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	<id>https://wiki.hard-light.org/index.php?action=history&amp;feed=atom&amp;title=Hardcoded_sounds</id>
	<title>Hardcoded sounds - Revision history</title>
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	<updated>2026-11-15T13:11:42Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hardcoded_sounds&amp;diff=30019&amp;oldid=prev</id>
		<title>The E: Hopefully, this will help someone.</title>
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		<updated>2010-06-26T23:08:42Z</updated>

		<summary type="html">&lt;p&gt;Hopefully, this will help someone.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This page lists the sound indices that are hardcoded into the engine. It&amp;#039;s a direct copy of the list found in code/GameSnd/gamesnd.h from the FSO sourcecode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// symbolic names for misc. game sounds.  The order here must match the order in&lt;br /&gt;
// sounds.tbl&lt;br /&gt;
//&lt;br /&gt;
// INSTRUCTIONS FOR ADDING A NEW SOUND:&lt;br /&gt;
//&lt;br /&gt;
// Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.&lt;br /&gt;
// Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, &lt;br /&gt;
// Weapons, or Ship).&lt;br /&gt;
//&lt;br /&gt;
// Then add a symbolic name to the appropriate position in the #define list below&lt;br /&gt;
// and add an entry to sounds.tbl.  If there is no .wav file for the sound yet, &lt;br /&gt;
// specify sound_hook.wav in sounds.tbl.&lt;br /&gt;
//&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
//---------------------------------------------------&lt;br /&gt;
// Misc Sounds&lt;br /&gt;
//---------------------------------------------------&lt;br /&gt;
#define	SND_MISSILE_TRACKING			0&lt;br /&gt;
#define	SND_MISSILE_LOCK				1&lt;br /&gt;
#define	SND_PRIMARY_CYCLE				2&lt;br /&gt;
#define	SND_SECONDARY_CYCLE			3&lt;br /&gt;
#define	SND_ENGINE						4&lt;br /&gt;
#define	SND_CARGO_REVEAL				5&lt;br /&gt;
#define	SND_DEATH_ROLL					6&lt;br /&gt;
#define	SND_SHIP_EXPLODE_1			7&lt;br /&gt;
#define	SND_TARGET_ACQUIRE			8&lt;br /&gt;
#define	SND_ENERGY_ADJUST				9&lt;br /&gt;
#define	SND_ENERGY_ADJUST_FAIL		10&lt;br /&gt;
#define	SND_ENERGY_TRANS				11&lt;br /&gt;
#define	SND_ENERGY_TRANS_FAIL		12&lt;br /&gt;
#define	SND_FULL_THROTTLE				13&lt;br /&gt;
#define	SND_ZERO_THROTTLE				14&lt;br /&gt;
#define	SND_THROTTLE_UP				15&lt;br /&gt;
#define	SND_THROTTLE_DOWN				16&lt;br /&gt;
#define	SND_DOCK_APPROACH				17&lt;br /&gt;
#define	SND_DOCK_ATTACH				18&lt;br /&gt;
#define	SND_DOCK_DETACH				19&lt;br /&gt;
#define	SND_DOCK_DEPART				20&lt;br /&gt;
#define	SND_ABURN_ENGAGE				21&lt;br /&gt;
#define	SND_ABURN_LOOP					22&lt;br /&gt;
#define	SND_VAPORIZED					23&lt;br /&gt;
#define	SND_ABURN_FAIL					24&lt;br /&gt;
#define	SND_HEATLOCK_WARN				25&lt;br /&gt;
#define	SND_OUT_OF_MISSLES			26&lt;br /&gt;
