Difference between revisions of "Soundbanks (first generation, Amiga)"

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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.
 
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 [[Soundbanks (first generation, MS-DOS)|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).
+
[[Worms]] and [[WormsDC]] on the Amiga use soundbanks made up of individual files for specific instances, as opposed to the [[Soundbanks (first generation, MS-DOS)|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).
+
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 soundbanks of their own, or that they had downloaded from [[AmiNET]].
  
== Filename references ==
+
WormsDC formalized the use of custom soundbanks by removing the limit of soundbanks available (although the German and French banks were removed from the game to save disk space). Soundbanks are stored in the "TWSAMPLES" drawer and are named for the drawer they are then stored in (e.g. the default English soundbank is stored in a drawer named "DEFAULT").
  
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".
+
If a file is missing from a soundbank, the game will load the corresponding sound file from the default bank ("TWENGLISH" for Worms, "DEFAULT" for WormsDC).
  
{| class="sortable" width="100%"
+
== WormsDC soundbank logic ==
 +
 
 +
Where the Amiga version of Worms used sound files with fixed names for specific occurrences, WormsDC groups related sounds under one name and appends a numerical suffix as the file extension. For example where Worms uses "ByeBye" and "OhDear" for Worms who terminate themselves after reaching 0 HP, WormsDC instead uses "ByeBye.1" and "ByeBye.2".
 +
 
 +
This makes it possible to have more sounds for a particular occurrence, so you could hypothetically have as many "ByeBye" sounds as you like by simply adding more files with higher-numbered extensions ("ByeBye.6", for instance). However you are limited by the memory capacity of the Amiga you're playing the game on.
 +
 
 +
This feature is not documented in either the game manual or the on-disk ReadMe.
 +
 
 +
== Sound references ==
 +
 
 +
Filenames marked with a * also include an alternate lower-quality "2M" file in WormsDC for computers with less than 2MB of RAM. These files are usually named "''{sound name}''2M" or "''{soundname}''2M.''{number}''".
 +
 
 +
{| class="wikitable sortable"
 
!width="15%"|''Worms'' Filename
 
!width="15%"|''Worms'' Filename
!width="18%"|''WormsDC'' Filename
+
!width="15%"|''WormsDC'' Filename
!width="35%"|Use
+
!width="6%"|Voice/SFX
!width="32%"|Notes
+
!width="30%"|Use
 +
!width="30%"|Notes
 
|-
 
|-
 
|AirStrike
 
|AirStrike
 
|AirStrike*
 
|AirStrike*
 +
|SFX
 
|[[Air Strike]] deployment; crate drop.
 
|[[Air Strike]] deployment; crate drop.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Anthem
 
|Anthem
 +
|SFX
 
|French national anthem for [[Nuke]] deployment.
 
|French national anthem for [[Nuke]] deployment.
 
|Sampled from "All You Need Is Love" by The Beatles.
 
|Sampled from "All You Need Is Love" by The Beatles.
Line 29: Line 44:
 
|Baa
 
|Baa
 
|Baa*
 
|Baa*
 +
|SFX
 
|[[Sheep]], [[Super Sheep]] and [[Sheep-on-a-rope]] baa-ing.
 
|[[Sheep]], [[Super Sheep]] and [[Sheep-on-a-rope]] baa-ing.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Baseball
 
|Baseball
 +
|SFX
 
|[[Baseball Bat]] impact noise.
 
|[[Baseball Bat]] impact noise.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Batrope
 
|Batrope
 +
|SFX
 
|Successful [[Ninja Rope]] deployment.
 
|Successful [[Ninja Rope]] deployment.
 
|
 
|
Line 44: Line 62:
 
|Bazooka
 
|Bazooka
 
|Bazooka
 
|Bazooka
 +
|SFX
 
|[[Bazooka]] and [[Homing Missile]] deployment.
 
|[[Bazooka]] and [[Homing Missile]] deployment.
 
|
 
|
Line 49: Line 68:
 
|BlowTorch
 
|BlowTorch
 
|BlowTorch*
 
|BlowTorch*
 +
|SFX
 
|Looped sound of [[Blow Torch]].
 
|Looped sound of [[Blow Torch]].
 
