doors/open				{ DSDROPN ALDROPN PCDROPN }
doors/close				{ DSDRCLS ALDRCLS PCDRCLS }

doors/metal_open		{ DSMDROPN ALDROPN PCDROPN }
doors/metal_close		{ DSMDRCLS ALDRCLS PCDRCLS }

world/hitwall			{ DSHITWAL ALHITWAL PCHITWAL }
world/pushwall			{ DSPSHWAL ALPSHWAL PCPSHWAL }
world/pushwall_heavy	{ DSLPHWAL ALPSHWAL PCPSHWAL }

switches/normbutn		{ DSSWITCH ALSWITCH PCSWITCH }
$alias switches/exitbutn switches/normbutn
switches/elevbutn		{ DSPLATFM ALSWITCH PCSWITCH }

misc/1up				{ DSBNS1UP ALBNS1UP PCBNS1UP }
misc/do_nothing			{ DSNOTIN ALNOTHIN PCNOTHIN }
misc/ammo_pkup			{ DSAMMOUP ALAMMOUP PCAMMOUP }
misc/ammobox_pkup		{ DSAMBXUP ALAMBXUP PCAMBXUP }
misc/health_pkup		{ DSFOODUP ALFOODUP PCFOODUP }
misc/medkit_pkup		{ DSMEDIUP ALMEDIUP PCMEDIUP }
misc/k_pkup				{ DSGETKEY ALGETKEY PCGETKEY }
misc/end_bonus1			{ DSENDBN1 ALENDBN1 PCENDBN1 }
misc/end_bonus2			{ DSENDBN2 ALENDBN2 PCENDBN2 }
misc/no_bonus			{ DSNOBNS ALNOBNS PCNOBNS }
misc/100percent			{ DSPRC100 ALPRC100 PCPRC100 }
misc/slurpie			{ DSSLURPE ALSLURPE PCSLURPE }
misc/slurpie2			{ DSLSLURP ALSLURPE PCSLURPE }
misc/yeah				{ DSYEAH ALYEAH PCYEAH }
misc/fart				{ DSFART ALFART PCFART }
misc/crash				{ DSCRASH ALFART PCFART }
$alias misc/dogfood_pkup	misc/health_pkup

// Compatibility
$alias misc/ammo_pickup		misc/ammo_pkup
$alias misc/ammobox_pickup	misc/ammobox_pkup
$alias misc/health_pickup	misc/health_pkup
$alias misc/medkit_pickup	misc/medkit_pkup

treasure/cross/pickup	{ DSBONUS1 ALBONUS1 PCBONUS1 }
treasure/chalice/pickup	{ DSBONUS2 ALBONUS2 PCBONUS2 }
treasure/bible/pickup	{ DSBONUS3 ALBONUS3 PCBONUS3 }
treasure/crown/pickup	{ DSBONUS4 ALBONUS4 PCBONUS4 }

menu/activate			{ DSSELECT ALSELECT PCSELECT }
menu/escape				{ DSESCPRS ALESCPRS PCESCPRS }
menu/move1				{ DSMVGUN1 ALMVGUN1 PCMVGUN1 }
menu/move2				{ DSMVGUN2 ALMVGUN2 PCMVGUN2 }

player/death			{ DSPLDETH ALPLDETH PCPLDETH }
player/usefail			{ DSNOWAY ALNOWAY PCNOWAY }

weapon/knife/attack		{ DSKNFSWG ALKNFSWG PCKNFSWG }

weapon/pistol/attack	{ DSPISTOL ALPISTOL PCPISTOL }

weapon/bluepistol/attack { DSBLUEPS ALPISTOL PCPISTOL }

weapon/machine/attack	{ DSMGUN ALMGUN PCMGUN }
weapon/machine/pickup	{ DSMGUNUP ALMGUNUP PCMGUNUP }
$alias misc/w_pkup		weapon/machine/pickup

weapon/blueak47/attack	{ DSAK47 ALMGUN PCMGUN }
weapon/blueak47/pickup	{ DSMGUNUP ALMGUNUP PCMGUNUP }

weapon/gatling/attack	{ DSCGUN ALCGUN PCCGUN }
weapon/gatling/pickup	{ DSCGUNUP ALCGUNUP PCCGUNUP }

weapon/bluegatling/attack	{ DSBGTGUN ALCGUN PCCGUN }
weapon/bluegatling/pickup	{ DSGTGNUP ALCGUNUP PCCGUNUP }

guard/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
guard/sight				{ DSGRDSIT ALGRDSIT PCGRDSIT }
guard/death1			{ DSGDDTH1 ALGDDTH1 PCGDDTH1 }
guard/death2			{ DSGDDTH2 ALGDDTH2 PCGDDTH2 }
guard/death3			{ DSGDDTH2 ALGDDTH3 PCGDDTH3 } // Intentionally play the 2nd sound with digital
guard/death4			{ DSGDDTH4 ALGDDTH4 PCGDDTH4 }
guard/death5			{ DSGDDTH5 ALGDDTH5 PCGDDTH5 }
guard/death6			{ DSGDDTH6 ALGDDTH6 PCGDDTH6 }
guard/death7			{ DSGDDTH7 ALGDDTH7 PCGDDTH7 }
guard/death8			{ DSGDDTH8 ALGDDTH8 PCGDDTH8 }
$random guard/death		{ guard/death1 guard/death2 guard/death3 guard/death4 guard/death5 guard/death6 guard/death7 guard/death8 }
// Guards have a 1/256 chance of farting on death in map 10 of wolfenstein and the secret levels of SOD
// We're using two random sounds here since otherwise I would have to have an array of 256 of these to get the same net result
$random guard/fart16	{ misc/fart guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death }  // 1 / 16
$random guard/fart		{ guard/fart16 guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death } // 1 / 256

