veloren/assets/voxygen/audio/sfx.ron

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(
{
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//
// Character States
//
Run: (
files: [
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"voxygen.audio.sfx.footsteps.stepgrass_1",
"voxygen.audio.sfx.footsteps.stepgrass_2",
"voxygen.audio.sfx.footsteps.stepgrass_3",
"voxygen.audio.sfx.footsteps.stepgrass_4",
"voxygen.audio.sfx.footsteps.stepgrass_5",
"voxygen.audio.sfx.footsteps.stepgrass_6",
],
threshold: 0.25,
),
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ExperienceGained: (
files: [
// "voxygen.audio.sfx.character.experience_gained_1",
// "voxygen.audio.sfx.character.experience_gained_2",
// "voxygen.audio.sfx.character.experience_gained_3",
],
threshold: 0.5,
),
LevelUp:(
files: [
"voxygen.audio.sfx.character.level_up_sound_-_shorter_wind_up",
],
threshold: 0.5,
),
Jump: (
files: [
// Event not implemented?
],
threshold: 0.25,
),
Fall: (
files: [
// Event not implemented?
],
threshold: 0.25,
),
Roll: (
files: [
"voxygen.audio.sfx.character.dive_roll_1",
"voxygen.audio.sfx.character.dive_roll_2",
],
threshold: 0.25,
),
Climb: (
files: [
// TODO: sync with animation
//"voxygen.audio.sfx.footsteps.stepgrass_1",
//"voxygen.audio.sfx.footsteps.stepgrass_2",
//"voxygen.audio.sfx.footsteps.stepgrass_3",
//"voxygen.audio.sfx.footsteps.stepgrass_4",
//"voxygen.audio.sfx.footsteps.stepgrass_5",
//"voxygen.audio.sfx.footsteps.stepgrass_6",
],
threshold: 0.25,
),
GliderOpen: (
files: [
"voxygen.audio.sfx.glider_open",
],
threshold: 0.5,
),
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Glide: (
files: [
// Event Missing or not implemented?
],
threshold: 0.5,
),
GliderClose: (
files: [
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// Event Missing or not implemented?
"voxygen.audio.sfx.glider_close",
],
threshold: 0.5,
),
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//
// Sword
//
Wield(Sword): (
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files: [
"voxygen.audio.sfx.weapon.sword_out",
],
threshold: 0.5,
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),
Unwield(Sword): (
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files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
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),
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Attack(ComboMelee(Swing, 1), Sword): (
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files: [
"voxygen.audio.sfx.abilities.swing_sword",
],
threshold: 0.7,
),
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Attack(ComboMelee(Swing, 2), Sword): (
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files: [
"voxygen.audio.sfx.abilities.separated_second_swing",
],
threshold: 0.7,
),
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Attack(ComboMelee(Swing, 3), Sword): (
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files: [
"voxygen.audio.sfx.abilities.separated_third_swing",
],
threshold: 0.7,
),
Attack(DashMelee, Sword): (
files: [
"voxygen.audio.sfx.abilities.sword_dash",
],
threshold: 0.8,
),
Inventory(CollectedTool(Sword)): (
files: [
"voxygen.audio.sfx.inventory.pickup_sword",
],
threshold: 0.3,
),
//
// Hammer
//
Wield(Hammer): (
files: [
"voxygen.audio.sfx.weapon.sword_out",
],
threshold: 0.5,
),
Unwield(Hammer): (
files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
),
Attack(BasicMelee, Hammer): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.7,
),
Attack(LeapMelee, Hammer): (
files: [
//
],
threshold: 0.8,
),
Inventory(CollectedTool(Hammer)): (
files: [
"voxygen.audio.sfx.inventory.pickup_sword",
],
threshold: 0.3,
),
//
// Axe
//
Wield(Axe): (
files: [
"voxygen.audio.sfx.weapon.sword_out",
],
threshold: 0.5,
),
Unwield(Axe): (
files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
),
Attack(BasicMelee, Axe): (
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files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.7,
),
Attack(SpinMelee, Axe): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.8,
),
Inventory(CollectedTool(Axe)): (
files: [
"voxygen.audio.sfx.inventory.pickup_sword",
],
threshold: 0.3,
),
//
// Fire Rod / Regeneration Staff
//
Wield(Staff): (
files: [
"voxygen.audio.sfx.weapon.staff_out",
],
threshold: 0.5,
),
Unwield(Staff): (
files: [
"voxygen.audio.sfx.weapon.staff_in",
],
threshold: 0.5,
),
Attack(BasicMelee, Staff): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.8,
),
Attack(BasicRanged, Staff): (
files: [
// "voxygen.audio.sfx.abilities.staff_channeling",
],
threshold: 0.8,
),
Inventory(CollectedTool(Staff)): (
files: [
"voxygen.audio.sfx.inventory.pickup_staff",
],
threshold: 0.3,
),
//
// Bow
//
Wield(Bow): (
files: [
"voxygen.audio.sfx.weapon.sword_out",
],
threshold: 0.5,
),
Unwield(Bow): (
files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
),
Attack(BasicRanged, Bow): (
files: [
// channeling sound.
