVol} + {72,7,7}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 200 Owl cry #1 in churchyard + { + FX_OWL71A, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) * + { // roomVolList + {71,8,8}, // {roomNo,leftVol,rightVol} + {72,6,4}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 201 Owl cry #2 in churchyard + { + FX_OWL71B, // sampleId + FX_RANDOM, // type + 1080, // delay (or random chance) * + { // roomVolList + {71,8,8}, // {roomNo,leftVol,rightVol} + {72,7,6}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 202 Air conditioner in the museum + { + FX_AIRCON28, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {28,6,6}, // {roomNo,leftVol,rightVol} + {29,3,3}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 203 George breaks the handle off in the church tower. GEOWND72 + { + FX_COG72A, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) * + { // roomVolList + {72,10,10}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 204 Countess' room ambience + { + FX_AMBIEN56, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {56,3,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 205 Musical effect for George drinking beer. GEODRN20 + { + FX_DRINK, // sampleId + FX_SPOT, // type + 17, // delay (or random chance) * + { // roomVolList + {20,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 206 Torch thrown through the air. GEOTHROW + { + FX_TORCH73, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) * + { // roomVolList + {73,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 207 Internal train ambience. + { + FX_TRAININT, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {63,3,3}, // {roomNo,leftVol,rightVol} + {65,2,2}, + {66,2,2}, + {67,2,2}, + {69,2,2}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation. + { + FX_PENDULUM, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) * + { // roomVolList + {56,2,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 209 Compartment door. DOOR65 + { + FX_DOOR65, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {65,3,3}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 210 Opening window. GEOOPN1 + { + FX_WINDOW66, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) * + { // roomVolList + {66,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 211 Wind rip by the open window. Triggered at the end of effect 210. + { + FX_WIND66, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {66,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 212 George electrocutes himself on the pantograph. Fool. GEOSHK64 + { + FX_SHOCK63, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {63,12,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 213 The train brakes violently. GEOSTP69 + { + FX_BRAKES, // sampleId + FX_SPOT, // type + 13, // delay (or random chance) * + { // roomVolList + {69,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 214 The train ticks over. From the end of BRAKE. + { + FX_TICK69, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {69,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 215 Eklund shoot Khan. FIGHT69 + { + FX_EKSHOOT, // sampleId + FX_SPOT, // type + 120, // delay (or random chance) * + { // roomVolList + {69,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 216 Eklund shoots George. GEODIE69 + { + FX_EKSHOOT, // sampleId + FX_SPOT, // type + 21, // delay (or random chance) * + { // roomVolList + {69,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 217 Khan pulls the door open. FIGHT69 + { + FX_DOOR69, // sampleId + FX_SPOT, // type + 42, // delay (or random chance) * + { // roomVolList + {69,8,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES. + { + FX_WIND66, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {69,8,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 219 Brakes releasing pressure. Only after BRAKE has been run. + { + FX_PNEUMO69, // sampleId + FX_RANDOM, // type + 720, // delay (or random chance) * + { // roomVolList + {69,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 220 External train sound. Played while George is on the top of the train. + { + FX_TRAINEXT, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {63,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 221 The passing train. FIGHT69 + { + FX_TRNPASS, // sampleId + FX_SPOT, // type + 102, // delay (or random chance) * + { // roomVolList + {69,4,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 222 George descends into sewer. GEODESO6 + { + FX_LADD2, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {6,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 223 George ascends into alley. GEOASC06 + { + FX_LADD3, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {6,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 224 George replaces manhole cover. GEOMAN9 + { + FX_COVERON2, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) * + { // roomVolList + {2,12,11}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 225 Montfaucon sewer ambience. + { + FX_AMBIEN37, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {37,5,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 