greenguard/attack			{ DSGGDFIR ALGRDFIR PCGRDFIR }
greenguard/sight			{ DSGGDSIT ALGRDSIT PCGRDSIT }
greenguard/death1			{ DSGGDTH1 ALGDDTH1 PCGDDTH1 }
greenguard/death2			{ DSGGDTH2 ALGDDTH2 PCGDDTH2 }
greenguard/death3			{ DSGGDTH2 ALGDDTH3 PCGDDTH3 } // Intentionally play the 2nd sound with digital
greenguard/death4			{ DSGGDTH4 ALGDDTH4 PCGDDTH4 }
greenguard/death5			{ DSGGDTH5 ALGDDTH5 PCGDDTH5 }
greenguard/death6			{ DSGGDTH6 ALGDDTH6 PCGDDTH6 }
greenguard/death7			{ DSGGDTH7 ALGDDTH7 PCGDDTH7 }
greenguard/death8			{ DSGGDTH8 ALGDDTH8 PCGDDTH8 }
$random greenguard/death	{ greenguard/death1 greenguard/death2 greenguard/death3 greenguard/death4 greenguard/death5 greenguard/death6 greenguard/death7 greenguard/death8 }
$random greenguard/crash16	{ misc/crash greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death }
$random greenguard/crash	{ greenguard/crash16 greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death }

dog/sight				{ DSDOGSIT ALDOGSIT PCDOGSIT }
dog/attack				{ DSDOGATK ALDOGATK PCDOGATK }
dog/death				{ DSDOGDTH ALDOGDTH PCDOGDTH }
$random dog/fart16		{ misc/fart dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death }
$random dog/fart		{ misc/fart16 dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death }

doberman/sight			{ DSDOBSIT ALDOGSIT PCDOGSIT }
doberman/attack			{ DSDOBATK ALDOGATK PCDOGATK }
doberman/death			{ DSDOBDTH ALDOGDTH PCDOGDTH }
$random doberman/crash16 { misc/crash doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death }
$random doberman/crash	{ misc/crash16 doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death }

wolfss/attack			{ DSSSFIRE ALSSFIRE PCSSFIRE } // This is not the same as Doom 2 since it used the shotgun sound
wolfss/death			{ DSSSDTH ALSSDTH PCSSDTH }
wolfss/sight			{ DSSSSIT ALSSSIT PCSSSIT }
$random wolfss/fart16	{ misc/fart wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death }
$random wolfss/fart		{ wolfss/fart16 wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death }

ss/attack				{ DSLSSFRE ALSSFIRE PCSSFIRE }
ss/death				{ DSLSSDTH ALSSDTH PCSSDTH }
ss/sight				{ DSLSSSIT ALSSSIT PCSSSIT }
$random ss/crash16		{ misc/crash ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death }
$random ss/crash		{ ss/crash16 ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death }

mutant/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
mutant/death			{ DSMUTDTH ALMUTDTH PCMUTDTH }
$random mutant/fart16	{ misc/fart mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death }
$random mutant/fart		{ misc/fart16 mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death }

bat/attack				{ DSGRDFIR ALGRDFIR PCGRDFIR }
bat/death				{ DSBATDTH ALMUTDTH PCMUTDTH }
$random bat/crash16		{ misc/crash bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death }
$random bat/crash		{ misc/crash16 bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death }

officer/sight			{ DSOFFSIT ALOFFSIT PCOFFSIT }
officer/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
officer/death			{ DSOFFDTH ALOFFDTH PCOFFDTH }
$random officer/fart16	{ misc/fart officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death }
$random officer/fart	{ officer/fart16 officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death }

lostofficer/sight		{ DSOF2SIT ALOFFSIT PCOFFSIT }
lostofficer/attack		{ DSGGDFIR ALGRDFIR PCGRDFIR }
lostofficer/death		{ DSOF2DTH ALOFFDTH PCOFFDTH }
$random lostofficer/crash16	{ misc/crash lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death }
$random lostofficer/crash	{ lostofficer/crash16 lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death }

hans/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
hans/sight				{ DSHANSIT ALHANSIT PCHANSIT }
hans/death				{ DSHANDTH ALHANDTH PCHANDTH }

schabbs/sight			{ DSSCBSIT ALSCBSIT PCSCBSIT }
schabbs/death			{ DSSCBDTH ALSCBDTH PCSCBDTH }
schabbs/throw			{ DSSCBATK ALSCBATK PCSCBATK }

fake/sight				{ DSFAKSIT ALFAKSIT PCFAKSIT }
fake/attack				{ DSFAKFIR ALFAKFIR PCFAKFIR }
fake/death				{ DSFAKDTH ALFAKDTH PCFAKDTH }

hitler/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
hitler/active			{ DSMCHSTP ALMCHSTP PCMCHSTP }
hitler/sight			{ DSHITSIT ALHITSIT PCHITSIT }
hitler/death			{ DSHITDTH ALHITDTH PCHITDTH }
hitler/mechadeath		{ DSHITSHI ALHITSHI PCHITSHI }

gift/sight				{ DSOTOSIT ALOTOSIT PCOTOSIT }
gift/death				{ DSOTODTH ALOTODTH PCOTODTH }

gretel/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
gretel/sight			{ DSGRTSIT ALGRTSIT PCGRTSIT }
gretel/death			{ DSGRTDTH ALGRTDTH PCGRTDTH }

fat/sight				{ DSFATSIT ALFATSIT PCFATSIT }
fat/death				{ DSFATDTH ALFATDTH PCFATDTH }

