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-rw-r--r--backends/platform/PalmOS/Src/builder/sword1/sw1_staticres.c3576
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diff --git a/backends/platform/PalmOS/Src/builder/sword1/sw1_staticres.c b/backends/platform/PalmOS/Src/builder/sword1/sw1_staticres.c
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index 0000000000..92860a843c
--- /dev/null
+++ b/backends/platform/PalmOS/Src/builder/sword1/sw1_staticres.c
@@ -0,0 +1,3576 @@
+#include <PalmOS.h>
+#include "b_globals.h"
+
+#include "sw1_staticres.h"
+
+#define MAX_ROOMS_PER_FX 7
+
+#define FX_SPOT 1
+#define FX_LOOP 2
+#define FX_RANDOM 3
+
+typedef struct {
+ int32 roomNo, leftVol, rightVol;
+} RoomVol;
+
+typedef struct {
+ uint32 sampleId, type, delay;
+ RoomVol roomVolList[MAX_ROOMS_PER_FX];
+} FxDef;
+
+static void addStaticres_fxList() {
+ FxDef _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
+ },
+ },
+ //------------------------
+ };
+
+ writeRecord(_fxList, sizeof(_fxList), GBVARS_FXLIST_INDEX , GBVARS_SWORD1);
+}
+
+void Sword1_addStaticres() {
+ addStaticres_fxList();
+}