|
 
|
Line 54: Line 74:
 
|Boring
 
|Boring
 
|Boring.1
 
|Boring.1
 +
|Voice
 
|Used when turn time expires or round ends in a draw.
 
|Used when turn time expires or round ends in a draw.
 
|
 
|
Line 59: Line 80:
 
|Bungee
 
|Bungee
 
|Bungee.1
 
|Bungee.1
 +
|Voice
 
|Used when Worm performs [[Bungee]] move.
 
|Used when Worm performs [[Bungee]] move.
 
|
 
|
Line 64: Line 86:
 
|ByeBye
 
|ByeBye
 
|ByeBye.1
 
|ByeBye.1
 +
|Voice
 
|Used when a Worm reaches 0 HP and removes itself from play.
 
|Used when a Worm reaches 0 HP and removes itself from play.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Clock
 
|Clock
 +
|SFX
 
|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.
 
|
 
|
Line 74: Line 98:
 
|ComeOnThen
 
|ComeOnThen
 
|Hello.2
 
|Hello.2
 +
|Voice
 
|Said by active Worm if not moving or aiming.
 
|Said by active Worm if not moving or aiming.
 
|
 
|
Line 79: Line 104:
 
|Communicator
 
|Communicator
 
|Communicator*
 
|Communicator*
 +
|SFX
 
| [[Teleport]] communicator opening.
 
| [[Teleport]] communicator opening.
|
+
|Similar to the sound of the communicator in ''Star Trek''.
 
|-
 
|-
|''None''
+
|
 
|Concrete
 
|Concrete
 +
|SFX
 
|Donkey animal noise for [[Concrete Donkey]].
 
|Donkey animal noise for [[Concrete Donkey]].
 
|
 
|
Line 89: Line 116:
 
|Coward
 
|Coward
 
|Coward.1
 
|Coward.1
 +
|Voice
 
|Played after using [[Skip Go]].
 
|Played after using [[Skip Go]].
 
|
 
|
 
|-
 
|-
 
|-
 
|-
|''None''
+
|
 
|Crowd*
 
|Crowd*
 +
|SFX
 
|Played if a Worm is knocked off-screen by a Baseball Bat attack.
 
|Played if a Worm is knocked off-screen by a Baseball Bat attack.
 
|
 
|
Line 100: Line 129:
 
|Die
 
|Die
 
|Fire.2
 
|Fire.2
 +
|Voice
 
|Said when a worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.)
 
|Said when a worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.)
 
|
 
|
Line 105: Line 135:
 
|DragonPunch
 
|DragonPunch
 
|DragonPunch
 
|DragonPunch
 +
|Voice
 
|Worm "battle cry" when using [[Fire Punch]].
 
|Worm "battle cry" when using [[Fire Punch]].
|Says "Har-yar-ken!" in ''Worms'' and "Sar-youken!" in ''WormsDC''.
+
|Says "Har-yar-ken!" in ''Worms'' and "Sar-youken!" in ''WormsDC''; a reference to the move in ''Street Fighter II''.
 
|-
 
|-
 
|Drill
 
|Drill
 
|Drill*
 
|Drill*
 +
|SFX
 
|Looped sound of [[Pneumatic Drill]].
 
|Looped sound of [[Pneumatic Drill]].
 
|
 
|
Line 115: Line 147:
 
|Excellent
 
|Excellent
 
|Excellent.1
 
|Excellent.1
 +
|Voice
 
|Said upon "excellent" shot, usually when maximum possible damage is inflicted.
 
|Said upon "excellent" shot, usually when maximum possible damage is inflicted.
|
+
|Likely a reference to Shang Tsung's commentary in the original ''Mortal Kombat''.
 
|-
 
|-
 
|Explosion
 
|Explosion
 
|Explosion*
 
|Explosion*
 +
|SFX
 
|Explosion sound.
 
|Explosion sound.
 
|
 
|
Line 125: Line 159:
 
|ExplosionUW
 
|ExplosionUW
 
|ExplosionUW
 
|ExplosionUW
 +
|SFX
 
|Underwater explosion sound.
 
|Underwater explosion sound.
 
|
 
|
Line 130: Line 165:
 
|Fatality
 
|Fatality
 
|Fatality.1
 
|Fatality.1
 +
|Voice
 
|Said when enemy worm is killed either by drowning or being knocked off-screen.
 