missile/fire			{ DSRLAUNC ALRLAUNC PCRLAUNC }
missile/hit				{ DSBAREXP ALBAREXP PCBAREXP }

trans/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
trans/sight				{ DSTRASIT ALTRASIT PCTRASIT }
trans/death				{ DSTRADTH ALTRADTH PCTRADTH }

will/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
will/sight				{ DSWILSIT ALWILSIT PCWILSIT }
will/death				{ DSWILDTH ALWILDTH PCWILDTH }

uber/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
uber/death				{ DSUBRDTH ALUBRDTH PCUBRDTH }

knight/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
knight/missile			{ DSKNTATK ALKNTATK PCKNTATK }
knight/sight			{ DSKNTSIT ALKNTSIT PCKNTSIT }
knight/death			{ DSKNTDTH ALKNTDTH PCKNTDTH }

angel/breath			{ DSAGLACT ALAGLACT PCAGLACT }
angel/sight				{ DSAGLSIT ALAGLSIT PCAGLSIT }
angel/death				{ DSAGLDTH ALAGLDTH PCAGLDTH }
angel/attack			{ DSAGLATK ALAGLATK PCAGLATK }

subwilly/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
subwilly/sight			{ DSSUBSIT ALTRASIT PCTRASIT }
subwilly/death			{ DSSUBDTH ALTRADTH PCTRADTH }

professor/attack		{ DSLBSSFR ALBOSSFR PCBOSSFR }
professor/sight			{ DSPRFSIT ALWILSIT PCWILSIT }
professor/death			{ DSPRFDTH ALWILDTH PCWILDTH }

theaxe/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
theaxe/death			{ DSAXEDTH ALUBRDTH PCUBRDTH }

robot/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
robot/sight				{ DSROBSIT ALKNTSIT PCKNTSIT }
robot/death				{ DSROBDTH ALKNTDTH PCKNTDTH }

$alias devil/breath angel/breath
$alias devil/attack angel/attack
devil/sight				{ DSDVLSIT ALAGLSIT PCAGLSIT }
devil/death				{ DSDVLDTH ALAGLDTH PCAGLDTH }

ghost/sight				{ DSGHTSIT ALGHTSIT PCGHTSIT }
ghost/death				{ DSGHTDTH ALGHTDTH PCGHTDTH }

treasure/spear/pickup	{ DSSPEAR ALSPEAR PCSPEAR }
treasure/spear2/pickup	{ DSSPEAR2 ALSPEAR PCSPEAR }


// ------ Macintosh Wolfenstein 3D ------

misc/thud	DSTHUD

weapon/flame/pickup		DSYEAH
flame/fire	DSFLAME
flame/hit	DSBAREXP

weapon/launcher/pickup	DSYEAH

macgeneric/sight1	DSENSIT1
macgeneric/sight2	DSENSIT2
macgeneric/sight3	DSENSIT3
macgeneric/sight4	DSENSIT4
macgeneric/death1	DSENDTH1
macgeneric/death2	DSENDTH2
macgeneric/attack	DSPISTOL
macgeneric/pain	DSENPAIN
$random macgeneric/sight { macgeneric/sight1 macgeneric/sight2 macgeneric/sight3 macgeneric/sight4 }
$random macgeneric/death { macgeneric/death1 macgeneric/death2 }

$alias macguard/sight	macgeneric/sight
$alias macguard/attack	macgeneric/attack
$alias macguard/pain	macgeneric/pain
$alias macguard/death	macgeneric/death

macdog/sight	DSDOGATK
macdog/attack	DSDOGATK
macdog/death	DSDOGDTH

$alias macofficer/sight		macgeneric/sight
$alias macofficer/attack	macgeneric/attack
$alias macofficer/pain		macgeneric/pain
$alias macofficer/death		macgeneric/death

$alias macss/sight	macgeneric/sight
$alias macss/attack	macgeneric/attack
$alias macss/pain	macgeneric/pain
$alias macss/death	macgeneric/death

$alias macmutant/attack	macgeneric/attack
$alias macmutant/pain	macgeneric/pain
$alias macmutant/death	macgeneric/death

$alias machans/sight	hans/sight
$alias machans/attack	hans/attack
$alias machans/death	macgeneric/death

$alias macschabbs/sight	schabbs/sight
$alias macschabbs/death	macgeneric/death

$alias mactrans/sight	hans/sight
$alias mactrans/attack	trans/attack
$alias mactrans/death	macgeneric/death

macuber/sight			DSDOGATK
$alias macuber/attack	uber/attack
$alias macuber/death	macgeneric/death

$alias macknight/sight	knight/sight
$alias macknight/attack	knight/attack
$alias macknight/death	macgeneric/death

$alias machitler/sight		hitler/sight
$alias machitler/active		hitler/active
$alias machitler/attack		hitler/attack
$alias machitler/mechadeath	hitler/mechadeath
$alias machitler/death		macgeneric/death

$ifmacwolf3d
$alias misc/ammobox_pkup	misc/ammo_pkup
$alias misc/w_pkup			misc/ammo_pkup
$alias weapon/machine/pickup	misc/w_pkup
$alias misc/health_pkup		misc/medkit_pkup
misc/dogfood_pkup			DSDOGATK
weapon/gatling/pickup		DSYEAH

player/pain1	DSPLPAIN
player/pain2	DSPLAAI2
$random player/pain { player/pain1 player/pain2 }
$endif

// ------ Super 3D Noah's Ark ------

misc/i_pkup				{ DSITEMUP ALITEMUP PCITEMUP }

$ifnoah
// Kill hitwall sound in Noah's Ark
world/hitwall NULL

misc/100percent			{ DSENDBN2 ALENDBN2 PCENDBN2 }
$alias misc/w_pkup		misc/i_pkup
$alias misc/ammo_pkup	misc/i_pkup
$alias misc/health_pkup	misc/i_pkup
$alias misc/medkit_pkup	misc/i_pkup
$alias misc/map_pkup	misc/k_pkup

