Sounds

Including Code

include "include/sounds";

NOTE: Any number over 0xFF (255) will not work in older clients.

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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