|Said when enemy worm is killed either by drowning or being knocked off-screen.
 
|
 
|
Line 135: Line 171:
 
|Fire
 
|Fire
 
|Fire.1
 
|Fire.1
 +
|Voice
 
|Said when a Worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.)
 
|Said when a Worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.)
 
|
 
|
Line 140: Line 177:
 
|Fireball
 
|Fireball
 
|Fireball
 
|Fireball
 +
|Voice
 
|Worm "battle-cry" when using [[Dragon Ball]].
 
|Worm "battle-cry" when using [[Dragon Ball]].
|Says "Zon-ken!" in ''Worms'' and "Ha-dou-ken!" in ''WormsDC''.
+
|Says "Zon-ken!" in ''Worms'' and "Ha-dou-ken!" in ''WormsDC''; a reference to the move in ''Street Fighter II''.
 
|-
 
|-
 
|FirstBlood
 
|FirstBlood
 
|FirstBlood.1
 
|FirstBlood.1
 +
|Voice
 
|Worm says "First Blood" after first successful attack.
 
|Worm says "First Blood" after first successful attack.
 
|
 
|
Line 150: Line 189:
 
|Flawless
 
|Flawless
 
|Flawless.1
 
|Flawless.1
 +
|Voice
 
|Worm says "Flawless Victory" after winning a round where the team takes no damage.
 
|Worm says "Flawless Victory" after winning a round where the team takes no damage.
|
+
|Unlike later ''Worms'' games, no speech exists for a standard victory.
 
|-
 
|-
 
|Fuse
 
|Fuse
 
|Fuse
 
|Fuse
 +
|SFX
 
|Loop of [[Dynamite]] fuse.
 
|Loop of [[Dynamite]] fuse.
 
|
 
|
Line 160: Line 201:
 
|Glasses
 
|Glasses
 
|Glasses
 
|Glasses
 +
|SFX
 
|Sound of glasses impacting upon terrain after a Worm reaches 0 health and removes itself from play.
 
|Sound of glasses impacting upon terrain after a Worm reaches 0 health and removes itself from play.
 
|
 
|
Line 165: Line 207:
 
|Grenade
 
|Grenade
 
|Grenade
 
|Grenade
|Worm saying "Grenade" when a nearby [[grenade]] has come to a rest and is about to detonate.
+
|Voice
|
+
|Said by a Worm when a [[Grenade]], [[Cluster Bomb]] or [[Banana Bomb]] has come to a rest nearby.
 +
|Weapon detonation is delayed until sound has finished playing. Unused but present in ''WormsDC'', replaced by "TakeCover.3".
 
|-
 
|-
|''None''
+
|
 
|Hallelujah*
 
|Hallelujah*
 +
|SFX
 
|Played just before [[Holy Hand Grenade]] detonates.
 
|Played just before [[Holy Hand Grenade]] detonates.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Handgun
 
|Handgun
 +
|SFX
 
|[[Handgun]] firing.
 
|[[Handgun]] firing.
 
|
 
|
Line 180: Line 225:
 
|Hello
 
|Hello
 
|Hello.1
 
|Hello.1
 +
|Voice
 
|Said by active Worm if not moving or aiming.
 
|Said by active Worm if not moving or aiming.
 
|
 
|
Line 185: Line 231:
 
|Hup1
 
|Hup1
 
|Jump.1
 
|Jump.1
 +
|Voice
 
|Worm jumping sound.
 
|Worm jumping sound.
 
|Game randomly selects between sounds when about to jump.
 
|Game randomly selects between sounds when about to jump.
Line 190: Line 237:
 
|Hup2
 
|Hup2
 
|Jump.2
 
|Jump.2
 +
|Voice
 
|Worm jumping sound.
 
|Worm jumping sound.
 
|"Hup2" is not loaded on Amigas with low memory.
 
|"Hup2" is not loaded on Amigas with low memory.
Line 195: Line 243:
 
|Hurry
 
|Hurry
 
|Hurry.1
 
|Hurry.1
 +
|Voice
 
|Said when time remaining is less than five seconds.
 
|Said when time remaining is less than five seconds.
 
|
 
|
 
|-
 
|-
 
|I'llGetYou
 
|I'llGetYou
|Threat.x
+
|Threat.1
 +
|Voice
 
|Said when Worm is hit by another Worm.
 