226 George's winning smile. GEOJMP72. + { + FX_PING, // sampleId + FX_SPOT, // type + 26, // delay (or random chance) * + { // roomVolList + {72,10,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 227 George starts to open the manhole. GEO36KNE + { + FX_MANOP36, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) * + { // roomVolList + {36,4,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 228 George opens the manhole. GEO36OPE + { + FX_PULLUP36, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {36,4,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 229 George replaces the manhole cover. GEO36CLO + { + FX_REPLCE36, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) * + { // roomVolList + {36,4,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 230 George knocks at righthand arch. GEO37TA3 + { + FX_KNOCK37, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) * + { // roomVolList + {37,6,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2. + { + FX_KNOCK37B, // sampleId + FX_SPOT, // type + 20, // delay (or random chance) * + { // roomVolList + {37,4,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 232 George winds the chain down HOO37LBO + { + FX_CHAIN37, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) * + { // roomVolList + {37,6,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 233 George winds the chain up. HOO37LBO (In reverse) + { + FX_CHAIN37B, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {37,6,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 234 George breaks hole in door. GEO37TA4 + { + FX_HOLE37, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {37,6,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 235 Plaster door collapses. DOR37COL + { + FX_DOOR37, // sampleId + FX_SPOT, // type + 23, // delay (or random chance) * + { // roomVolList + {37,8,15}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 236 Barge winch. GEO37TUL (If it runs more than once, trigger the effect on frame one. Incidentally, this is a reversible so the effect must launch on frame one of the .cdr version as well. ) + { + FX_WINCH37, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {37,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 237 George places chess piece. GEOSPA17 + { + FX_CHESS, // sampleId + FX_SPOT, // type + 23, // delay (or random chance) * + { // roomVolList + {59,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 238 Piano loop for the upstairs hotel corridor. + { + FX_PIANO14, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {14,2,2}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 239 Door opens in church tower. PANEL72 + { + FX_SECDOR72, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {72,8,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose. + { + FX_RUMMAGE1, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {72,8,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 241 George rummages through debris. See above for notes. + { + FX_RUMMAGE2, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {72,8,6}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 242 Gust of wind in the graveyard. + { + FX_GUST71, // sampleId + FX_RANDOM, // type + 1080, // delay (or random chance) * + { // roomVolList + {71,3,3}, // {roomNo,leftVol,rightVol} + {72,2,1}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 243 Violin ambience for Ireland. + { + FX_VIOLIN19, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {19,3,3}, // {roomNo,leftVol,rightVol} + {21,2,2}, + {26,2,2}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 244 Footstep #1 for underground locations. Same schtick as for 188 and 189. + { + FX_SEWSTEP1, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {6,8,8}, // {roomNo,leftVol,rightVol} + {7,8,8}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 245 Footstep #2 for underground locations. Same schtick as for 188 and 189. + { + FX_SEWSTEP2, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {6,16,16}, // {roomNo,leftVol,rightVol} + {7,16,16}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 246 Nico's carabiner as she descends into the museum. NICPUS1 + { + FX_CARABINE, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) * + { // roomVolList + {29,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 247 Rosso is shot (with a piece of field artillery). ROSSHOT + { + FX_GUN79, // sampleId + FX_SPOT, // type + 2, // delay (or random chance) * + { // roomVolList + {79,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 248 George is hit by the thrown stilletto. GEODIE1 + { + FX_DAGGER1, // sampleId + FX_SPOT, // type + 2, // delay (or random chance) * + { // roomVolList + {73,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 249 George is hit by the thrown stilletto after walking forward. GEODIE2 + { + FX_DAGGER1, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {73,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 250 Can hits the well water. The cue is in GAR2SC57.TXT immediately after the