-- -- This file demonstrates how to change Enigma's default sound set. -- -- Sound effects are triggered by so-called "sound events". -- These sound events usually have a name (like "dooropen") and an -- associated location (the coordinates of the door) which -- affect the way a sound effect is played. -- -- The sound event is converted into a real sound effect using -- tables similar to the one below. Each entry in the table is -- either a string like "st-coinslot", which is interpreted as -- referring to file "st-coinslot.wav" or a list of sound -- attributes enclosed in curly braces "{ ... }". -- -- Here is a complete example of such an attribute list: -- -- dooropen = { file="open-door", volume=0.9, priority=4, global=0 }, -- -- The meaning of these attributes is as follows: -- -- file - The name of the sound file for this event, without -- the".wav" extension. -- -- volume - The sound volume: 1.0 is standard, 0.0 is silent. -- -- priority - If many effects are active at the same time, high-priority -- effects can replace lower-priority effects. Use an integer -- between 1 and 10. -- -- global - Either 1 or 0. If 1, no stereo effects are applied and -- there is no attenuation. Used for menu sound, level end -- sounds, etc. -- -- To design a new sound set, proceed as follows. -- -- 1) Create a new folder containing this file (named "sound.lua") -- and the wav files you want to use. -- -- 2) Move this new folder into Enigma's "sound" folder. The directory -- structure should look something like this -- -- (enigma data folder)/sound/my_sounds/ -- /sound.lua -- /a.wav -- /b.wav -- ... -- [On Unix systems, you can use ~/.enigma/sound/ for testing purposes.] -- -- 3) Run Enigma. Since this file sets does not map any sound effect to a -- wav file, you should hear nothing -- -- 4) Edit the contents of this file to your liking. If you need inspiration, -- take a look at "startup.lua" shipped with Enigma, which contains the -- default sound table. -- -- If you have questions, don't hesitate to ask. Have fun! -- AddSoundTable ("Enigma", { [""] = "", -- empty sound ballcollision = "", blackbomb = "", blockerdown = "", blockerup = "", booze = "", bumper = "", cloth = "", coinslotoff = "", coinsloton = "", crack = "", doorclose = "", dooropen = "", drown = "", dynamite = "", electric = "", exit = "", extinguish = "", fakeoxyd = "", falldown = "", fart = "", finished = "", floordestroy = "", fourswitch = "", glass = "", hitfloor = "", impulse = "", intro = "", invrotate = "", itemtransform = "", jump = "", jumppad = "", landmine = "", laserloop = "", laseron = "", laseroff = "", lock = "", magneton = "", magnetoff = "", mail = "", menuexit = "", menumove = "", menuok = "", menustop = "", menuswitch = "", metal = "", mirrorturn = "", movebig = "", moveslow = "", movesmall = "", oxydclose = "", oxydopen = "", oxydopened = "", pickup = "", puller = "", puzzlerotate = "", rubberband = "", scissors = "", seedgrow = "", shatter = "", shattersmall = "", shogunoff = "", shogunon = "", skull = "", spade = "", squish = "", stone = "", stonedestroy = "", stonepaint = "", stonetransform = "", swamp = "", switchmarbles = "", switchoff = "", switchon = "", switchplayer = "", sword = "", thief = "", triggerdown = "", triggerup = "", turnstileleft = "", turnstileright = "", umbrellaoff = "", umbrellaon = "", umbrellawarn = "", unlock = "", vortexclose = "", vortexopen = "", warp = "", whitebomb = "", wood = "", yinyang = "", })