|Said when Worm is hit by another Worm.
 
|
 
|
 
|-
 
|-
 
|JustYouWait
 
|JustYouWait
|Threat.x
+
|Threat.2
 +
|Voice
 
|Said when Worm is hit by another Worm.
 
|Said when Worm is hit by another Worm.
 
|
 
|
Line 210: Line 261:
 
|Kamikaze
 
|Kamikaze
 
|Kamikaze
 
|Kamikaze
 +
|Voice
 
|Worm "battle-cry" when using [[kamikaze]].
 
|Worm "battle-cry" when using [[kamikaze]].
 
|
 
|
Line 215: Line 267:
 
|Laugh
 
|Laugh
 
|Laugh.1
 
|Laugh.1
 +
|Voice
 
|Worm laugh. used when Dynamite is dropped or when the Captain of an enemy team is killed.
 
|Worm laugh. used when Dynamite is dropped or when the Captain of an enemy team is killed.
 
|
 
|
Line 220: Line 273:
 
|LeaveMeAlone
 
|LeaveMeAlone
 
|Sulk.1
 
|Sulk.1
 +
|Voice
 
|Said by a Worm who is being constantly attacked, or "picked on".
 
|Said by a Worm who is being constantly attacked, or "picked on".
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Load
 
|Load
 +
|SFX
 
|[[Handgun]] firing.
 
|[[Handgun]] firing.
 
|
 
|
Line 230: Line 285:
 
|Mine
 
|Mine
 
|Mine
 
|Mine
 +
|SFX
 
|[[Mine]] impacting terrain.
 
|[[Mine]] impacting terrain.
 
|
 
|
Line 235: Line 291:
 
|Minigun
 
|Minigun
 
|Minigun
 
|Minigun
 +
|SFX
 
|loop of [[Minigun]] firing.
 
|loop of [[Minigun]] firing.
 
|
 
|
Line 240: Line 297:
 
|Missed
 
|Missed
 
|Missed.1
 
|Missed.1
 +
|Voice
 
|Said when active Worm misses his enemy with a weapon.
 
|Said when active Worm misses his enemy with a weapon.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Moo.1*
 
|Moo.1*
 +
|SFX
 
|[[Mad Cow]] sound.
 
|[[Mad Cow]] sound.
|2M version is just called "Moo2M"
+
|2M version is just called "Moo2M".
 
|-
 
|-
|''None''
+
|
 
|Moo.2
 
|Moo.2
 +
|SFX
 
|[[Mad Cow]] sound.
 
|[[Mad Cow]] sound.
|Actually the sound of a dog barking.
+
|The sound of a dog barking.
 
|-
 
|-
|''None''
+
|
 
|Moo.3
 
|Moo.3
 +
|SFX
 
|[[Mad Cow]] sound.
 
|[[Mad Cow]] sound.
 
|This one is the sound of a chicken.
 
|This one is the sound of a chicken.
Line 260: Line 321:
 
|Nooooo
 
|Nooooo
 
|Fall.1
 
|Fall.1
 +
|Voice
 
|Played when Worm falls too far or falls off-screen.
 
|Played when Worm falls too far or falls off-screen.
 
|
 
|
 
|-
 
|-
|''None''
+
|
 
|Nuke
 
|Nuke
 +
|SFX
 
|Looped rumbling as terrain sinks into landscape during [[Nuke]] deployment.
 
|Looped rumbling as terrain sinks into landscape during [[Nuke]] deployment.
 
|Cuts off Plays immediately after "Anthem".
 
|Cuts off Plays immediately after "Anthem".
Line 270: Line 333:
 
|OhDear
 
|OhDear
 
|ByeBye.2
 
|ByeBye.2
 +
|Voice
 
|Used when a Worm reaches 0 HP and removes itself from play.
 
|Used when a Worm reaches 0 HP and removes itself from play.
 
|
 
|
Line 275: Line 339:
 
|OiNutter
 
|OiNutter
 
|Traitor.2
 
|Traitor.2
 +
|Voice
 
|Said when you hurt one of your own team's Worms.
 
|Said when you hurt one of your own team's Worms.
 
