Appendix A. Key to the AudioQuake Sounds

Table of Contents

A.1. Toggle Sounds
A.2. Navigation Sounds
A.2.1. Jump Descriptions
A.3. Independent Navigation Aid Sounds
A.3.1. Compass Sounds
A.4. Detector 5000 Sounds
A.5. Weapon Sounds
A.6. EtherScan RADAR Sounds
A.6.1. Hazard Detection Mode
A.7. End of Level

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).

Note

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.

A.1. Toggle Sounds

This section explains the meaning of the various toggle sounds used in the game.

SoundDescriptionPlayed when...
OnThe generic “item is activated” sound.Played when any device (for example the ESR, D5k or side hazard detection) is turned on.
OffThe generic “item has been de-activated” sound.Played when any device (for example the ESR, D5k or side hazard detection) is turned off.
Mode switchUsed 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.

A.2. Navigation Sounds

This section explains the meaning of the sounds that the navigation helper makes.

Table A.1. Structures

SoundDescriptionPlayed when...
WallSound 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).
SlopeSound 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).
DoorSound 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 WallThis 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.
WindThis 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.2. Vertical Movement

SoundDescriptionPlayed when...
UpThis sound indicates you're going up in the world.Played when you go up stairs, slopes or on lifts.
DownThis sound indicates you're going down in the world.Played when you go down stairs, slopes or on lifts.

Table A.3. Hazard (Drop/Ledge) Warnings

SoundDescriptionPlayed when...
Small dropIndicates a small drop.Played when a small drop is detected near you (and hazard warnings and/or side hazard warnings are turned on).
Big dropIndicates a big drop.Played when a big drop is detected near you (and hazard warnings and/or side hazard warnings are turned on).
Huge dropIndicates a huge drop.Played when a huge drop is detected near you (and hazard warnings and/or side hazard warnings are turned on).

A.2.1. Jump Descriptions

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.

A.3. Independent Navigation Aid Sounds

This section explains the meaning of sounds made by the independent navigation aids.

Table A.4. Waypoint Marker Sounds

SoundDescriptionPlayed when...
Marker homing signalEmanates 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).
DeniedIndicates 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.

A.3.1. Compass Sounds

When you activate the compass, you will be told the name of the direction you're pointing in (or your bearing in degrees if the direction doesn't have a full name).

A.4. Detector 5000 Sounds

This section explains the meaning of the sounds the D5k makes.

SoundDescriptionPlayed 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).
BackpackA 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 FOVIndicates 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).

A.5. Weapon Sounds

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.

A.6. EtherScan RADAR Sounds

This section explains the meaning of the sounds that the ESR makes.

Table A.5. Monster Indication Sounds

SoundDescriptionPlayed when...
Monster on lower levelSound 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 levelSound 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 levelSound 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

SoundDescriptionPlayed when...
Enemy on lower levelSound 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 levelSound 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 levelSound 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

SoundDescriptionPlayed when...
Friend on lower levelSound 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 levelSound 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 levelSound 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.

A.6.1. Hazard Detection Mode

When the ESR is in mode 2 (hazard detection), it makes a hazard detected” sound if there is a near-by hazard.

A.7. End of Level

When you complete a map, you'll hear this delightful little tune.