Soundbanks (first generation, Amiga)
From Worms Knowledge Base
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. |