#define	SND_OUT_OF_WEAPON_ENERGY	27&lt;br /&gt;
#define	SND_TARGET_FAIL				28&lt;br /&gt;
#define	SND_SQUADMSGING_ON			29&lt;br /&gt;
#define	SND_SQUADMSGING_OFF			30&lt;br /&gt;
#define	SND_DEBRIS						31&lt;br /&gt;
#define	SND_SUBSYS_DIE_1				32&lt;br /&gt;
#define	SND_MISSILE_START_LOAD		33&lt;br /&gt;
#define	SND_MISSILE_LOAD				34&lt;br /&gt;
#define  SND_SHIP_REPAIR				35&lt;br /&gt;
#define  SND_PLAYER_HIT_LASER			36&lt;br /&gt;
#define  SND_PLAYER_HIT_MISSILE		37	&lt;br /&gt;
#define  SND_CMEASURE_CYCLE			38&lt;br /&gt;
#define  SND_SHIELD_HIT					39&lt;br /&gt;
#define  SND_SHIELD_HIT_YOU			40&lt;br /&gt;
#define	SND_GAME_MOUSE_CLICK			41&lt;br /&gt;
#define	SND_ASPECTLOCK_WARN			42&lt;br /&gt;
#define	SND_SHIELD_XFER_OK			43&lt;br /&gt;
#define  SND_ENGINE_WASH				44&lt;br /&gt;
#define	SND_WARP_IN						45&lt;br /&gt;
#define	SND_WARP_OUT					46		// Same as warp in for now&lt;br /&gt;
#define	SND_PLAYER_WARP_FAIL			47&lt;br /&gt;
#define	SND_STATIC						48&lt;br /&gt;
#define	SND_SHIP_EXPLODE_2			49&lt;br /&gt;
#define	SND_PLAYER_WARP_OUT			50&lt;br /&gt;
#define	SND_SHIP_SHIP_HEAVY				51&lt;br /&gt;
#define	SND_SHIP_SHIP_LIGHT				52&lt;br /&gt;
#define	SND_SHIP_SHIP_SHIELD				53&lt;br /&gt;
#define	SND_THREAT_FLASH					54&lt;br /&gt;
#define	SND_PROXIMITY_WARNING			55&lt;br /&gt;
#define	SND_PROXIMITY_ASPECT_WARNING	56&lt;br /&gt;
#define	SND_DIRECTIVE_COMPLETE			57&lt;br /&gt;
#define	SND_SUBSYS_EXPLODE				58&lt;br /&gt;
#define	SND_CAPSHIP_EXPLODE				59&lt;br /&gt;
#define	SND_CAPSHIP_SUBSYS_EXPLODE		60&lt;br /&gt;
#define	SND_LARGESHIP_WARPOUT			61&lt;br /&gt;
#define	SND_ASTEROID_EXPLODE_LARGE		62&lt;br /&gt;
#define	SND_ASTEROID_EXPLODE_SMALL		63&lt;br /&gt;
#define	SND_CUE_VOICE						64&lt;br /&gt;
#define	SND_END_VOICE						65&lt;br /&gt;
#define	SND_CARGO_SCAN						66&lt;br /&gt;
#define	SND_WEAPON_FLYBY					67&lt;br /&gt;
#define	SND_ASTEROID						68&lt;br /&gt;
#define	SND_CAPITAL_WARP_IN				69&lt;br /&gt;
#define	SND_CAPITAL_WARP_OUT				70&lt;br /&gt;
#define	SND_ENGINE_LOOP_LARGE			71&lt;br /&gt;
#define	SND_SUBSPACE_LEFT_CHANNEL		72&lt;br /&gt;
#define	SND_SUBSPACE_RIGHT_CHANNEL		73&lt;br /&gt;
#define	SND_MISSILE_EVADED_POPUP		74&lt;br /&gt;
#define  SND_ENGINE_LOOP_HUGE				75&lt;br /&gt;
&lt;br /&gt;
// Weapon sounds&lt;br /&gt;
#define	SND_LIGHT_LASER_FIRE				76&lt;br /&gt;
#define	SND_LIGHT_LASER_IMPACT			77&lt;br /&gt;
#define	SND_HVY_LASER_FIRE				78&lt;br /&gt;
#define	SND_HVY_LASER_IMPACT				79&lt;br /&gt;
#define	SND_MASSDRV_FIRED					80&lt;br /&gt;
#define	SND_MASSDRV_IMPACT				81&lt;br /&gt;
#define	SND_FLAIL_FIRED	 				82&lt;br /&gt;
#define	SND_FLAIL_IMPACT					83&lt;br /&gt;
#define	SND_NEUTRON_FLUX_FIRED			84&lt;br /&gt;
#define	SND_NEUTRON_FLUX_IMPACT			85&lt;br /&gt;
#define	SND_DEBUG_LASER_FIRED			86&lt;br /&gt;
#define	SND_ROCKEYE_FIRED					87&lt;br /&gt;
#define	SND_MISSILE_IMPACT1				88&lt;br /&gt;
#define	SND_MAG_MISSILE_LAUNCH			89&lt;br /&gt;