line, "over: Lopez threw the can away. It seemed to fall an awfully long way." + { + FX_CANFALL, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) * + { // roomVolList + {57,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 251 Mad, fizzing damp and ancient gunpowder after the application of a torch. + { + FX_GUNPOWDR, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {73,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else. + { + FX_WHISTLE, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {19,2,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 253 George is hit by the goat. GEOHITR and GEOHITL. + { + FX_GEOGOAT, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {24,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 254 Manager says, "Hello". MAN2 + { + FX_MANG1, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) * + { // roomVolList + {49,6,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 255 Manager says, Don't go in there!" MAN3 + { + FX_MANG2, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {49,6,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 256 Manager says, "Here are the keys." MAN4 + { + FX_MANG3, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) * + { // roomVolList + {49,6,5}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 257 George pulls the lion's tooth. GEOSPA26 + { + FX_TOOTHPUL, // sampleId + FX_SPOT, // type + 19, // delay (or random chance) * + { // roomVolList + {61,8,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 258 George escapes the lion. LION1 + { + FX_LIONFALL, // sampleId + FX_SPOT, // type + 7, // delay (or random chance) * + { // roomVolList + {61,8,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 259 George gets flattened. LION2 + { + FX_LIONFAL2, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) * + { // roomVolList + {61,8,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 260 Rosso dies. ROSSFALL + { + FX_ROSSODIE, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {74,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 261 Eklund chokes George. FIGHT79 + { + FX_CHOKE1, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {79,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 262 Eklund chokes George some more. FIGHT79 + { + FX_CHOKE2, // sampleId + FX_SPOT, // type + 54, // delay (or random chance) * + { // roomVolList + {79,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 263 Eklund dies. FIGHT79 + { + FX_FIGHT2, // sampleId + FX_SPOT, // type + 44, // delay (or random chance) * + { // roomVolList + {79,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 264 George hears museum break-in. GEOSUR29 + { + FX_DOOR29, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {94,14,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 265 George hits the floor having been shot. GEODED. + { + FX_GDROP29, // sampleId + FX_SPOT, // type + 27, // delay (or random chance) * + { // roomVolList + {29,10,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 266 George hits the floor having been stunned. GEOFISH + { + FX_GDROP29, // sampleId + FX_SPOT, // type + 27, // delay (or random chance) * + { // roomVolList + {29,10,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here. + { + FX_FITZHIT, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {20,16,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 268 Gendarme shoots lock off. GENSHOT + { + FX_GUN34, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {34,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 269 ECG alarm, Marquet in trouble. Start looping imeediately before George says, "Thanks, Bunny". + // Incidentally, James, please switch off Mr Shiney permanently when George first gets into Marquet's room. He gets in the way when they're figuring out that Eklund's an imposter. + { + FX_PULSE2, // sampleId + FX_LOOP, // type + 1, // delay (or random chance) * + { // roomVolList + {30,16,16}, // {roomNo,leftVol,rightVol} + {34,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 270 ECG alarm, Marquet dead. Switch off the previous effect and replace with this immediately before the gendarme says, "Stand back, messieurs." + { + FX_PULSE3, // sampleId + FX_LOOP, // type + 1, // delay (or random chance) * + { // roomVolList + {30,16,16}, // {roomNo,leftVol,rightVol} + {34,13,13}, + {35,13,13}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 271 Door closing. GEOENT15 + { + FX_DORCLOSE, // sampleId + FX_SPOT, // type + 4, // delay (or random chance) * + { // roomVolList + {15,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 272 Cupboard opening. GEOCOT + { + FX_CUPBOPEN, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) * + { // roomVolList + {33,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 273 Cupboard closing. GEOCOT + { + FX_CUPBCLOS, // sampleId + FX_SPOT, // type + 33, // delay (or random chance) * + { // roomVolList + {33,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical). + { + FX_DORCLOSE, // sampleId + FX_SPOT, // type + 44, // delay (or random chance) * + { // roomVolList + {15,12,12}, // {roomNo,leftVol,rightVol} + {17,12,12}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 275 Closing door when George leaves the pub. DOROPN20 (Reversed) + { + FX_DORCLOSE20,// sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {20,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 276 Nico call for a cab. NICPHN10 + { + FX_PHONICO1, // sampleId + FX_SPOT, // type + 15, // delay (or random chance) * + { // roomVolList + {10,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 277 Nico puts down the phone. NICDWN10 + { + FX_FONEDN, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) * + { // roomVolList + {10,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 278 Painter puts down the phone. PAI41HAN + { + FX_FONEDN41, // sampleId + FX_SPOT, // type + 5, // delay (or random chance) * + { // roomVolList + {41,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 279 Mechanical hum of heating system in the dig lobby. + { + FX_AIRCON41, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {41,6,6}, // {roomNo,leftVol,rightVol} + {43,8,8}, + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + //------------------------ + // 280 The Sword is Reforged (Grandmaster gets zapped) GMPOWER + { + FX_REFORGE1, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {78,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one. + { + FX_REFORGE2, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {75,12,12}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 282 The Sword is Reforged (We watch over G&N's heads as the Grandmaster gets zapped) GMWRIT74 + { + FX_REFORGE2, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {74,14,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 283 The Sword is Reforged (Grandmaster finishes being zapped) GMWRITH + { + FX_REFORGE4, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {78,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 284 Baphomet Cavern Ambience + { + FX_BAPHAMB, // sampleId + FX_LOOP, // type + 0, // delay (or random chance) * + { // roomVolList + {74,6,8}, // {roomNo,leftVol,rightVol} + {75,7,8}, // {roomNo,leftVol,rightVol} + {76,8,8}, // {roomNo,leftVol,rightVol} + {77,8,8}, // {roomNo,leftVol,rightVol} + {78,8,8}, // {roomNo,leftVol,rightVol} + {79,7,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5. + { + FX_CAMERA45, // sampleId + FX_SPOT, // type + 30, // delay (or random chance) * + { // roomVolList + {45,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 286 Grand Master strikes the floor with his cane. GMENTER + { + FX_STAFF, // sampleId + FX_SPOT, // type + 28, // delay (or random chance) * + { // roomVolList + {73,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all. + { + FX_SEWLADD7, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {7,8,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 288 Sam kicks the recalcitrant Mr. Shiny. DOMKIK + { + FX_KIKSHINY, // sampleId + FX_SPOT, // type + 16, // delay (or random chance) * + { // roomVolList + {33,9,9}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 289 Gust of wind outside bombed cafe. LVSFLY + { + FX_LVSFLY, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {1,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 290 Ron's disgusting No.1 Sneeze. Either this or the next effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2 + { + FX_SNEEZE1, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {20,10,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 291 Ron's disgusting No.2 Sneeze. Either this or the previous effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2 + { + FX_SNEEZE2, // sampleId + FX_SPOT, // type + 11, // delay (or random chance) * + { // roomVolList + {20,10,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 292 Dripping tap in the pub cellar. TAPDRP + { + FX_DRIPIRE, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {21,4,4}, // {roomNo,leftVol,rightVol} + {26,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 293 Dripping tap in the pub cellar. TAPDRP + { + FX_DRIPIRE2, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {21,4,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 294 Dripping tap in the excavation toilet. (see WATER43 - but it's looped anyway, not triggered with anim) + { + FX_TAPDRIP, // sampleId + FX_SPOT, // type + 6, // delay (or random chance) * + { // roomVolList + {43,8,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 295 George closes the mausoleum window. GEOSPA23 + { + FX_WINDOW59, // sampleId + FX_SPOT, // type + 24, // delay (or random chance) * + { // roomVolList + {59,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 296 George opens the mausoleum window, the feebleminded loon. GEOSPA23 reversed. + { + FX_WINDOW59, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) * + { // roomVolList + {59,10,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 297 When George & Nico hear chanting from sc73 + { + FX_CHANT, // sampleId + FX_SPOT, // type + 10, // delay (or random chance) * + { // roomVolList + {73,2,4}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 298 EKFIGHT + { + FX_FIGHT1, // sampleId + FX_SPOT, // type + 31, // delay (or random chance) * + { // roomVolList + {74,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 299 Small van passes, left to right. CARA9 and CARC9 + { + FX_LITEVEHR, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {9,16,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 300 Small van passes, right to left to right. CARB9 + { + FX_LITEVEHL, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {9,16,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 301 Truck passes, left to right. TRUCKA9 and TRUCKB9 + { + FX_HVYVEHR, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {9,14,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 302 Truck passes, right to left. TRUCKC9 + { + FX_HVYVEHL, // sampleId + FX_SPOT, // type + 1, // delay (or random chance) * + { // roomVolList + {9,14,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 303 With anim FIGHT69 + { + FX_FIGHT69, // sampleId + FX_SPOT, // type + 78, // delay (or random chance) * + { // roomVolList + {69,12,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 304 With anim GEODIE1 in sc73 + { + FX_GDROP73, // sampleId + FX_SPOT, // type + 14, // delay (or random chance) * + { // roomVolList + {73,12,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 305 With anim GEODIE2 in sc73 + { + FX_GDROP73, // sampleId + FX_SPOT, // type + 21, // delay (or random chance) * + { // roomVolList + {73,12,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 306 With anim GEODES25 + { + FX_LADDWN25, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {25,12,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 307 With anim GEOASC25 + { + FX_LADDUP25, // sampleId + FX_SPOT, // type + 8, // delay (or random chance) * + { // roomVolList + {25,12,8}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 308 With anim GKSWORD in sc76 + { + FX_GKSWORD, // sampleId + FX_SPOT, // type + 9, // delay (or random chance) * + { // roomVolList + {76,10,10}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 309 With anim GEO36KNE in sc36 + { + FX_KEYIN, // sampleId + FX_SPOT, // type + 18, // delay (or random chance) * + { // roomVolList + {36,14,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 310 With anim GEO36ENT in sc36 + { + FX_COVDWN, // sampleId + FX_SPOT, // type + 85, // delay (or random chance) * + { // roomVolList + {36,14,14}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ + // 311 With anim SECDOR59 in sc59 + { + FX_SECDOR59, // sampleId + FX_SPOT, // type + 0, // delay (or random chance) * + { // roomVolList + {59,16,16}, // {roomNo,leftVol,rightVol} + {0,0,0}, // NULL-TERMINATOR + }, + }, + //------------------------ +}; +//-------------------------------------------------------------------------------------- +// Continuous & random background sound effects for each location + +// NB. There must be a list for each room number, even if location doesn't exist in game + +const uint16 SwordSound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = +{ + {0}, // 0 + + // PARIS 1 + {2,3,4,5,0}, // 1 + {2,0}, // 2 + {2,3,4,5,32,0}, // 3 + {2,3,4,5,0}, // 4 + {2,3,4,5,0}, // 5 + {9,11,12,13,44,45,47}, // 6 + {9,11,12,13,44,45,47}, // 7 + {2,3,4,5,0}, // 8 + + // PARIS 2 + {54,63,0}, // 9 + {51,52,53,54,63,0}, // 10 + {70,0}, // 11 + {51,52,70,0}, // 12 + {0}, // 13 + {238,0}, // 14 + {82,0}, // 15 + {70,81,82,0}, // 16 + {82,0}, // 17 + {3,4,5,70,0}, // 18 + + // IRELAND + {120,121,122,243,0}, // 19 + {0}, // 20 Violin makes the ambience.. + {120,121,122,243,0}, // 21 + {120,121,122,0}, // 22 + {120,121,122,124,0}, // 23 + {120,121,122,0}, // 24 + {0}, // 25 + {123,243,0}, // 26 + + // PARIS 3 + {135,0}, // 27 + {202,0}, // 28 + {202,0}, // 29 + {0}, // 30 + {187,0}, // 31 + {143,145,0}, // 32 + {143,0}, // 33 + {143,0}, // 34 + {0}, // 35 + + // PARIS 4 + {198,0}, // 36 + {225,0}, // 37 + {160,0}, // 38 + {0}, // 39 + {198,0}, // 40 + {279,0}, // 41 + {0}, // 42 + {279,0}, // 43 + {0}, // 44 Doesn't exist + + // SYRIA + {153,0}, // 45 + {70,81,0}, // 46 - PARIS 2 + {153,0}, // 47 + {160,0}, // 48 - PARIS 4 + {0}, // 49 + {153,0}, // 50 + {0}, // 51 + {0}, // 52 + {0}, // 53 + {130,138,0}, // 54 + {0}, // 55 + + // SPAIN + {204,0}, // 56 + {181,182,184,0}, // 57 + {181,182,184,0}, // 58 + {0}, // 59 + {184,0}, // 60 + {185,0}, // 61 + {0}, // 62 Just music + + // NIGHT TRAIN + {207,0,0}, // 63 + {0}, // 64 Doesn't exist + {207,0}, // 65 + {207,0}, // 66 + {207,0}, // 67 + {0}, // 68 Disnae exist + {0}, // 69 + + // SCOTLAND + FINALE + {0}, // 70 Disnae exist + {199,200,201,242,0}, // 71 + {199,200,201,242,0}, // 72 + {0}, // 73 + {284,0}, // 74 + {284,0}, // 75 + {284,0}, // 76 + {284,0}, // 77 + {284,0}, // 78 + {284,0}, // 79 + {0}, // 80 + {0}, // 81 + {0}, // 82 + {0}, // 83 + {0}, // 84 + {0}, // 85 + {0}, // 86 + {0}, // 87 + {0}, // 88 + {0}, // 89 + {0}, // 90 + {0}, // 91 + {0}, // 92 + {0}, // 93 + {0}, // 94 + {0}, // 95 + {0}, // 96 + {0}, // 97 + {0}, // 98 + {0}, // 99 +}; |