// Defined here since vanilla Wolf3D didn't use it.
player/pain				{ DSPLPAIN ALPLPAIN PCPLPAIN }
$endif

world/pushwall_ark		{ DSARKPSH ALARKPSH PCARKPSHW }

weapon/handfeed/attack			{ DSHDFEED ALHDFEED PCHDFEED }
weapon/smallfeedluancher/attack	{ DSSMFEED ALSMFEED PCSMFEED }
weapon/largefeedlauncher/attack	{ DSLGFEED ALLGFEED PCLGFEED }
weapon/superfeeder5000/attack	{ DSSPFEED ALSPFEED PCSPFEED }

cantaloupe/fire			{ DSTHROW ALTHROW PCTHROW }
cantaloupe/hit			{ DSSPLAT ALSPLAT PCSPLAT }
watermelon/fire			{ DSMELON ALMELON PCMELON }
watermelon/hit			{ DSMSPLAT ALMSPLAT PCMSPLAT }

sheep/sight				{ DSSHPSIT ALSHPSIT PCSHPSIT }
sheep/attack			{ DSSPIT ALSPIT PCSPIT }
sheep/death				{ DSSLEEP ALSLEEP PCSLEEP }

ostrich/sight			{ DSOSTSIT ALOSTSIT PCOSTSIT }
ostrich/attack			{ DSSPIT ALSPIT PCSPIT }
ostrich/death			{ DSSLEEP ALSLEEP PCSLEEP }

antelope/sight			{ DSATLSIT ALATLSIT PCATLSIT }
antelope/attack			{ DSSPIT ALSPIT PCSPIT }
antelope/death			{ DSSLEEP ALSLEEP PCSLEEP }

goat/sight				{ DSGOTSIT ALGOTSIT PCGOTSIT }
goat/attack				{ DSGOTATK ALGOTATK PCGOTATK }
goat/death				{ DSSLEEP ALSLEEP PCSLEEP }

oxen/sight				{ DSOXNSIT ALOXNSIT PCOXNSIT }
oxen/attack				{ DSSPIT ALSPIT PCSPIT }
oxen/death				{ DSSLEEP ALSLEEP PCSLEEP }

carl/sight				{ DSCRLSIT ALCRLSIT PCCRLSIT }
carl/attack				{ DSSPIT ALSPIT PCSPIT }
carl/death				{ DSSLEEP ALSLEEP PCSLEEP }

coconut/fire			{ DSTHROW ALTHROW PCTHROW }
coconut/hit				{ DSSPLAT ALSPLAT PCSPLAT }

melvin/sight			{ DSMLVSIT ALMLVSIT PCMLVSIT }
melvin/death			{ DSSLEEP ALSLEEP PCSLEEP }

ginny/sight				{ DSGNYSIT ALGNYSIT PCGNYSIT }
ginny/attack			{ DSSPIT ALSPIT PCSPIT }
ginny/death				{ DSSLEEP ALSLEEP PCSLEEP }

kerry/sight				{ DSKRYSIT ALKRYSIT PCKRYSIT }
kerry/death				{ DSSLEEP ALSLEEP PCSLEEP }

ernie/sight				{ DSERNSIT ALERNSIT PCERNSIT }
ernie/attack			{ DSSPIT ALSPIT PCSPIT }
ernie/death				{ DSSLEEP ALSLEEP PCSLEEP }

burt/sight				{ DSBRTSIT ALBRTSIT PCBRTSIT }
burt/active				{ DSBRTSTP ALBRTSTP PCBRTSTP }
burt/attack				{ DSSPIT ALSPIT PCSPIT }
burt/death				{ DSSLEEP ALSLEEP PCSLEEP }

quiz/correct			{ DSENDBN2 ALENDBN2 PCENDBN2 }
quiz/incorrect			{ DSNOBNS ALNOBNS PCNOBNS }

// ------ Blake Stone ------

$ifblake
misc/health_pkup			{ DSHEAL1 ALHEAL1 PCHEAL1 }
$endif

doors/heavy_open		{ DSDR2OPN ALDR2OPN PCDR2OPN }
doors/heavy_close		{ DSDR2CLS ALDR2CLS PCDR2CLS }

weapon/autochargepistol/attack		{ DSFIRAUT ALFIRAUT PCFIRAUT }
weapon/slowfireprotector/attack		{ DSBLASTR ALBLASTR PCBLASTR }
weapon/slowfireprotector/pickup		{ DSGETPIS ALGETPIS PCGETPIS }
weapon/rapidassaultweapon/attack	{ DSBRIFLE ALBRIFLE PCBRIFLE }
weapon/rapidassaultweapon/pickup	{ DSGETRIF ALGETRIF PCGETRIF }
weapon/dualneutrondisruptor/attack	{ DSIONCAN ALIONCAN PCIONCAN }
weapon/dualneutrondisruptor/pickup	{ DSGETION ALGETION PCGETION }
weapon/plasmadischargeunit/pickup	{ DSGETCAN ALGETCAN PCGETCAN }
weapon/antiplasmacannon/pickup		{ DSGETCAN ALGETCAN PCGETCAN }

treasure/moneybag/pickup	{ DSBONUS1 ALBONUS1 PCBONUS1 }
treasure/loot/pickup		{ DSBONUS2 ALBONUS2 PCBONUS2 }
treasure/goldbars/pickup	{ DSBONUS3 ALBONUS3 PCBONUS3 }
treasure/xylanorb/pickup	{ DSBONUS4 ALBONUS4 PCBONUS4 }