|
 
|
 
|-
 
|-
|''None''
+
|
|OldWoman
+
|OldWoman.1
 +
|SFX
 
|Sound of [[Old Woman]] deploying. Does not loop.
 
|Sound of [[Old Woman]] deploying. Does not loop.
 
|Old Woman's voice simply says, "I can't remember ''his'' name..."
 
|Old Woman's voice simply says, "I can't remember ''his'' name..."
Line 285: Line 351:
 
|oooff1
 
|oooff1
 
|oooff*.1
 
|oooff*.1
 +
|Voice
 
|Worm hitting terrain.
 
|Worm hitting terrain.
 
|
 
|
Line 290: Line 357:
 
|oooff2
 
|oooff2
 
|oooff*.2
 
|oooff*.2
 +
|Voice
 
|Worm hitting terrain.
 
|Worm hitting terrain.
 
|
 
|
Line 295: Line 363:
 
|oooff3
 
|oooff3
 
|oooff*.3
 
|oooff*.3
 +
|Voice
 
|Worm hitting terrain.
 
|Worm hitting terrain.
 
|
 
|
Line 300: Line 369:
 
|oooww1
 
|oooww1
 
|oooww*.1
 
|oooww*.1
 +
|Voice
 
|Worm being hurt or hitting terrain.
 
|Worm being hurt or hitting terrain.
 
|
 
|
Line 305: Line 375:
 
|oooww2
 
|oooww2
 
|oooww*.2
 
|oooww*.2
 +
|Voice
 
|Worm being hurt or hitting terrain.
 
|Worm being hurt or hitting terrain.
 
|
 
|
Line 310: Line 381:
 
|oooww3
 
|oooww3
 
|oooww*.3
 
|oooww*.3
 +
|Voice
 
|Worm being hurt or hitting terrain.
 
|Worm being hurt or hitting terrain.
 
|
 
|
Line 315: Line 387:
 
|Perfect
 
|Perfect
 
|Perfect.1
 
|Perfect.1
|Said upon "perfect" shot, usually when maximum damage has been inflicted.
+
|Voice
|
+
|Said when maximum damage has been inflicted against an enemy worm by your shot.
 +
|Line delivered in the style of the announcer in ''Street Fighter II''. The game will use this sound even if the currently-active worm receives damage (or dies!) as a result of the move.
 
|-
 
|-
|''None''
+
|
 
|Petrol
 
|Petrol
 +
|SFX
 
|Sound of [[Petrol Bomb]] flames.
 
|Sound of [[Petrol Bomb]] flames.
 
|Played alongside "Smash".
 
|Played alongside "Smash".
Line 325: Line 399:
 
|Pop
 
|Pop
 
|Pop
 
|Pop
 +
|SFX
 
|Worm pulling its head out of the ground after landing head-first.
 
|Worm pulling its head out of the ground after landing head-first.
 
|
 
|
Line 330: Line 405:
 
|Punch
 
|Punch
 
|Punch
 
|Punch
 +
|Voice
 
|Sound of [[Fire Punch]] impact.
 
|Sound of [[Fire Punch]] impact.
 +
|
 
|-
 
|-
 
|Reload
 
|Reload
 
|Reload
 
|Reload
 +
|SFX
 
|Shotgun reload; crate collection.
 
|Shotgun reload; crate collection.
 +
|Shotgun reload speed is tied to the duration of this sound file - a shorter sound will result in a quicker reload. If WormsDC had singleplayer missions this would be ''ripe'' for exploitation for speedruns!
 +
|-
 +
|Revenge
 +
|Revenge.1
 +
|Voice
 +
|Said when a Worm who had previously made a threat ("I'll get you", etc.) hurts the worm it made the threat to.
 
