# sound.cfg # # Configuration file for the Angband sound events # # The format is: # = # # Example: # hit = hit.wav hit1.wav # # # This is the "sound.cfg" file for the Dubtrain Angband Sound Pack v.3.1.0 # # Licensed under a Creative Commons non-commercial agreement # # Inspired by the original Craig's Angband Sound Patch. # # But with all new sounds. # # contact angband@dubtrain.com # # download zipped archive at www.dubtrain.com/angband # # [Sound] # # Ambient sounds # # Town during the day. ambient_day = amb_thunder_rain.wav # Town during the night. ambient_nite = amb_guitar_chord.wav amb_thunder_roll.wav # Dungeon levels 1-20 (50'-1000') ambient_dng1 = amb_door_iron.wav amb_bell_metal1.wav # Dungeon levels 21-40 (1050'-2000') ambient_dng2 = amb_bell_tibet1.wav amb_bell_metal2.wav amb_gong_strike.wav # Dungeon levels 41-60 (2050'-3000') ambient_dng3 = amb_bell_tibet2.wav amb_dungeon_echo.wav amb_pulse_low.wav # Dungeon levels 61-80 (3050'-4000') ambient_dng4 = amb_bell_tibet3.wav amb_dungeon_echowet.wav amb_gong_undertone.wav # Dungeon levels 81 and beyond (4050'-) ambient_dng5 = amb_door_doom.wav amb_gong_chinese.wav amb_gong_low.wav # # Store sounds # # The shopkeep bought a worthless item. store1 = sto_man_hey.wav # The shopkeep paid too much for an item. store2 = id_bad_dang.wav # The shopkeep got away with a good bargain. store3 = sto_man_haha.wav # The shopkeep got away with a great bargain. store4 = sto_man_whoohaha.wav # You make a normal transaction (buying or selling). store5 = sto_coins_countertop.wav sto_bell_register1.wav sto_bell_register2.wav # You enter a store. store_enter = sto_bell_desk.wav sto_bell_ding.wav sto_bell_dingaling.wav sto_bell_jingles.wav sto_bell_ringing.wav sto_bell_shop.wav # You enter your home. store_home = plm_door_entrance.wav # You leave a store. store_leave = plm_door_bolt.wav # # Player sounds - combat # # You succeed in a melee attack against a monster. hit = plc_hit_hay.wav plc_hit_body.wav # It was a good hit! hit_good = plc_hit_anvil.wav # It was a great hit! hit_great = plc_hit_groan.wav # It was a superb hit! hit_superb = plc_hit_grunt.wav # It was a *GREAT* hit! hit_hi_great = plc_hit_grunt2.wav # It was a *SUPERB* hit! hit_hi_superb = plc_hit_anvil2.wav # You miss a melee attack against a monster. miss = plc_miss_arrow2.wav # You fire a missile. shoot = plc_miss_swish.wav plc_miss_arrow.wav # You hit something with a missile. shoot_hit = plc_hit_arrow.wav # You receive a hitpoint warning. hitpoint_warn = plc_bell_warn.wav # You die. death = plc_die_laugh.wav # # Player sounds - status changes # # You become blind. blind = pls_tone_conk.wav # You become confused. confused = pls_man_ugh.wav # You become poisoned. poisoned = pls_tone_guiro.wav # You become afraid. afraid = pls_man_yell.wav # You become paralyzed. paralyzed = pls_man_gulp_new.wav # You feel drugged (chaos effects). drugged = pls_breathe_in.wav # You become slower. slow = pls_man_sigh.wav # You become stunned. stun = pls_bell_mute.wav # You suffer a cut. cut = pls_man_argoh.wav # A stat is drained drain_stat = pls_tone_headstock.wav # You recover from a condition (blind, confused, etc.) recover = pls_bell_chime_new.wav # You become faster. speed = pls_bell_sustain.wav # You attain a mystic shield. shield = pls_bell_bowl.wav # You become blessed. blessed = sum_angel_song.wav # You feel heroic. hero = pls_tone_goblet.wav # You become berserk. berserk = pls_man_scream2.wav # You feel protected from evil. prot_evil = pls_bell_glass.wav # You feel invulnerable. (does any item/spell do this anymore?) invuln = pls_tone_blurk.wav # You can see invisible things. see_invis = pls_tone_clave6.wav # You can see the infrared spectrum infrared = pls_tone_clavelo8.wav # You become resistant to acid. res_acid = pls_man_sniff.wav # You become resistant to electricity. res_elec = pls_tone_elec.wav # You become resistant to fire. res_fire = pls_tone_scrape.wav # You become resistant to cold. res_cold = pls_tone_stick.wav # You become resistant to poison. res_pois = pls_man_spit.wav # You become hungry. hungry = pls_man_sob.wav # # Player sounds - misc. # # You pick up money worth less than 200 au. money1 = plm_coins_light.wav plm_coins_shake.wav # You pick up money worth between 200 and 600 au. money2 = plm_chain_light.wav plm_coins_pour.wav # You pick up money worth 600 au or more. money3 = plm_coins_dump.wav # You (or a monster) drop something on the ground. drop = plm_drop_boot.wav # You gain (or regain) a level. level = plm_levelup.wav # You successfully study a spell or prayer. study = plm_book_pageturn.wav # You teleport or phase door. teleport = plm_chimes_jangle.wav # You quaff a potion. quaff = plm_bottle_clinks.wav plm_cork_pop.wav plm_cork_squeak.wav # You zap a rod. zap_rod = plm_zap_rod.wav # You take a step. (unimplemented) walk = # You teleport someone else away. tpother = plm_chimes_jangle.wav # You bump into a wall or door. hitwall = plm_wood_thud.wav # You eat something. eat = plm_eat_bite.wav # You successfully dig through something. dig = plm_metal_clank.wav # You open a door. opendoor = plm_door_bolt.wav plm_door_creak.wav plm_door_dungeon.wav plm_door_entrance.wav plm_door_open.wav plm_door_opening.wav plm_door_rusty.wav plm_door_squeaky.wav # You shut a door. shutdoor = plm_bang_dumpster.wav plm_cabinet_shut.wav plm_close_hatch.wav plm_door_creakshut.wav plm_door_latch.wav plm_door_shut.wav plm_door_slam.wav # You teleport from a level (including via recall). tplevel = sum_bell_crystal.wav # Default "bell" sound for system messages. bell = plm_jar_ding.wav # You try to open something that's not a door. nothing_to_open = plm_click_switch2.wav plm_door_knob.wav # You fail to pick a lock. lockpick_fail = plm_click_dry.wav plm_click_switch.wav plm_click_wood.wav plm_door_echolock.wav plm_door_wooden.wav # You pick a lock. lockpick = plm_break_wood.wav plm_cabinet_open.wav plm_chest_unlatch.wav plm_lock_case.wav plm_lock_distant.wav plm_open_case.wav # You disarm a trap. disarm = plm_bang_ceramic.wav plm_chest_latch.wav plm_click_switch3.wav # You go up stairs. stairs_up = plm_floor_creak2.wav # You go down stairs. stairs_down = plm_floor_creak.wav # You activate an artifact. act_artifact = plm_aim_wand.wav # You use a staff. use_staff = plm_use_staff.wav # An object is destroyed. destroy = plm_bang_metal.wav plm_break_canister.wav plm_break_glass.wav plm_break_glass2.wav plm_break_plates.wav plm_break_shatter.wav plm_break_smash.wav plm_glass_breaking.wav plm_glass_break.wav plm_glass_smashing.wav # You wield or take off something. wield = plm_metal_sharpen.wav # You wield a cursed item. cursed = pls_man_oooh.wav # You notice something (generic notice) notice = id_bad_hmm.wav # You notice something about your equipment or inventory. pseudo_id = id_good_hmm.wav # You successfully cast a spell. cast_spell = plm_spell1.wav plm_spell2.wav plm_spell3.wav # You successfully pray a prayer. pray_prayer = sum_angel_song.wav # # Monster Sounds - combat # # A monster flees in terror. flee = mco_creature_yelp.wav # A monster is killed. kill = mco_howl_croak.wav mco_howl_deep.wav mco_howl_distressed.wav mco_howl_high.wav mco_howl_long.wav # A unique is killed. kill_unique = sum_ghost_wail.wav # Morgoth, Lord of Darkness is killed. kill_king = amb_guitar_chord.wav # Attack - hit mon_hit = mco_hit_whip.wav # Attack - touch mon_touch = mco_click_vibra.wav # Attack - punch mon_punch = mco_squish_snap.wav # Attack - kick mon_kick = mco_rubber_thud.wav # Attack - claw mon_claw = mco_ceramic_trill.wav mco_scurry_dry.wav # Attack - bite mon_bite = mco_snarl_short.wav mco_bite_crunch.wav mco_bite_soft.wav mco_bite_munch.wav mco_bite_long.wav mco_bite_short.wav mco_bite_gnash.wav mco_bite_chomp.wav mco_bite_regular.wav mco_bite_small.wav mco_bite_dainty.wav mco_bite_hard.wav mco_bite_chew.wav # Attack - sting mon_sting = mco_castanet_trill.wav mco_tube_hit.wav # Attack - butt mon_butt = mco_cuica_rubbing.wav mco_thud_crash.wav # Attack - crush mon_crush = mco_dino_low.wav mco_squish_hit.wav # Attack - engulf mon_engulf = mco_dino_talk.wav mco_dino_yawn.wav # Attack - crawl mon_crawl = mco_card_shuffle.wav mco_shake_roll.wav # Attack - drool mon_drool = mco_creature_choking.wav mco_liquid_squirt.wav # Attack - spit mon_spit = mco_attack_spray.wav # Attack - gaze mon_gaze = mco_thoing_backwards.wav # Attack - wail mon_wail = mco_dino_low.wav # Attack - release spores mon_spore = mco_dub_wobble.wav mco_spray_long.wav # Attack - beg for money mon_beg = mco_man_mumble.wav # Attack - insult mon_insult = mco_strange_thwoink.wav # Attack - moan mon_moan = mco_strange_music.wav # Attack - shriek mon_shriek = mco_mouse_squeaks.wav # Spell - create traps mon_create_trap = mco_thoing_deep.wav # Spell - cause fear mon_cast_fear = mco_creature_groan.wav mco_dino_slur.wav # Multiply (breed explosively) multiply = mco_frog_trill.wav # # Summons # # Summon one or more monsters. summon_monster = sum_chime_jangle.wav # Summon angels. summon_angel = sum_angel_song.wav # Summon undead. summon_undead = sum_ghost_oooo.wav # Summon animals. summon_animal = sum_lion_growl.wav # Summon spiders. summon_spider = sum_piano_scrape.wav # Summon hounds. summon_hound = sum_lion_growl.wav # Summon hydras. summon_hydra = sum_piano_scrape.wav # Summon demons. summon_demon = sum_ghost_wail.wav sum_laugh_evil2.wav # Summon dragon. summon_dragon = sum_piano_scrape.wav # Summon greater undead. summon_gr_undead = sum_ghost_moan.wav # Summon greater dragons. summon_gr_dragon = sum_gong_temple.wav # Summon greater demons. summon_gr_demon = sum_ghost_moan.wav # Summon Ringwraiths. summon_ringwraith = sum_bell_hand.wav # Summon uniques. summon_unique = sum_bell_tone.wav # # Breath weapons # # Breathe frost. breathe_frost = mco_attack_breath.wav # Breathe electricity. breathe_elec = mco_attack_breath.wav # Breathe acid. breathe_acid = mco_attack_breath.wav # Breathe gas. breathe_gas = mco_attack_breath.wav # Breathe fire. breathe_fire = mco_attack_breath.wav # Breathe confusion. breathe_confusion = mco_attack_breath.wav # Breathe disenchantment. breathe_disenchant = mco_attack_breath.wav # Breathe chaos. breathe_chaos = mco_attack_breath.wav # Breathe shards. breathe_shards = mco_attack_breath.wav # Breathe sound. breathe_sound = mco_attack_breath.wav # Breathe light. breathe_light = mco_attack_breath.wav # Breathe darkness. breathe_dark = mco_attack_breath.wav # Breathe nether. breathe_nether = mco_attack_breath.wav # Breathe nexus. breathe_nexus = mco_attack_breath.wav # Breathe time. breathe_time = mco_attack_breath.wav # Breathe inertia. breathe_inertia = mco_attack_breath.wav # Breathe gravity. breathe_gravity = mco_attack_breath.wav # Breathe plasma. breathe_plasma = mco_attack_breath.wav # Breathe force. breathe_force = mco_attack_breath.wav # Breathe the elements (power dragon scale mail). breathe_elements = mco_attack_breath.wav # # Identifying Items # # Identify a bad item (including bad ego items and artifacts). identify_bad = id_bad_aww.wav id_bad_dang.wav id_bad_hmm.wav id_bad_hmph.wav id_bad_ohh.wav # Identify a good ego item. identify_ego = id_ego_whoa.wav id_ego_woohoo.wav id_ego_yeah.wav id_ego_yeah2.wav id_ego_yes.wav # Identify a good artifact. identify_art = id_good_hey.wav id_good_hey2.wav id_good_hmm.wav id_good_huh.wav id_good_ooh.wav id_good_ooo.wav id_good_wow.wav