This file contains infos
for sound sampling freaks.

List of BikeBattle sounds
=========================

PLAINGF     // plain gun firing
PLAINGH     // plain gun hit

VTPASS      // bike passing vtunnel
BKEXPL      // bike crashing

BAZOF       // bazooka fired
BAZOH       // bazooka hit

MISLF       // missile fire
MISLH       // missile hit

KATSHAF1    // katjusha fire
KATSHAF2    // variation
KATSHAH     // katjusha hit

XWEAPC      // collected extra stuff

MATCHEND    // end of match
APPLAUSE    // applause at end of set

BKNOSHDS    // alarm: bike has no shields
FLAMEF      // FlameThrower's flame firing

ADVTPLR1    // advantage player1
ADVTPLR2    // advantage player2
DUCETEXT    // duce textual (spoken)
MATCHPNT    // match point announcement

PLAINMGF    // plain mgun fire
PLAINMGE    // plain mgun empty
FATMGF      // fat mgun fire
FATMGE      // fat mgun empty

BKHWALL     // bike hits wall
BKHOBST     // bike hits obstacle
BKSTART     // bike starts
BKSTOP      // bike stops
BKTYRES     // bike's tyres sound

BKDRIVE1    // first driving sound
BKDRIVE2    // second driving sound

CANF1       // cannon (MGun+++ or ++++)
CANF2       // variation    | in
CANF3       // variation    | a
CANF4       // variation    / sequence
CANE        // cannon empty

PGUNFR      // pump gun fire & reload
PGUNFE      // pump gun fire & empty

OILF        // oil 'firing'

LSOPEN      // light sword opening
LSCLOSE     // closing
LSE         // empty
LSH1        // strike hits something
LSH2        // variation | in a
LSH3        // variation / sequence
LSHBK       // when lsword hits a bike

BKHBORD     // bike hits field border

HTPASSL     // htunnel pass left channel
HTPASSR     // htunnel pass right channel

PLUS2       // weapon ++
PLUS3       // weapon +++
PLUS4       // weapon ++++
PLUS5       // weapon +++++

PGUNHXS     // pump gun hit extra strong
LSPLUS2     // light sword ++

NITROXPL    // nitro glycerine explosion
/ HTOPEN    // tunnel opens
/ HTCLOSE   // tunnel closes
BKWCYCLE    // bike weapon cycling
TERMCRT     // terminator creation

SETBIKE0    // one player may get the set
SETBIKE1    // variation |
SETBIKE2    // variation | in a
SETBIKE3    // variation | sequence!!!
SETBIKE4    // variation |
SETBIKE5    // variation | used sounds must start
SETBIKE6    // variation | at SETBIKE0 and be
SETBIKE7    // variation | in one block.
SETBIKE8    // variation | first unused sound
SETBIKE9    // variation | ends the block.
SETBIKE10   // variation |
SETBIKE11   // variation |
SETBIKE12   // variation |
SETBIKE13   // variation |
SETBIKE14   // variation |
SETBIKE15   // variation |
SETBIKE16   // variation |
SETBIKE17   // variation |
SETBIKE18   // variation |
SETBIKE19   // variation |
SETBIKE20   // variation |
SETBIKE21   // variation |
SETBIKE22   // variation |
SETBIKE23   // variation |
SETBIKE24   // variation |
SETBIKE25   // variation |
SETBIKE26   // variation |
SETBIKE27   // variation |
SETBIKE28   // variation |
SETBIKE29   // variation |
SETBIKE30   // variation |
SETBIKE31   // variation |
SETBIKE32   // variation |
SETBIKE33   // variation |
SETBIKE34   // variation |
SETBIKE35   // variation |
SETBIKE36   // variation |
SETBIKE37   // variation |
SETBIKE38   // variation |
SETBIKE39   // variation/
DUCE0       // duce  set bike was not won
DUCE1       // variation |
DUCE2       // variation |
DUCE3       // variation |
DUCE4       // variation |
DUCE5       // variation |
DUCE6       // variation |
DUCE7       // variation |
DUCE8       // variation |
DUCE9       // variation/

