Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - SFX - A2 : Ambient Sounds Ambient Sounds Ambient Sounds eminate from `MUSICANDSFX` sprites. They're perfect for setting the mood. Ambient Sounds Place an `M[AudibleRadius,AmbientSound]` in any sector which does not have a Lo-Tag (although there are some exceptions). For `AudibleRadius`, 1024 is equal to the largest grid square. You can only use ambient-compatible sounds. Ambient Sound Listing
Sound Number | Definition Name | Sound Filename (`.VOC`) | Description | Random Pitch Variation Range (Minimum) | Random Pitch Variation Range (Maximum) | Priority | Bitfield Value | Volume Adjustment | Sample Rate (Hz)
--- | --- | --- | --- | --- | --- | --- | --- | --- | ---
79 | FLUSH_TOILET | FLUSH | Toilet flushing. | 0 | 0 | 3 | 2 | 0 | multi
84 | ENGINE_OPERATING | ONBOARD | Low oscillating hum of components operating. | 0 | 0 | 0 | 2 | 0 | multi
85 | REACTOR_ON | REACTOR | Energy flow. | 0 | 0 | 0 | 2 | 0 | multi
86 | COMPUTER_AMBIENCE | COMPAMB | Computer ambience (shrill, fast). | 0 | 0 | 0 | 2 | 0 | 11,025
87 | GEARS_GRINDING | GEARGRND | Gears grinding. | 0 | 0 | 0 | 2 | 0 | 5,988
88 | BUBBLE_AMBIENCE | BUBBLAMB | Bubbling liquid ambience. | -256 | 0 | 0 | 2 | 0 | multi
89 | MACHINE_AMBIENCE | MACHAMB | Mechanical ambience. | 0 | 0 | 0 | 2 | 0 | 11,025
91 | WIND_AMBIENCE | WIND54 | Wind ambience. | 0 | 0 | 0 | 2 | 0 | multi
95 | BAR_MUSIC | BARMUSIC | Bar/club music. | 0 | 0 | 254 | 2 | 0 | 11,025
168 | BORNTOBEWILDSND | 2BWILD | "Born to be wild" music. | 0 | 0 | 254 | 2 | 0 | 11,025
171 | GENERIC_AMBIENCE2 | ENGHUM | Component humming. | 0 | 0 | 0 | 2 | 0 | multi
172 | GENERIC_AMBIENCE3 | LAVA06 | Lava cavern ambience. | 0 | 0 | 0 | 2 | 0 | 8,000
173 | GENERIC_AMBIENCE4 | BUBBLAMB | Bubbling liquid ambience. | -256 | 0 | 0 | 2 | 0 | multi
175 | GENERIC_AMBIENCE6 | ROAM22 | Sound of the Abyss. | 0 | 0 | 0 | 2 | 0 | multi
178 | GENERIC_AMBIENCE18 | MONOLITH | Sound of the Monolith. | 0 | 0 | 0 | 2 | 0 | 11,025
179 | GENERIC_AMBIENCE19 | HYDRO50 | Hydraulic component ambience. | 0 | 0 | 0 | 2 | 0 | 11,025
184 | GENERIC_AMBIENCE8 | AMB81B | Chanting ambience. | 0 | 0 | 0 | 2 | 0 | 8,000
185 | GENERIC_AMBIENCE9 | ROAM98B | Chanting monks. | 0 | 0 | 0 | 2 | 0 | multi
186 | GENERIC_AMBIENCE10 | H2ORUSH2 | Rushing water (loops). | 0 | 0 | 0 | 3 | 0 | 8,000
187 | GENERIC_AMBIENCE11 | PROJRUN | Film projector (loops). | 0 | 0 | 0 | 3 | 0 | 8,000
194 | FIRE_CRACKLE | FIRE09 | Fire crackling. | 0 | 0 | 254 | 2 | 0 | multi
220 | WATER_GURGLE | H2OGRGL2 | Running water (broken plumbing). | 0 | 0 | 1 | 2 | 9000 | multi
277 | COMPANB2 | CTRLRM25 | Computer ambience (soft, slow). | 0 | 0 | 0 | 2 | 0 | 11,025
278 | KTIT | KTITX | Duke: "This is K.T.I.T. - Kay Tit - playing the breast...uhh...the best tunes in town!" | 0 | 0 | 254 | 2 | 0 | 8,000
279 | HELICOP_IDLE | HLIDLE03 | Helicopter idling (loops). | 0 | 0 | 255 | 3 | 0 | 11,025
308 | WIND_REPEAT | WIND54 | Wind ambience. | 0 | 0 | 0 | 2 | 0 | multi
357 | ALARM | ALARM1A | Alarm bleeps. | -128 | 128 | 255 | 2 | 0 | multi
358 | RAIN | RAIN3A | Rainstorm ambience. | -128 | 128 | 0 | 2 | 0 | multi
379 | JEEPSOUND | JEEP2A | Vehicle engine idling. | 0 | 0 | 0 | 2 | 0 | 8,000
382 | WAVESOUND | WAVE1A | Rolling ocean waves (loops). | 0 | 0 | 129 | 3 | 0 | 11,025
394 | HORNSND | SHORN1 | Ship's foghorn. | 0 | 0 | 255 | 2 | 0 | 11,025
395 | BELLSND | SBELL1A | Ship's bell. | 0 | 0 | 255 | 2 | 0 | multi
Random-Ambient Sounds Random-Ambient Sounds play a user-determined range of sounds in a random order and at random intervals. Place an `M[SoundRange,BaseSound]` in any sector which does not have a Lo-Tag (although there are some exceptions). Instead of an audible radius, the player will be able to hear the sound from anywhere within the sector containing the `M`. `SoundRange` determines how many consecutive sounds (following the `BaseSound`) are to be randomly played. For example, if `BaseSound` were set to 231, and `SoundRange` were set to 3, then sound number 231 and the next 3 consecutive sounds would define the range, so the range would be 231-234. A random sound will always be triggered immediately upon the player's first entry into the sector. If the player starts the game within the sector, the same initial sound will always be chosen (probably a byproduct of the methods used to randomize). Random-Ambient Sound Listing
Sound Number | Definition Name | Sound Filename (`.VOC`) | Description | Random Pitch Variation Range (Minimum) | Random Pitch Variation Range (Maximum) | Priority | Bitfield Value | Volume Adjustment | Sample Rate (Hz)
--- | --- | --- | --- | --- | --- | --- | --- | --- | ---
231 | WAR_AMBIENCE1 | WARAMB13 | Helicopter flyby ambience. | -512 | 0 | 255 | 16 | 0 | 5,988
232 | WAR_AMBIENCE2 | WARAMB21 | Jet flyby ambience. | -512 | 0 | 254 | 16 | 0 | 5,988
233 | WAR_AMBIENCE3 | WARAMB23 | Jet sonic boom ambience. | -512 | 0 | 254 | 16 | 0 | 5,988
234 | WAR_AMBIENCE4 | WARAMB29 | City scream ambience. | -512 | 0 | 254 | 16 | 0 | 5,988
238 | WAR_AMBIENCE8 | BORN01 | Duke: "Born to be wiiiild!" | 0 | 0 | 254 | 20 | 0 | 11,025
281 | SPACE_AMBIENCE1 | MONOLITH | Sound of the Monolith. | 0 | 0 | 0 | 16 | 0 | 11,025
282 | SPACE_AMBIENCE2 | HYDRO50 | Hydraulic component ambience. | 0 | 0 | 0 | 16 | 0 | 11,025
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