misc/coin_pickup		{ DSCONCES ALCONCES PCCONCES }
misc/radar_pickup		{ DSGETRDR ALGETRDR PCGETRDR }

misc/blake/explosion1	{ DSEXPLO1 ALEXPLO1 PCEXPLO1 }
misc/blake/explosion2	{ DSEXPLO2 ALEXPLO2 PCEXPLO2 }

misc/plasmadetonator/pickup	{ DSGETDET ALGETDET PCGETDET }
$random misc/plasmadetonator/explosion { misc/blake/explosion1 misc/blake/explosion2 }

plasmagrenade/fire		{ DSGRENAD ALGRENAD PCGRENAD }
$random plasmagrenade/hit { misc/blake/explosion1 misc/blake/explosion2 }

antiplasmashot/fire		{ DSIONCAN ALIONCAN PCIONCAN }
$random antiplasmashot/hit { misc/blake/explosion1 misc/blake/explosion2 }

rentacop/sight			{ DSRNTSIT ALRNTSIT PCRNTSIT }
sectorguard/sight		{ DSSECSIT ALRNTSIT PCRNTSIT }
rentacop/death1			{ DSRNTDT1 ALRNTDT1 PCRNTDT1 }
sectorguard/death1		{ DSSECDT1 ALRNTDT1 PCRNTDT1 }
rentacop/death2			{ DSRNTDT2 ALRNTDT2 PCRNTDT2 }
sectorguard/death2		{ DSSECDT2 ALRNTDT2 PCRNTDT2 }
rentacop/attack			{ DSBLASTR ALBLASTR PCBLASTR }
sectorguard/attack		{ DSBLASTR ALBLASTR PCBLASTR }
$random rentacop/death { rentacop/death1 rentacop/death2 }
$random sectorguard/death { sectorguard/death1 sectorguard/death2 }

proguard/sight			{ DSPROSIT ALPROSIT PCPROSIT }
techwarrior/sight		{ DSTCWSIT ALPROSIT PCPROSIT }
proguard/death1			{ DSPRODT1 ALPRODT1 PCPRODT1 }
techwarrior/death1		{ DSTCWDT1 ALPRODT1 PCPRODT1 }
proguard/death2			{ DSPRODT2 ALPRODT2 PCPRODT2 }
techwarrior/death2		{ DSTCWDT2 ALPRODT2 PCPRODT2 }
proguard/attack			{ DSBRIFLE ALBRIFLE PCBRIFLE }
techwarrior/attack		{ DSBRIFLE ALBRIFLE PCBRIFLE }
$random proguard/death { proguard/death1 proguard/death2 }
$random techwarrior/death { techwarrior/death1 techwarrior/death2 }

startrooper/sight		{ DSSWTSIT ALSWTSIT PCSWTSIT }
alienprotector/sight	{ DSAPTSIT ALSWTSIT PCSWTSIT }
startrooper/death1		{ DSSWTDT1 ALSWTDT1 PCSWTDT1 }
alienprotector/death1	{ DSAPTDT1 ALSWTDT1 PCSWTDT1 }
startrooper/wound		{ DSSWTDT2 ALSWTDT2 PCSWTDT2 }
alienprotector/wound	{ DSAPTDT2 ALSWTDT2 PCSWTDT2 }
startrooper/attack		{ DSBRIFLE ALBRIFLE PCBRIFLE }
alienprotector/attack	{ DSBRIFLE ALBRIFLE PCBRIFLE }
$random startrooper/death { startrooper/death1 startrooper/wound }
$random alienprotector/death { alienprotector/death1 alienprotector/wound }

scientist/sight			{ DSSCISIT ALSCISIT PCSCISIT }
scientist/attack		{ DSBLASTR ALBLASTR PCBLASTR }
scientist/death1		{ DSSCIDT1 ALSCIDT1 PCSCIDT1 }
scientist/death2		{ DSSCIDT2 ALSCIDT2 PCSCIDT2 }
scientist/death3		{ DSSCIDT3 ALSCIDT3 PCSCIDT3 }
scientist/inform_death1	{ DSINFDT1 ALINFDT1 PCINFDT1 }
scientist/inform_death2 { DSINFDT2 ALINFDT2 PCINFDT2 }
scientist/inform_death3 { DSINFDT3 ALINFDT3 PCINFDT3 }
$random scientist/death { scientist/death1 scientist/death2 scientist/death3 }
$random scientist/inform_death { scientist/inform_death1 scientist/inform_death2 scientist/inform_death3 }

floatingbomb/sight		{ DSSCTSIT ALSCTSIT PCSCTSIT }
$random floatingbomb/death { misc/blake/explosion1 misc/blake/explosion2 }
$random volatiletransport/death { misc/blake/explosion1 misc/blake/explosion2 }

geneticguard/sight		{ DSGENSIT ALGENSIT PCGENSIT }
geneticguard/death		{ DSPODDTH ALPODDTH PCPODDTH }
geneticguard/attack		{ DSBLASTR ALBLASTR PCBLASTR }
geneticguard/melee		{ DSFISTAT ALFISTAT PCFISTAT }

cyborgwarrior/sight		{ DSBLUSIT ALBLUSIT PCBLUSIT }
cyborgwarrior/death		{ DSPODDTH ALPODDTH PCPODDTH }
cyborgwarrior/attack	{ DSBLASTR ALBLASTR PCBLASTR }

spidermutant/sight		{ DSSCNSIT ALSCNSIT PCSCNSIT }
spidermutant/death		{ DSBLUDTH ALBLUDTH PCBLUDTH }
spidermutant/attack		{ DSSPITAT ALSPITAT PCSPITAT }