|
 
|
 
|-
 
|-
|WORMS
+
|ShotGun
|WORMSDC
+
|ShotGun
|USE
+
|SFX
|NOTES
+
|Sound of [[Shotgun]] firing.
|NOTES
+
|
 +
|-
 +
|
 +
|Smash
 +
|SFX
 +
|[[Petrol Bomb]] smash upon impact.
 +
|
 +
|-
 +
|Splash
 +
|Splash.1
 +
|SFX
 +
|Object falling into water.
 +
|
 +
|-
 +
|
 +
|Splash.2
 +
|SFX
 +
|Object falling into water.
 +
|
 +
|-
 +
|
 +
|Splash.3
 +
|SFX
 +
|Object falling into water.
 +
|
 +
|-
 +
|Stupid
 +
|Stupid.1
 +
|Voice
 +
|Said when active Worm hurts itself with its own weapon.
 +
|
 +
|-
 +
|TakeCover
 +
|TakeCover.1
 +
|Voice
 +
|Said by a Worm when a [[Grenade]], [[Cluster Bomb]] or [[Banana Bomb]] has come to a rest nearby.
 +
|Weapon detonation is delayed until sound has finished playing.
 +
|-
 +
|Teleport
 +
|Teleport*
 +
|SFX
 +
|[[Teleport]] dematerialize/rematerialize sound.
 +
|
 +
|-
 +
|Thunder
 +
|Thunder
 +
|SFX
 +
|Thunder-clap on levels that feature thunder (usually HELL or GRAVEYARD levels).
 +
|
 +
|-
 +
|Traitor
 +
|Traitor.1
 +
|Voice
 +
|Said when you hurt one of your own team's Worms.
 +
|
 +
|-
 +
|Twang
 +
|Twang*
 +
|SFX
 +
|Worm's tail "twanging" after lodging its head in terrain.
 +
|
 +
|-
 +
|Uzi
 +
|Uzi
 +
|SFX
 +
|Loop of [[Uzi]] firing.
 +
|
 +
|-
 +
|
 +
|Vase
 +
|SFX
 +
|Sound of [[Priceless Ming Vase]] detonating.
 +
|
 +
|-
 +
|WatchThis
 +
|Fire.3
 +
|Voice
 +
|Said when a Worm fires a weapon that requires powering up ([[Grenade]], [[Bazooka]], etc.)
 +
|
 +
|-
 +
|WhatThe
 +
|TakeCover.2
 +
|Voice
 +
|Said by a Worm when a [[Grenade]], [[Cluster Bomb]] or [[Banana Bomb]] has come to a rest nearby.
 +
|Weapon detonation is delayed until sound has finished playing.
 +
|-
 +
|
 +
|TakeCover.3
 +
|Voice
 +
|Said by a Worm when a [[Grenade]], [[Cluster Bomb]] or [[Banana Bomb]] has come to a rest nearby.
 +
|Weapon detonation is delayed until sound has finished playing.
 +
|-
 +
|Whoops
 +
|Whoops.1
 +
|Voice
 +
|Said by a Worm who misses its target.
 +
|
 +
|-
 +
|Wobble
 +
|Wobble.1
 +
|Voice
 +
|Played when a Worm falls a long distance but is still in play.
 +
|
 +
|-
 +
|YesSir
 +
|Salute.1
 +
|Voice
 +
|Worm on Main Menu says this when "Start Game" is select.
 +
|Unused in ''WormsDC'' as the Menu Worm is replaced with a bouncing object.
 +
|-
 +
|You'llRegretThat
 +
|Threat.3
 +
|Voice
 +
|Said when a Worm is hit by another Worm.
 +
|
 
|}
 
|}

Latest revision as of 01:25, 14 September 2024

(Up to File formats)

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 soundbanks 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 soundbanks of their own, or that they had downloaded from AmiNET.

WormsDC formalized the use of custom soundbanks by removing the limit of soundbanks available (although the German and French banks were removed from the game to save disk space). Soundbanks are stored in the "TWSAMPLES" drawer and are named for the drawer they are then stored in (e.g. the default English soundbank is stored in a drawer named "DEFAULT").

If a file is missing from a soundbank, the game will load the corresponding sound file from the default bank ("TWENGLISH" for Worms, "DEFAULT" for WormsDC).

WormsDC soundbank logic

Where the Amiga version of Worms used sound files with fixed names for specific occurrences, WormsDC groups related sounds under one name and appends a numerical suffix as the file extension. For example where Worms uses "ByeBye" and "OhDear" for Worms who terminate themselves after reaching 0 HP, WormsDC instead uses "ByeBye.1" and "ByeBye.2".

This makes it possible to have more sounds for a particular occurrence, so you could hypothetically have as many "ByeBye" sounds as you like by simply adding more files with higher-numbered extensions ("ByeBye.6", for instance). However you are limited by the memory capacity of the Amiga you're playing the game on.

