Table of Contents
This appendix is a list of the sounds AudioQuake uses to tell you what's going on. It contains links to the sounds and descriptions of them. Additionally, it gives you an example or two of when you'll hear the sounds.
Depending on how your browser is set up, you should be able to listen to these sounds quite easily whilst reading the book (tell your browser to open them with a program that can play WAVE files and also tell it to do this automatically for all WAVE files).
Many in-game events are spoken to you so you won't find them included in this list. Also, some of the sounds we use are in the Quake data files and as such cannot be included here because we don't own the copyright on the Quake data.
This section explains the meaning of the various toggle sounds used in the game.
Sound | Description | Played when... |
---|---|---|
On | The generic “item is activated” sound. | Played when any device (for example the ESR, D5k or side hazard detection) is turned on. |
Off | The generic “item has been de-activated” sound. | Played when any device (for example the ESR, D5k or side hazard detection) is turned off. |
Mode switch | Used to indicate when a multi-mode device switches to another mode. | Played when the ESR switches from mode 1 to mode 2 or back from mode 2 to mode 1. |
This section explains the meaning of the sounds that the navigation helper makes.
Table A.1. Structures
Sound | Description | Played when... |
---|---|---|
Wall | Sound indicating a wall has been detected. | Played when there is a wall near you (at a volume proportional to your distance from it). Walls are “sounded” at half the volume of stairs and doors (to stop them getting in the way). |
Slope | Sound indicating a up or downwards slope (or set of stairs) has been detected. | Played when there is a slope near you (at a volume proportional to your distance from it). |
Door | Sound indicating a door has been detected. | Played when there is a door near you (at a volume proportional to your distance from it). |
Touching a Wall (in Quake's sounds) | This indicates you're stood right next to (touching) a wall. | Played when you're touching a wall and have wall touch warnings enabled. |
Scraping a Wall | This indicates you're walking but a wall is in your way and you're scraping along it. | Played when a wall is in your way but you are able to walk, sliding along it. |
Wind | This indicates that a lot of empty space can be found in a certain direction. | Played when there is a large amount of empty space in a given direction from you (when a sweep has been initiated with the L key). |
Table A.3. Hazard (Drop/Ledge) Warnings
Sound | Description | Played when... |
---|---|---|
Small drop | Indicates a small drop. | Played when a small drop is detected near you (and hazard warnings and/or side hazard warnings are turned on). |
Big drop | Indicates a big drop. | Played when a big drop is detected near you (and hazard warnings and/or side hazard warnings are turned on). |
Huge drop | Indicates a huge drop. | Played when a huge drop is detected near you (and hazard warnings and/or side hazard warnings are turned on). |
When you ask if you can make a jump, you'll either be told (via speech or Braille, depending on how you've set AudioQuake up) that you can make it with a normal jump or you'll need to do a running jump.
If this information is not available (i.e. if there is no jump in front of you, or you're too far away from one), you'll hear this generic “access denied”-type sound.
You'll also hear the above sound if you ask for a description of what lies in the drop (ground, water, slime or lava) and there is no drop in front of you or you are too far away from one.
This section explains the meaning of sounds made by the independent navigation aids.
Table A.4. Waypoint Marker Sounds
Sound | Description | Played when... |
---|---|---|
Marker homing signal | Emanates from the marker's location. | This lets you know where a marker is. When you touch a marker, you'll be told which waypoint number it is (the number increases with every marker you add). |
Denied | Indicates that an action is not possible. | This sound is used in a number of places to let you know that you can't do something. In this case, it is played when you press the “delete last marker” key and there is no marker to delete. |
This section explains the meaning of the sounds the D5k makes.
Sound | Description | Played when... |
---|---|---|
(standard Quake sounds) | The Quake “item activation” sounds (such as health, ammo, armour, weapon or power-up pickup sounds) are played to indicate what type of object has been detected. | The sounds are played when you're near an object (at a volume proportional to your distance from it). |
Backpack | A dropped backpack. (Quake didn't have a sound for these.) | Played when a dropped backpack is near you. Monsters drop them when they die (if they've not been exploded). |
Item is outside FOV | Indicates that a D5k-detected item lies beyond your field of view. | Played when the D5k detects an item outside of your FOV (at a volume proportional to your distance from it). |
When you pick up a new weapon, or switch weapons, the name of the weapon you're using is announced.
If you run out of ammo, you'll hear the ammo-out sound. You'll also hear this sound if you try to switch to a weapon that you possess but don't have any ammo for.
If you try to use a weapon you don't yet possess, you'll hear this “access denied” sound.
This section explains the meaning of the sounds that the ESR makes.
Table A.5. Monster Indication Sounds
Sound | Description | Played when... |
---|---|---|
Monster on lower level | Sound indicating that a monster is at a lower level (elevation) to the player. | Played when a monster is detected and is on the lower level as the player. |
Monster on same level | Sound indicating that a monster is at a similar level (elevation) to the player. | Played when a monster is detected and is on the same level as the player. |
Monster on higher level | Sound indicating that a monster is at a higher level (elevation) to the player. | Played when a monster is detected and is on the higher level as the player. |
Table A.6. Enemy (Player or Bot) Indication Sounds
Sound | Description | Played when... |
---|---|---|
Enemy on lower level | Sound indicating that a enemy is at a lower level (elevation) to the player. | Played when a enemy is detected and is on the lower level as the player. |
Enemy on same level | Sound indicating that a enemy is at a similar level (elevation) to the player. | Played when a enemy is detected and is on the same level as the player. |
Enemy on higher level | Sound indicating that a enemy is at a higher level (elevation) to the player. | Played when a enemy is detected and is on the higher level as the player. |
Table A.7. Friend (Player or Bot) Indication Sounds
Sound | Description | Played when... |
---|---|---|
Friend on lower level | Sound indicating that a friend is at a lower level (elevation) to the player. | Played when a friend is detected and is on the lower level as the player. |
Friend on same level | Sound indicating that a friend is at a similar level (elevation) to the player. | Played when a friend is detected and is on the same level as the player. |
Friend on higher level | Sound indicating that a friend is at a higher level (elevation) to the player. | Played when a friend is detected and is on the higher level as the player. |
When the ESR is in mode 2 (hazard detection), it makes a “hazard detected” sound if there is a near-by hazard.
When you complete a map, you'll hear this delightful little tune.