aciddragon/sight		{ DSPODSIT ALPODSIT PCPODSIT }
aciddragon/death		{ DSPODDTH ALPODDTH PCPODDTH }
aciddragon/attack		{ DSSPITAT ALSPITAT PCSPITAT }

breatherbeast/sight		{ DSGENSIT ALGENSIT PCGENSIT }
breatherbeast/death		{ DSPODDTH ALPODDTH PCPODDTH }
breatherbeast/attack	{ DSBLASTR ALBLASTR PCBLASTR }

biomechguardian/sight	{ DSBLUSIT ALBLUSIT PCBLUSIT }
biomechguardian/death	{ DSMTHDTH ALMTHDTH PCMTHDTH }
biomechguardian/attack	{ DSBLASTR ALBLASTR PCBLASTR }

reptilianwarrior/sight	{ DSGENSIT ALGENSIT PCGENSIT }
reptilianwarrior/death	{ DSSCNDTH ALSCNDTH PCSCNDTH }
reptilianwarrior/attack	{ DSBLASTR ALBLASTR PCBLASTR }

mechsentinel/sight		{ DSBLUSIT ALBLUSIT PCBLUSIT }
mechsentinel/attack		{ DSBLASTR ALBLASTR PCBLASTR }
$random mechsentinel/death { misc/blake/explosion1 misc/blake/explosion2 }

mutanthuman/sight		{ DSMTHSIT ALMTHSIT PCMTHSIT }
mutanthuman/death		{ DSMTHDTH ALMTHDTH PCMTHDTH }
mutanthuman/melee		{ DSFISTAT ALFISTAT PCFISTAT }

electrosphere/attack	{ DSELCATK ALELCATK PCELCATK }

smallcanisteralien/release	{ DSSCNBRK ALSCNBRK PCSCNBRK }
smallcanisteralien/sight	{ DSSCNSIT ALSCNSIT PCSCNSIT }
smallcanisteralien/attack	{ DSSPITAT ALSPITAT PCSPITAT }
smallcanisteralien/melee	{ DSCLAWAT ALCLAWAT PCCLAWAT }
smallcanisteralien/death	{ DSSCNDTH ALSCNDTH PCSCNDTH }

largecanisteralien/release	{ DSLCNBRK ALLCNBRK PCLCNBRK }
largecanisteralien/sight	{ DSLCNSIT ALLCNSIT PCLCNSIT }
largecanisteralien/attack	{ DSSPITAT ALSPITAT PCSPITAT }
largecanisteralien/melee	{ DSCLAWAT ALCLAWAT PCCLAWAT }
largecanisteralien/death	{ DSLCNDTH ALLCNDTH PCLCNDTH }

gurneymutant/sight		{ DSGRNSIT ALGRNSIT PCGRNSIT }
gurneymutant/attack		{ DSBLASTR ALBLASTR PCBLASTR }
gurneymutant/death		{ DSGRNDTH ALGRNDTH PCGRNDTH }

podalien/release		{ DSPODHTC ALPODHTC PCPODHTC }
podalien/sight			{ DSPODSIT ALPODSIT PCPODSIT }
podalien/melee			{ DSCLAWAT ALCLAWAT PCCLAWAT }
podalien/death			{ DSPODDTH ALPODDTH PCPODDTH }

turret/attack			{ DSBLASTR ALBLASTR PCBLASTR }
$random turret/death { misc/blake/explosion1 misc/blake/explosion2 }

giantstalker/attack		{ DSBLASTR ALBLASTR PCBLASTR }
giantstalker/sight		{ DSBLUSIT ALBLUSIT PCBLUSIT }
giantstalker/death		{ DSBLUDTH ALBLUDTH PCBLUDTH }

spectordemon/sight		{ DSGENSIT ALGENSIT PCGENSIT }
spectordemon/death		{ DSPODDTH ALPODDTH PCPODDTH }

goldfire/monster/attack	{ DSELCATK ALELCATK PCELCATK }

armoredstalker/attack	{ DSBLASTR ALBLASTR PCBLASTR }
armoredstalker/sight	{ DSBLUSIT ALBLUSIT PCBLUSIT }
armoredstalker/death	{ DSMTHDTH ALMTHDTH PCMTHDTH }

crawlerbeast/attack		{ DSSPITAT ALSPITAT PCSPITAT }
crawlerbeast/sight		{ DSGENSIT ALGENSIT PCGENSIT }
crawlerbeast/death		{ DSLCNDTH ALLCNDTH PCLCNDTH }

liquidalien/death		{ DSLIQDTH ALLIQDTH PCLIQDTH }

// Corridor 7 keeps its 100 unsigned 8-bit, 9009 Hz digitized samples in the
// separate AUDIOMUS.CO7 page archive.  The three slots below select the
// original digital, AdLib, and PC-speaker versions in that order.
$ifcorridor7
// These numbers are the values passed by CORR7CD.EXE to SD_PlaySound. They
// must not be inherited from Blake Stone: its archive uses different slots.
// DMA-captured from the original menu (instrumented DOSBox-X, 2026-07-17):
// every cursor move plays 9, leaving a submenu back to the main menu plays
// 33, and the quit/confirm dialog announces itself with 31. Activating a
// main-menu entry is silent in the original; the engine suppresses the
// activate sound there, so menu/activate below only affects ECWolf-specific
// submenu widgets and is mapped to the neutral cursor click.
menu/move1			{ C7DS0009 C7AL0009 C7PC0009 }
menu/move2			{ C7DS0009 C7AL0009 C7PC0009 }
menu/activate			{ C7DS0009 C7AL0009 C7PC0009 }
menu/escape			{ C7DS0033 C7AL0033 C7PC0033 }
c7/menu/prompt			{ C7DS0031 C7AL0031 C7PC0031 }
doors/open				{ C7DS0010 C7AL0010 C7PC0010 }
doors/close				{ C7DS0011 C7AL0011 C7PC0011 }
world/hitwall			{ C7DS0000 C7AL0000 C7PC0000 }
c7/world/oof1			{ C7DS0069 C7AL0069 C7PC0069 }
c7/world/oof2			{ C7DS0070 C7AL0070 C7PC0070 }
$random misc/do_nothing { c7/world/oof1 c7/world/oof2 }
c7/world/pushwall		{ C7DS0017 C7AL0017 C7PC0017 }
c7/apparition			{ C7DS0046 C7AL0046 C7PC0046 }