This feature is not documented in either the game manual or the on-disk ReadMe.

Sound references

Filenames marked with a * also include an alternate lower-quality "2M" file in WormsDC for computers with less than 2MB of RAM. These files are usually named "{sound name}2M" or "{soundname}2M.{number}".

Worms Filename WormsDC Filename Voice/SFX Use Notes
AirStrike AirStrike* SFX Air Strike deployment; crate drop.
Anthem SFX French national anthem for Nuke deployment. Sampled from "All You Need Is Love" by The Beatles.
Baa Baa* SFX Sheep, Super Sheep and Sheep-on-a-rope baa-ing.
Baseball SFX Baseball Bat impact noise.
Batrope SFX Successful Ninja Rope deployment.
Bazooka Bazooka SFX Bazooka and Homing Missile deployment.
BlowTorch BlowTorch* SFX Looped sound of Blow Torch.
Boring Boring.1 Voice Used when turn time expires or round ends in a draw.
Bungee Bungee.1 Voice Used when Worm performs Bungee move.
ByeBye ByeBye.1 Voice Used when a Worm reaches 0 HP and removes itself from play.
Clock SFX Ticking clock, ticks on each remaining second when turn time is less than 5 seconds.
ComeOnThen Hello.2 Voice Said by active Worm if not moving or aiming.
Communicator Communicator* SFX Teleport communicator opening. Similar to the sound of the communicator in Star Trek.
Concrete SFX Donkey animal noise for Concrete Donkey.
Coward Coward.1 Voice Played after using Skip Go.
Crowd* SFX Played if a Worm is knocked off-screen by a Baseball Bat attack.
Die Fire.2 Voice Said when a worm fires a weapon that requires powering up (Grenade, Bazooka, etc.)
DragonPunch DragonPunch Voice Worm "battle cry" when using Fire Punch. Says "Har-yar-ken!" in Worms and "Sar-youken!" in WormsDC; a reference to the move in Street Fighter II.
Drill Drill* SFX Looped sound of Pneumatic Drill.
Excellent Excellent.1 Voice Said upon "excellent" shot, usually when maximum possible damage is inflicted. Likely a reference to Shang Tsung's commentary in the original Mortal Kombat.
Explosion Explosion* SFX Explosion sound.
ExplosionUW ExplosionUW SFX Underwater explosion sound.
Fatality Fatality.1 Voice Said when enemy worm is killed either by drowning or being knocked off-screen.
Fire Fire.1 Voice Said when a Worm fires a weapon that requires powering up (Grenade, Bazooka, etc.)
Fireball Fireball Voice Worm "battle-cry" when using Dragon Ball. Says "Zon-ken!" in Worms and "Ha-dou-ken!" in WormsDC; a reference to the move in Street Fighter II.
FirstBlood FirstBlood.1 Voice Worm says "First Blood" after first successful attack.
Flawless Flawless.1 Voice Worm says "Flawless Victory" after winning a round where the team takes no damage. Unlike later Worms games, no speech exists for a standard victory.
Fuse Fuse SFX Loop of Dynamite fuse.
Glasses Glasses SFX Sound of glasses impacting upon terrain after a Worm reaches 0 health and removes itself from play.
Grenade Grenade Voice Said by a Worm when a Grenade, Cluster Bomb or Banana Bomb has come to a rest nearby. Weapon detonation is delayed until sound has finished playing. Unused but present in WormsDC, replaced by "TakeCover.3".
Hallelujah* SFX Played just before Holy Hand Grenade detonates.
Handgun SFX Handgun firing.
Hello Hello.1 Voice Said by active Worm if not moving or aiming.
Hup1 Jump.1 Voice Worm jumping sound. Game randomly selects between sounds when about to jump.
Hup2 Jump.2 Voice Worm jumping sound. "Hup2" is not loaded on Amigas with low memory.
Hurry Hurry.1 Voice Said when time remaining is less than five seconds.
I'llGetYou Threat.1 Voice Said when Worm is hit by another Worm.
JustYouWait Threat.2 Voice Said when Worm is hit by another Worm.
Kamikaze Kamikaze Voice Worm "battle-cry" when using kamikaze.
Laugh Laugh.1 Voice Worm laugh. used when Dynamite is dropped or when the Captain of an enemy team is killed.