BKNOSH0     // bike has no shields  random sound
BKNOSH1     // variation |
BKNOSH2     // variation | in
BKNOSH3     // variation | a
BKNOSH4     // variation | sequence!!!
BKNOSH5     // variation | used sounds must start
BKNOSH6     // variation | at BKNOSH0 and be
BKNOSH7     // variation | in one block.
BKNOSH8     // variation | first unused sound
BKNOSH9     // variation | ends the block.
BKNOSH10    // variation |
BKNOSH11    // variation |
BKNOSH12    // variation |
BKNOSH13    // variation |
BKNOSH14    // variation |
BKNOSH15    // variation |
BKNOSH16    // variation |
BKNOSH17    // variation |
BKNOSH18    // variation |
BKNOSH19    // variation |
BKNOSH20    // variation |
BKNOSH21    // variation |
BKNOSH22    // variation |
BKNOSH23    // variation |
BKNOSH24    // variation |
BKNOSH25    // variation |
BKNOSH26    // variation |
BKNOSH27    // variation |
BKNOSH28    // variation |
BKNOSH29    // variation |
BKNOSH30    // variation |
BKNOSH31    // variation |
BKNOSH32    // variation |
BKNOSH33    // variation |
BKNOSH34    // variation |
BKNOSH35    // variation |
BKNOSH36    // variation |
BKNOSH37    // variation |
BKNOSH38    // variation |
BKNOSH39    // variation |
BKNOSH40    // variation |
BKNOSH41    // variation |
BKNOSH42    // variation |
BKNOSH43    // variation |
BKNOSH44    // variation |
BKNOSH45    // variation |
BKNOSH46    // variation |
BKNOSH47    // variation |
BKNOSH48    // variation |
BKNOSH49    // variation/

REPOW1      // repowered  min
REPOW2      // repowered  med
REPOW3      // repowered  max

BKHWOIL     // bike hits wall with oil on tyres
BKHMG       // bike hit by mg
BKHFLAME    // bike hit by flame

MGUN4F1     // mgun 4+ firing (extension)
MGUN4F2     // variation | in a
MGUN4F3     // variation/  sequence
MGUN4E      // mgun 4+ empty

BAZOC       // bazo collect
AMOC        // ammunition collect
LSWORDC     // lsword collect
MGUNC       // mg collect
PGUNC       // pgun collect
SHIELDC     // shield collect
MLAUNC      // mlauncher collect
KATSHAC     // katjusha collect
OILC        // oil collect
FTHROWC     // fthrower collect

MLAUNE      // rocket launcher empty
KATSHAE     // katjusha empty
FTHROWE     // flame thrower empty

All sounds are 32 kHz 8 bit mono.
If selected, they're converted to 22 or 11 kHz
while the game loads them.

Supported file formats are

   - AMIGA IFF     (.iff)
   - RAW PCM DATA  (.pcm)

"CoolEdit" is a very good shareware program
to sample sounds, and "GoldWave" does the
file format conversion. These tools are found
on the Pegasus 4.0 Shareware CD.

When loading sounds, the game will not load
any of the sounds after BKNOSH0 if BKNOSH0
is not available.

Some of the sounds above are considered
to be "extension sounds", therefore they
must reside in a directory "ext" inside the
"snd" directory. These sounds are:

 ext/setbk3    to   ext/setbk39
 ext/duce0     to   ext/duce9
 ext/bknosh10  to   ext/bknosh49
 ext/repow2
 ext/repow3
 ext/bkhwoil
 ext/bkhmg
 ext/bkhflame
 ext/mgun4f1
 ext/mgun4f2
 ext/mgun4f3
 ext/mgun4e
 ext/bazoc
 ext/amoc
 ext/lswordc
 ext/mgunc
 ext/pgunc
 ext/shieldc
 ext/mlaunc
 ext/katshac
 ext/oilc
 ext/fthrowc
 ext/mlaune
 ext/katshae
 ext/fthrowe