// The opening cinematic's dialogue. These four are the only digitized sounds in
// AUDIOMUS the game never plays from anywhere else -- they exist for SEQTHREE
// and nothing but SEQTHREE, which is why nothing referenced them until the CD
// animations were added. Digitized only: there is no AdLib or PC-speaker
// rendition of speech to fall back to.
c7/cinematic/line1		{ C7DS0087 }
c7/cinematic/line2		{ C7DS0088 }
c7/cinematic/line3		{ C7DS0089 }
c7/cinematic/line4		{ C7DS0090 }
c7/weapon/bayonet		{ C7DS0049 C7AL0049 C7PC0049 }
c7/weapon/shotgun		{ C7DS0091 C7AL0091 C7PC0091 }
c7/weapon/m16			{ C7DS0022 C7AL0022 C7PC0022 }
c7/weapon/m343			{ C7DS0064 C7AL0064 C7PC0064 }
c7/weapon/dualblaster	{ C7DS0041 C7AL0041 C7PC0041 }
c7/weapon/plasma		{ C7DS0078 C7AL0078 C7PC0078 }
c7/weapon/assault		{ C7DS0023 C7AL0023 C7PC0023 }
c7/weapon/disintegrator	{ C7DS0050 C7AL0050 C7PC0050 }
c7/player/pain1			{ C7DS0083 C7AL0083 C7PC0083 }
c7/player/pain2			{ C7DS0086 C7AL0086 C7PC0086 }
$random c7/player/pain { c7/player/pain1 c7/player/pain2 }
c7/player/death			{ C7DS0006 C7AL0006 C7PC0006 }
c7/teleport			{ C7DS0001 C7AL0001 C7PC0001 }
c7/vortex/ambient		{ C7DS0065 C7AL0065 C7PC0065 }
// Alien combat audio is dispatched by actor class in CORR7CD.EXE.  Keep the
// class-specific sounds here instead of falling back to a single Wolf-style
// sight/attack/death set (sample 22, in particular, is the player's M-16).
c7/monster/attack/class3	{ C7DS0009 C7AL0009 C7PC0009 }
c7/monster/attack/class4	{ C7DS0048 C7AL0048 C7PC0048 }
c7/monster/attack/class5	{ C7DS0008 C7AL0008 C7PC0008 }
c7/monster/attack/class6	{ C7DS0024 C7AL0024 C7PC0024 }
c7/monster/attack/class7	{ C7DS0056 C7AL0056 C7PC0056 }
c7/monster/attack/class8	{ C7DS0008 C7AL0008 C7PC0008 }
c7/monster/attack/class10	{ C7DS0008 C7AL0008 C7PC0008 }
c7/monster/attack/class13	{ C7DS0023 C7AL0023 C7PC0023 }
c7/monster/attack/class17	{ C7DS0051 C7AL0051 C7PC0051 }
c7/monster/attack/class18	{ C7DS0024 C7AL0024 C7PC0024 }
c7/monster/attack/class19	{ C7DS0051 C7AL0051 C7PC0051 }
c7/monster/attack/class20	{ C7DS0051 C7AL0051 C7PC0051 }
// The three sounds below are the audible tells the strategy guide tells the
// player to listen for -- it lists door movement, footsteps, morphing, squeals
// and laughs as the way to place a threat you cannot see yet, so they are
// gameplay, not flavour. All three were recovered by DMA capture from the DOS
// executable rather than inferred: an otherwise empty lab room with a single
// alien three tiles ahead, run twice, once with the alien facing the player and
// once facing away. Each sound appears only in the facing-the-player run, once,
// immediately before that class's known attack sample.
//
// 19 is shared by both eye probes, which is why the guide describes the same
// electronic whine for each. 27 doubles as the level-entry sound.
c7/monster/active/class3	{ C7DS0019 C7AL0019 C7PC0019 }	// Alioprobe whine
c7/monster/active/class4	{ C7DS0019 C7AL0019 C7PC0019 }	// Animated Probe whine
c7/monster/active/class6	{ C7DS0055 C7AL0055 C7PC0055 }
c7/monster/active/class7	{ C7DS0020 C7AL0020 C7PC0020 }	// Rodex squeal
c7/monster/morph/class8		{ C7DS0027 C7AL0027 C7PC0027 }	// Bandor unfolding
c7/monster/active/class13	{ C7DS0057 C7AL0057 C7PC0057 }
c7/monster/active/class20	{ C7DS0068 C7AL0068 C7PC0068 }
c7/monster/active/class21	{ C7DS0068 C7AL0068 C7PC0068 }
c7/monster/active/class25	{ C7DS0021 C7AL0021 C7PC0021 }
c7/monster/attack/class25	{ C7DS0024 C7AL0024 C7PC0024 }
c7/monster/cloak/materialize	{ C7DS0035 C7AL0035 C7PC0035 }
c7/monster/cloak/fire		{ C7DS0036 C7AL0036 C7PC0036 }

