Sounds
Including Code
include "include/sounds";
SOUNDS ABC order by insideUO.
Enum
PRIMARY_SOUNDS
enum PRIMARY_SOUNDS
SFX_AGILITY := 0x1E8,
SFX_AGILITY2 := 0x28F,
SFX_AIR_1 := 0x291,
SFX_AIR_2 := 0x292,
SFX_AIR_3 := 0x293,
SFX_AIR_4 := 0x294,
SFX_AIR_5 := 0x295,
SFX_AIRELEMENTAL_1 := 0x108,
SFX_AIRELEMENTAL_2 := 0x109,
SFX_AIRELEMENTAL_3 := 0x10A,
SFX_AIRELEMENTAL_4 := 0x10B,
SFX_AIRELEMENTAL_5 := 0x10C,
SFX_ALIGATOR_1 := 0x5B,
SFX_ALIGATOR_2 := 0x5C,
SFX_ALIGATOR_3 := 0x5D,
SFX_ALIGATOR_4 := 0x5E,
SFX_ALIGATOR_5 := 0x5F,
SFX_ALIGATORB_1 := 0x295,
SFX_ALIGATORB_2 := 0x296,
SFX_ALIGATORB_3 := 0x297,
SFX_ALIGATORB_4 := 0x298,
SFX_ALIGATORB_5 := 0x299,
SFX_ANVIL := 0x2B,
SFX_ARCH_PROTECT := 0x1F8,
SFX_AQUARIUM_DEADFISH := 0x5A3,
SFX_AQUARIUM_REWARDS := 0x5A4,
SFX_AQUARIUM_USE := 0x5A5,
SFX_ARCANE_CIRCLE := 0x5A6,
SFX_ARCANE_EMPOWERMENT := 0x5C2,
SFX_ARCANE_EMPOWER_END := 0x5C3,
SFX_ARCH_CURE := 0x1E9,
SFX_ARCH_CURE2 := 0x29A,
SFX_ATTUNE_WEAPON := 0x5C4,
SFX_AXE_01 := 0x233,
SFX_BEAR_1 := 0x60,
SFX_BEAR_2 := 0x61,
SFX_BEAR_3 := 0x62,
SFX_BEAR_4 := 0x63,
SFX_BEAR_5 := 0x64,
SFX_BEAR_6 := 0x29B,
SFX_BEAR_1B := 0x4C3,
SFX_BEAR_1C := 0x4C4,
SFX_BEAR_2C := 0x4C5,
SFX_BEAR_3C := 0x4C6,
SFX_BEAR_4C := 0x4C7,
SFX_BEAR_5C := 0x4C8,
SFX_BELLOWS := 0x2C,
SFX_BIGFOOT_1 := 0x120,
SFX_BIGFOOT_2 := 0x121,
SFX_BLESS := 0x1EB,
SFX_CURE := 0x1E1,
SFX_CREATE_FOOD := 0x1E3,
SFX_DRINK_1 := 0x31,
SFX_DRINK_2 := 0x32,
SFX_DRINK_3 := 0x2D7,
SFX_DRINK_4 := 0x4CD,
SFX_DRINK_1 := 0x4CE,
SFX_EXPLOSION_1 := 0x11C,
SFX_EXPLOSION_2 := 0x11D,
SFX_EXPLOSION_3 := 0x11E,
SFX_EXPLOSION_4 := 0x11F,
SFX_EXPLOSION_5 := 0x306,
SFX_EXPLOSION_6 := 0x307,
SFX_EXPLOSION_7 := 0x308,
SFX_EXPLOSION_8 := 0x309,
SFX_EXPLOSION_9 := 0x30A,
SFX_EXPLOSION_10 := 0x4D0,
SFX_EXPLOSION_11 := 0x208,
SFX_FEEBLE_MIND := 0x1E5,
SFX_GLASS_BREAK_1 := 0x3F,
SFX_GLASS_BREAK_2 := 0x40,
SFX_GLASS_BREAK_3 := 0x41,
SFX_GLASS_BREAK_4 := 0x42,
SFX_GLASS_BREAK_5 := 0x38E,
SFX_GLASS_BREAK_6 := 0x38F,
SFX_GLASS_BREAK_7 := 0x390,
SFX_GLASS_BREAK_8 := 0x391,
SFX_HAMMER := 0x43,
SFX_HEAL := 0x1F3,
SFX_HIT_1 := 0x136,
SFX_HIT_2 := 0x137,
SFX_HIT_3 := 0x138,
SFX_HIT_4 := 0x139,
SFX_HIT_5 := 0x13A,
SFX_HIT_6 := 0x13B,
SFX_HIT_7 := 0x13C,
SFX_HIT_8 := 0x13D,
SFX_HIT_9 := 0x13E,
SFX_HIT_10 := 0x13F,
SFX_HIT_11 := 0x140,
SFX_HIT_12 := 0x141,
SFX_HIT_13 := 0x142,
SFX_HIT_14 := 0x143,
SFX_HIT_15 := 0x144,
SFX_HIT_16 := 0x145,
SFX_HIT_17 := 0x146,
SFX_HIT_18 := 0x147,
SFX_HIT_19 := 0x148,
SFX_HIT_20 := 0x149,
SFX_HIT_21 := 0x14A,
SFX_HIT_22 := 0x14B,
SFX_LIGHTNING := 0x2A,
SFX_MAGIC_ARROW := 0x1E6,
SFX_MYSTERY_3 := 0x246,
SFX_PARALYZED := 0x20C,
SFX_RESURRECT := 0x215,
SFX_SPIRIT_SPEAK := 0x24B,
SFX_STRENGTH := 0x1EF,
SFX_TELEPORT := 0x1FF,
SFX_WAVE_1 := 0x13,
SFX_WAVE_2 := 0x14,
SFX_WEAKEN := 0x1E7
endenum
CUSTOM_SOUNDS
enum CUSTOM_SOUNDS
SFX_SPELL_FAIL := 0x5D // Really SFX_ALIGATOR_1
endenum
DOOR_SOUNDS
enum DOOR_SOUNDS
SFX_METAL_DOOR_CLOSE := 0xF4,
SFX_METAL_DOOR_OPEN := 0xED,
SFX_WOODEN_DOOR_CLOSE := 0xF2,
SFX_WOODEN_DOOR_OPEN := 0xEB
endenum
Functions
GetHumanDamagedSounds( )
GetHumanDamagedSounds( mobile );
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