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

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(WormsDC soundbank logic)
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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 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.
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This feature is not documented in either the game manual or the on-disk ReadMe.
  
 
== Sound references ==
 
== Sound references ==

Revision as of 00:59, 26 July 2020

(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 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 soundbanks by removing the limit of speechbanks 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 Use Notes
AirStrike AirStrike* Air Strike deployment; crate drop.
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.
Baseball Baseball Bat impact noise.
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 reaches 0 HP and removes itself from play.
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. Similar to the sound of the communicator in Star Trek.
Concrete Donkey animal noise for Concrete Donkey.
Coward Coward.1 Played after using Skip Go.
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 Fire Punch. Says "Har-yar-ken!" in Worms and "Sar-youken!" in WormsDC; a reference to the move in Street Fighter II.
Drill Drill* Looped sound of Pneumatic Drill.
Excellent Excellent.1 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 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 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 Worm says "First Blood" after first successful attack.
Flawless Flawless.1 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 Loop of Dynamite fuse.
Glasses Glasses Sound of glasses impacting upon terrain after a Worm reaches 0 health and removes itself from play.
Grenade Grenade 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* Played just before Holy Hand Grenade detonates.
Handgun Handgun firing.
Hello Hello.1 Said by active Worm if not moving or aiming.
Hup1 Jump.1 Worm jumping sound. Game randomly selects between sounds when about to jump.
Hup2 Jump.2 Worm jumping sound. "Hup2" is not loaded on Amigas with low memory.
Hurry Hurry.1 Said when time remaining is less than five seconds.
I'llGetYou Threat.1 Said when Worm is hit by another Worm.
JustYouWait Threat.2 Said when Worm is hit by another Worm.
Kamikaze Kamikaze Worm "battle-cry" when using kamikaze.
Laugh Laugh.1 Worm laugh. used when Dynamite is dropped or when the Captain of an enemy team is killed.
LeaveMeAlone Sulk.1 Said by a Worm who is being constantly attacked, or "picked on".
Load Handgun firing.
Mine Mine Mine impacting terrain.
Minigun Minigun loop of Minigun firing.
Missed Missed.1 Said when active Worm misses his enemy with a weapon.
Moo.1* Mad Cow sound. 2M version is just called "Moo2M".
Moo.2 Mad Cow sound. The sound of a dog barking.
Moo.3 Mad Cow sound. This one is the sound of a chicken.
Nooooo Fall.1 Played when Worm falls too far or falls off-screen.
Nuke Looped rumbling as terrain sinks into landscape during Nuke deployment. Cuts off Plays immediately after "Anthem".
OhDear ByeBye.2 Used when a Worm reaches 0 HP and removes itself from play.
OiNutter Traitor.2 Said when you hurt one of your own team's Worms.
OldWoman.1 Sound of Old Woman deploying. Does not loop. Old Woman's voice simply says, "I can't remember his name..."
oooff1 oooff*.1 Worm hitting terrain.
oooff2 oooff*.2 Worm hitting terrain.
oooff3 oooff*.3 Worm hitting terrain.
oooww1 oooww*.1 Worm being hurt or hitting terrain.
oooww2 oooww*.2 Worm being hurt or hitting terrain.
oooww3 oooww*.3 Worm being hurt or hitting terrain.
Perfect Perfect.1 Said when maximum damage has been inflicted by a shot. Line delivered in the style of the announcer in Street Fighter II.
Petrol Sound of Petrol Bomb flames. Played alongside "Smash".
Pop Pop Worm pulling its head out of the ground after landing head-first.
Punch Punch Sound of Fire Punch impact.
Reload Reload Shotgun reload; crate collection.
Revenge Revenge.1 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 Sound of Shotgun firing.
Smash Petrol Bomb smash upon impact.
Splash Splash.1 Object falling into water.
Splash.2 Object falling into water.
Splash.3 Object falling into water.
Stupid Stupid.1 Said when active Worm hurts itself with its own weapon.
TakeCover TakeCover.1 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* Teleport dematerialize/rematerialize sound.
Thunder Thunder Thunder-clap on levels that feature thunder (usually HELL or GRAVEYARD levels).
Traitor Traitor.1 Said when you hurt one of your own team's Worms.
Twang Twang* Worm's tail "twanging" after lodging its head in terrain.
Uzi Uzi Loop of Uzi firing.
Vase Sound of Priceless Ming Vase detonating.
WatchThis Fire.3 Said when a Worm fires a weapon that requires powering up (Grenade, Bazooka, etc.)
WhatThe TakeCover.2 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 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 Said by a Worm who misses its target.
Wobble Wobble.1 Played when a Worm falls a long distance but is still in play.
YesSir Salute.1 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 Said when a Worm is hit by another Worm.
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