c7/monster/death/003a	{ C7DS0096 C7AL0096 C7PC0096 }
c7/monster/death/003b	{ C7DS0097 C7AL0097 C7PC0097 }
c7/monster/death/003c	{ C7DS0005 C7AL0005 C7PC0005 }
c7/monster/death/003d	{ C7DS0038 C7AL0038 C7PC0038 }
$random c7/monster/death/class3 { c7/monster/death/003a c7/monster/death/003b c7/monster/death/003c c7/monster/death/003d }
c7/monster/death/004a	{ C7DS0000 C7AL0000 C7PC0000 }
c7/monster/death/004b	{ C7DS0028 C7AL0028 C7PC0028 }
c7/monster/death/004c	{ C7DS0029 C7AL0029 C7PC0029 }
c7/monster/death/004d	{ C7DS0030 C7AL0030 C7PC0030 }
$random c7/monster/death/class4 { c7/monster/death/004a c7/monster/death/004b c7/monster/death/004c c7/monster/death/004d }
c7/monster/death/005a	{ C7DS0037 C7AL0037 C7PC0037 }
c7/monster/death/005b	{ C7DS0044 C7AL0044 C7PC0044 }
$random c7/monster/death/class5 { c7/monster/death/005a c7/monster/death/005b }
c7/monster/death/006a	{ C7DS0059 C7AL0059 C7PC0059 }
c7/monster/death/006b	{ C7DS0066 C7AL0066 C7PC0066 }
c7/monster/death/006c	{ C7DS0075 C7AL0075 C7PC0075 }
c7/monster/death/006d	{ C7DS0079 C7AL0079 C7PC0079 }
$random c7/monster/death/class6 { c7/monster/death/006a c7/monster/death/006b c7/monster/death/006c c7/monster/death/006d }
c7/monster/death/007a	{ C7DS0004 C7AL0004 C7PC0004 }
c7/monster/death/007b	{ C7DS0042 C7AL0042 C7PC0042 }
c7/monster/death/007c	{ C7DS0043 C7AL0043 C7PC0043 }
$random c7/monster/death/class7 { c7/monster/death/007a c7/monster/death/007b c7/monster/death/007c }
c7/monster/death/008a	{ C7DS0052 C7AL0052 C7PC0052 }
c7/monster/death/008b	{ C7DS0039 C7AL0039 C7PC0039 }
c7/monster/death/008c	{ C7DS0081 C7AL0081 C7PC0081 }
$random c7/monster/death/class8 { c7/monster/death/008a c7/monster/death/008b c7/monster/death/008c }
c7/monster/death/013a	{ C7DS0058 C7AL0058 C7PC0058 }
c7/monster/death/013b	{ C7DS0071 C7AL0071 C7PC0071 }
c7/monster/death/013c	{ C7DS0077 C7AL0077 C7PC0077 }
$random c7/monster/death/class13 { c7/monster/death/013a c7/monster/death/013b c7/monster/death/013c }
c7/monster/death/014a	{ C7DS0094 C7AL0094 C7PC0094 }
c7/monster/death/014b	{ C7DS0095 C7AL0095 C7PC0095 }
$random c7/monster/death/class14 { c7/monster/death/014a c7/monster/death/014b }
c7/monster/death/class16	{ C7DS0098 C7AL0098 C7PC0098 }
c7/monster/death/018a	{ C7DS0099 C7AL0099 C7PC0099 }
c7/monster/death/018b	{ C7DS0085 C7AL0085 C7PC0085 }
$random c7/monster/death/class18 { c7/monster/death/018a c7/monster/death/018b }
c7/monster/death/class19	{ C7DS0067 C7AL0067 C7PC0067 }
c7/monster/death/class20	{ C7DS0079 C7AL0079 C7PC0079 }
c7/monster/death/022a	{ C7DS0072 C7AL0072 C7PC0072 }
c7/monster/death/022b	{ C7DS0073 C7AL0073 C7PC0073 }
c7/monster/death/022c	{ C7DS0003 C7AL0003 C7PC0003 }
$random c7/monster/death/class22 { c7/monster/death/022a c7/monster/death/022b c7/monster/death/022c }
c7/electric/damage		{ C7DS0013 C7AL0013 C7PC0013 }
c7/forcefield/deactivate/53	{ C7DS0015 C7AL0015 C7PC0015 }
c7/forcefield/deactivate/73	{ C7DS0014 C7AL0014 C7PC0014 }
c7/forcefield/deactivate/81	{ C7DS0013 C7AL0013 C7PC0013 }
c7/panel/access		{ C7DS0034 C7AL0034 C7PC0034 }
c7/panel/intruder1		{ C7DS0031 C7AL0031 C7PC0031 }
c7/panel/intruder2		{ C7DS0032 C7AL0032 C7PC0032 }
$random c7/panel/intruder	{ c7/panel/intruder1 c7/panel/intruder2 }
c7/announcement/secured	{ C7DS0061 C7AL0061 C7PC0061 }
c7/announcement/clearance	{ C7DS0080 C7AL0080 C7PC0080 }
c7/chamber/activate		{ C7DS0018 C7AL0018 C7PC0018 }
c7/elevator/denied		{ C7DS0045 C7AL0045 C7PC0045 }
c7/elevator/activate		{ C7DS0047 C7AL0047 C7PC0047 }
c7/elevator/secret		{ C7DS0050 C7AL0050 C7PC0050 }
c7/dispenser/ammo		{ C7DS0026 C7AL0026 C7PC0026 }
c7/dispenser/visor		{ C7DS0074 C7AL0074 C7PC0074 }
$endif