],
threshold: 0.8,
),
Inventory(CollectedTool(Bow)): (
files: [
"voxygen.audio.sfx.inventory.add_item",
],
threshold: 0.3,
),
//
// Dagger
//
Wield(Dagger): (
files: [
"voxygen.audio.sfx.weapon.dagger_out",
],
threshold: 0.5,
),
Unwield(Dagger): (
files: [
"voxygen.audio.sfx.weapon.dagger_in",
],
threshold: 0.5,
),
Attack(BasicMelee, Dagger): (
files: [
"voxygen.audio.sfx.abilities.swing_sword",
],
threshold: 0.8,
),
Attack(DashMelee, Dagger): (
files: [
"voxygen.audio.sfx.abilities.sword_dash",
],
threshold: 0.8,
),
Inventory(CollectedTool(Dagger)): (
files: [
"voxygen.audio.sfx.inventory.pickup_sword",
],
threshold: 0.3,
),
//
// Shield
//
Wield(Shield): (
files: [
"voxygen.audio.sfx.weapon.shield_out",
],
threshold: 0.5,
),
Unwield(Shield): (
files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
),
Attack(BasicMelee, Shield): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.8,
),
Inventory(CollectedTool(Shield)): (
files: [
"voxygen.audio.sfx.inventory.pickup_sword",
],
threshold: 0.3,
),
//
// Inventory
//
Inventory(Collected): (
files: [
"voxygen.audio.sfx.inventory.add_item",
],
threshold: 0.3,
),
Inventory(CollectFailed): (
files: [
"voxygen.audio.sfx.inventory.add_failed",
],
threshold: 0.3,
),
Inventory(Swapped): (
files: [
"voxygen.audio.sfx.inventory.add_item",
],
threshold: 0.3,
),
Inventory(Given): (
files: [
"voxygen.audio.sfx.inventory.add_item",
],
threshold: 0.3,
),
Inventory(Dropped): (
files: [
"voxygen.audio.sfx.inventory.drop_item",
],
threshold: 0.3,
),
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//
// Consumables
//
Inventory(Consumed("Potion")): (
files: [
"voxygen.audio.sfx.inventory.consumable.liquid",
],
threshold: 0.3,
),
Inventory(Consumed("PotionMinor")): (
files: [
"voxygen.audio.sfx.inventory.consumable.liquid",
],
threshold: 0.3,
),
Inventory(Consumed("Apple")): (
files: [
"voxygen.audio.sfx.inventory.consumable.apple",
],
threshold: 0.3,
),
Inventory(Consumed("Mushroom")): (
files: [
"voxygen.audio.sfx.inventory.consumable.food",
],
threshold: 0.3,
),
Inventory(Consumed("Cheese")): (
files: [
"voxygen.audio.sfx.inventory.consumable.food",
],
threshold: 0.3,
),
Explosion: (
files: [
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// in code
],
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threshold: 0.2,
),
ProjectileShot: (
files: [
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// in code
],
threshold: 0.5,
),
}
)