Difference between revisions of "Soundbanks (first generation, Amiga)"
From Worms Knowledge Base
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|Clock | |Clock | ||
|Ticking clock, ticks on each remaining second when turn time is less than 5 seconds. | |Ticking clock, ticks on each remaining second when turn time is less than 5 seconds. | ||
+ | | | ||
+ | |- | ||
+ | |ComeOnThen | ||
+ | |Hello.2 | ||
+ | |Said by active Worm if not moving or aiming. | ||
| | | | ||
|- | |- | ||
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|DragonPunch | |DragonPunch | ||
|Worm "battle cry" when using [[Dragon Punch]]. | |Worm "battle cry" when using [[Dragon Punch]]. | ||
− | |Says "Har-yar-ken" | + | |Says "Har-yar-ken!" in ''Worms'' and "Sar-youken!" in ''WormsDC''. |
|- | |- | ||
− | | | + | |Drill |
− | | | + | |Drill* |
− | | | + | |Looped sound of [[Pneumatic Drill]]. |
− | | | + | | |
+ | |- | ||
+ | |Excellent | ||
+ | |Excellent.1 | ||
+ | |Said upon "excellent" shot, usually when maximum possible damage is inflicted. | ||
+ | | | ||
+ | |- | ||
+ | |Explosion | ||
+ | |Explosion* | ||
+ | |Explosion sound. | ||
+ | | | ||
+ | |- | ||
+ | |ExplosionUW | ||
+ | |ExplosionUW | ||
+ | |Underwater explosion sound. | ||
+ | | | ||
+ | |- | ||
+ | |Fatality | ||
+ | |Fatality.1 | ||
+ | |Said when enemy worm is killed either by drowning or being knocked off-screen. | ||
+ | | | ||
+ | |- | ||
+ | |Fire | ||
+ | |Fire.1 | ||
+ | |Said when a Worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.) | ||
+ | | | ||
+ | |- | ||
+ | |Fireball | ||
+ | |Fireball | ||
+ | |Worm "battle-cry" when using [[Fireball]]. | ||
+ | |Says "Zon-ken!" in ''Worms'' and ''Ha-dou-ken!" in ''WormsDC''. | ||
+ | |- | ||
+ | |Nooooo | ||
+ | |Fall.1 | ||
+ | |Played when Worm falls too far or falls off-screen. | ||
+ | | | ||
|} | |} |
Revision as of 21:58, 10 April 2011
The Worms series of games has a notion of "soundbanks", which allows players to customize their worm teams by assigning them a set of sounds (called a "soundbank"), either from a collection included with the game, or creating a custom soundbank from player-specified sound files.
Worms and WormsDC on the Amiga use speechbanks made up of individual files for specific instances, as opposed to the MS-DOS versions which use a single file containing multiple samples. Each sound file must be in the IFF sound format. Frequency and size does not matter, although the game will crash if it runs out of memory while attempting to store a soundbank that is too large (this obvious varies depending on the memory capacity of the Amiga).
In Worms the only soundbank options available are for English, German and French (stored in "TWENGLISH", "TWGERMAN" and "TWFRENCH" respectively). Fans of the series would often delete the two "redundant" languages and replace them with custom speechbanks of their own, or that they had downloaded from AmiNET. WormsDC formalized the use of custom speechbanks by removing the limit of speechbanks available (although the German and French banks were removed from the game to save disk space).
Filename references
Filenames marked with a * also include an alternate lower-quality "2M" file in WormsDC for computers with low memory. These files are usually named "{{sound name}2M".
Worms Filename | WormsDC Filename | Use | Notes |
---|---|---|---|
AirStrike | AirStrike* | Air Strike deployment; crate drop. | |
None | Anthem | French national anthem for Nuke deployment. | Sampled from "All You Need Is Love" by The Beatles. |
Baa | Baa* | Sheep, Super Sheep and Sheep-on-a-rope baa-ing. | |
None | Baseball | Baseball Bat impact noise. | |
None | Batrope | Successful Ninja Rope deployment. | |
Bazooka | Bazooka | Bazooka and Homing Missile deployment. | |
BlowTorch | BlowTorch* | Looped sound of Blow Torch. | |
Boring | Boring.1 | Used when turn time expires or round ends in a draw. | |
Bungee | Bungee.1 | Used when Worm performs Bungee move. | |
ByeBye | ByeBye.1 | Used when a Worm dies. | |
None | Clock | Ticking clock, ticks on each remaining second when turn time is less than 5 seconds. | |
ComeOnThen | Hello.2 | Said by active Worm if not moving or aiming. | |
Communicator | Communicator* | Teleport communicator opening. | |
None | Concrete | Donkey animal noise for Concrete Donkey. | |
Coward | Coward.1 | Played after using Skip Go. | |
None | Crowd* | Played if a Worm is knocked off-screen by a Baseball Bat attack. | |
Die | Fire.2 | Said when a worm fires a weapon that requires powering up (Grenade, Bazooka, etc.) | |
DragonPunch | DragonPunch | Worm "battle cry" when using Dragon Punch. | Says "Har-yar-ken!" in Worms and "Sar-youken!" in WormsDC. |
Drill | Drill* | Looped sound of Pneumatic Drill. | |
Excellent | Excellent.1 | Said upon "excellent" shot, usually when maximum possible damage is inflicted. | |
Explosion | Explosion* | Explosion sound. | |
ExplosionUW | ExplosionUW | Underwater explosion sound. | |
Fatality | Fatality.1 | Said when enemy worm is killed either by drowning or being knocked off-screen. | |
Fire | Fire.1 | Said when a Worm fires a weapon that requires powering up (Grenade, Bazooka, etc.) | |
Fireball | Fireball | Worm "battle-cry" when using Fireball. | Says "Zon-ken!" in Worms and Ha-dou-ken!" in WormsDC. |
Nooooo | Fall.1 | Played when Worm falls too far or falls off-screen. |