#define	SND_FURY_MISSILE_LAUNCH			90&lt;br /&gt;
#define	SND_SHRIKE_MISSILE_LAUNCH		91&lt;br /&gt;
#define	SND_ANGEL_MISSILE_LAUNCH		92&lt;br /&gt;
#define	SND_CLUSTER_MISSILE_LAUNCH		93&lt;br /&gt;
#define	SND_CLUSTERB_MISSILE_LAUNCH	94&lt;br /&gt;
#define	SND_STILETTO_MISSILE_LAUNCH	95&lt;br /&gt;
#define	SND_TSUNAMI_MISSILE_LAUNCH		96&lt;br /&gt;
#define	SND_HARBINGER_MISSILE_LAUNCH	97&lt;br /&gt;
#define	SND_MEGAWOKKA_MISSILE_LAUNCH	98&lt;br /&gt;
#define	SND_CMEASURE1_LAUNCH				99&lt;br /&gt;
#define	SND_SHIVAN_LIGHT_LASER_FIRE	100&lt;br /&gt;
#define	SND_SHOCKWAVE_EXPLODE			101&lt;br /&gt;
#define	SND_SWARM_MISSILE_LAUNCH		102&lt;br /&gt;
#define	SND_SHOCKWAVE_IMPACT				109&lt;br /&gt;
&lt;br /&gt;
#define	SND_TARG_LASER_LOOP				115&lt;br /&gt;
#define  SND_FLAK_FIRE						116&lt;br /&gt;
#define	SND_SHIELD_BREAKER				117&lt;br /&gt;
#define	SND_EMP_MISSILE					118&lt;br /&gt;
#define	SND_AUTOCANNON_LOOP				119&lt;br /&gt;
#define	SND_AUTOCANNON_SHOT				120&lt;br /&gt;
#define	SND_BEAM_LOOP						121&lt;br /&gt;
#define	SND_BEAM_UP							122&lt;br /&gt;
#define	SND_BEAM_DOWN						123&lt;br /&gt;
#define	SND_BEAM_SHOT						124&lt;br /&gt;
#define	SND_BEAM_VAPORIZE					125&lt;br /&gt;
&lt;br /&gt;
// Ship engine sounds&lt;br /&gt;
#define	SND_TERRAN_FIGHTER_ENG			126&lt;br /&gt;
#define	SND_TERRAN_BOMBER_ENG			127&lt;br /&gt;
#define	SND_TERRAN_CAPITAL_ENG			128&lt;br /&gt;
#define	SND_SPECIESB_FIGHTER_ENG		129&lt;br /&gt;
#define	SND_SPECIESB_BOMBER_ENG			130&lt;br /&gt;
#define	SND_SPECIESB_CAPITAL_ENG		131&lt;br /&gt;
#define	SND_SHIVAN_FIGHTER_ENG			132&lt;br /&gt;
#define	SND_SHIVAN_BOMBER_ENG			133&lt;br /&gt;
#define	SND_SHIVAN_CAPITAL_ENG			134&lt;br /&gt;
#define	SND_REPAIR_SHIP_ENG				135&lt;br /&gt;
&lt;br /&gt;
// Debris electric arcing sounds&lt;br /&gt;
#define	SND_DEBRIS_ARC_01					139		// 0.10 second spark sound effect (3d sound)&lt;br /&gt;
#define	SND_DEBRIS_ARC_02					140		// 0.25 second spark sound effect (3d sound)&lt;br /&gt;
#define	SND_DEBRIS_ARC_03					141		// 0.50 second spark sound effect (3d sound)&lt;br /&gt;
#define	SND_DEBRIS_ARC_04					142		// 0.75 second spark sound effect (3d sound)&lt;br /&gt;
#define	SND_DEBRIS_ARC_05					143		// 1.00 second spark sound effect (3d sound)&lt;br /&gt;
&lt;br /&gt;
// copilot&lt;br /&gt;
#define	SND_COPILOT							162&lt;br /&gt;
&lt;br /&gt;
// supernova 1 and supernova 2&lt;br /&gt;
#define	SND_SUPERNOVA_1					173&lt;br /&gt;
#define	SND_SUPERNOVA_2					174&lt;br /&gt;
&lt;br /&gt;
// lightning sounds&lt;br /&gt;
#define	SND_LIGHTNING_1					180&lt;br /&gt;
#define	SND_LIGHTNING_2					181&lt;br /&gt;
&lt;br /&gt;
// added for ballistic primaries - Goober5000&lt;br /&gt;
#define	SND_BALLISTIC_START_LOAD		200&lt;br /&gt;
#define	SND_BALLISTIC_LOAD				201&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>The E</name></author>
	</entry>
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