LeaveMeAlone Sulk.1 Voice Said by a Worm who is being constantly attacked, or "picked on".
Load SFX Handgun firing.
Mine Mine SFX Mine impacting terrain.
Minigun Minigun SFX loop of Minigun firing.
Missed Missed.1 Voice Said when active Worm misses his enemy with a weapon.
Moo.1* SFX Mad Cow sound. 2M version is just called "Moo2M".
Moo.2 SFX Mad Cow sound. The sound of a dog barking.
Moo.3 SFX Mad Cow sound. This one is the sound of a chicken.
Nooooo Fall.1 Voice Played when Worm falls too far or falls off-screen.
Nuke SFX Looped rumbling as terrain sinks into landscape during Nuke deployment. Cuts off Plays immediately after "Anthem".
OhDear ByeBye.2 Voice Used when a Worm reaches 0 HP and removes itself from play.
OiNutter Traitor.2 Voice Said when you hurt one of your own team's Worms.
OldWoman.1 SFX Sound of Old Woman deploying. Does not loop. Old Woman's voice simply says, "I can't remember his name..."
oooff1 oooff*.1 Voice Worm hitting terrain.
oooff2 oooff*.2 Voice Worm hitting terrain.
oooff3 oooff*.3 Voice Worm hitting terrain.
oooww1 oooww*.1 Voice Worm being hurt or hitting terrain.
oooww2 oooww*.2 Voice Worm being hurt or hitting terrain.
oooww3 oooww*.3 Voice Worm being hurt or hitting terrain.
Perfect Perfect.1 Voice Said when maximum damage has been inflicted against an enemy worm by your shot. Line delivered in the style of the announcer in Street Fighter II. The game will use this sound even if the currently-active worm receives damage (or dies!) as a result of the move.
Petrol SFX Sound of Petrol Bomb flames. Played alongside "Smash".
Pop Pop SFX Worm pulling its head out of the ground after landing head-first.
Punch Punch Voice Sound of Fire Punch impact.
Reload Reload SFX Shotgun reload; crate collection. Shotgun reload speed is tied to the duration of this sound file - a shorter sound will result in a quicker reload. If WormsDC had singleplayer missions this would be ripe for exploitation for speedruns!
Revenge Revenge.1 Voice Said when a Worm who had previously made a threat ("I'll get you", etc.) hurts the worm it made the threat to.
ShotGun ShotGun SFX Sound of Shotgun firing.
Smash SFX Petrol Bomb smash upon impact.
Splash Splash.1 SFX Object falling into water.
Splash.2 SFX Object falling into water.
Splash.3 SFX Object falling into water.
Stupid Stupid.1 Voice Said when active Worm hurts itself with its own weapon.
TakeCover TakeCover.1 Voice Said by a Worm when a Grenade, Cluster Bomb or Banana Bomb has come to a rest nearby. Weapon detonation is delayed until sound has finished playing.
Teleport Teleport* SFX Teleport dematerialize/rematerialize sound.
Thunder Thunder SFX Thunder-clap on levels that feature thunder (usually HELL or GRAVEYARD levels).
Traitor Traitor.1 Voice Said when you hurt one of your own team's Worms.
Twang Twang* SFX Worm's tail "twanging" after lodging its head in terrain.
Uzi Uzi SFX Loop of Uzi firing.
Vase SFX Sound of Priceless Ming Vase detonating.
WatchThis Fire.3 Voice Said when a Worm fires a weapon that requires powering up (Grenade, Bazooka, etc.)
WhatThe TakeCover.2 Voice Said by a Worm when a Grenade, Cluster Bomb or Banana Bomb has come to a rest nearby. Weapon detonation is delayed until sound has finished playing.
TakeCover.3 Voice Said by a Worm when a Grenade, Cluster Bomb or Banana Bomb has come to a rest nearby. Weapon detonation is delayed until sound has finished playing.
Whoops Whoops.1 Voice Said by a Worm who misses its target.
Wobble Wobble.1 Voice Played when a Worm falls a long distance but is still in play.
YesSir Salute.1 Voice Worm on Main Menu says this when "Start Game" is select. Unused in WormsDC as the Menu Worm is replaced with a bouncing object.
You'llRegretThat Threat.3 Voice Said when a Worm is hit by another Worm.
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