Sound
This type represents sounds available to the Megalo script engine.
All sounds (unsorted)
- announce_slayer
- Announcer dialogue for Slayer: the gametype name announced at the start of the match.
- announce_ctf
- Announcer dialogue for Capture the Flag: the gametype name announced at the start of the match.
- announce_ctf_captured
- Announcer dialogue for Capture the Flag: when the flag is captured.
- announce_ctf_dropped
- Announcer dialogue for Capture the Flag: when the flag is dropped.
- announce_ctf_recovered
- Announcer dialogue for Capture the Flag: when the flag is recovered.
- announce_ctf_reset
- Announcer dialogue for Capture the Flag: when the flag is reset.
- announce_ctf_stolen
- Announcer dialogue for Capture the Flag: when your team's flag is stolen.
- announce_ctf_taken
- Announcer dialogue for Capture the Flag: when your team takes the enemy flag.
- announce_vip
- Announcer dialogue for VIP: the gametype name announced at the start of the match.
- announce_vip_new
-
Announcer dialogue for VIP: when a player receives VIP status.
New VIP.
- announce_vip_killed
-
Announcer dialogue for VIP: when a VIP is killed.
VIP killed.
- announce_juggernaut
- Announcer dialogue for Juggernaut: the gametype name announced at the start of the match.
- announce_juggernaut_new
- Announcer dialogue for Juggernaut: when a player receives Juggernaut status.
- announce_territories
- Announcer dialogue for Territories: the gametype name announced at the start of the match.
- announce_territories_captured
- Announcer dialogue for Territories: when a territory is captured.
- announce_territories_lost
- Announcer dialogue for Territories: when your team loses a territory.
- announce_assault
- Announcer dialogue for Assault: the gametype name announced at the start of the match.
- announce_assault_armed
- Announcer dialogue for Assault: when a bomb is armed.
- announce_assault_detonated
- Announcer dialogue for Assault: when a bomb is detonated.
- announce_assault_disarmed
- Announcer dialogue for Assault: when a bomb is disarmed.
- announce_assault_dropped
- Announcer dialogue for Assault: when a bomb is dropped.
- announce_assault_reset
- Announcer dialogue for Assault: when a bomb is reset.
- announce_assault_returned
- Announcer dialogue for Assault: when a bomb is returned.
- announce_assault_taken
- Announcer dialogue for Assault: when a bomb is taken.
- announce_infection
- Announcer dialogue for Infection: the gametype name announced at the start of the match.
- announce_infection_infected
-
Announcer dialogue for Infection: when you are infected and join the zombie team.
Infected.
- announce_infection_last_man
-
Announcer dialogue for Infection: when you become the Last Man Standing.
Last man standing.
- announce_infection_new_zombie
-
Announcer dialogue for Infection: when a player becomes a zombie.
New zombie.
- announce_oddball
- Announcer dialogue for Oddball: the gametype name announced at the start of the match.
- announce_oddball_play
-
Announcer dialogue for Oddball.
Play ball.
- announce_oddball_taken
-
Announcer dialogue for Oddball: when the ball is taken.
Ball taken.
- announce_oddball_dropped
-
Announcer dialogue for Oddball: when the ball is dropped.
Ball dropped.
- announce_oddball_reset
-
Announcer dialogue for Oddball: when the ball is reset.
Ball reset.
- announce_koth
- Announcer dialogue for King of the Hill: the gametype name announced at the start of the match.
- announce_koth_controlled
-
Announcer dialogue for King of the Hill: when your team takes control of the hill.
Hill controlled.
- announce_koth_contested
-
Announcer dialogue for King of the Hill: when the hill is contested.
Hill contested.
- announce_koth_moved
-
Announcer dialogue for King of the Hill: when the hill is moved.
Hill moved.
- announce_headhunter
- Announcer dialogue for Headhunter: the gametype name announced at the start of the match.
- announce_stockpile
- Announcer dialogue for Stockpile: the gametype name announced at the start of the match.
- announce_race
- Announcer dialogue for Race: the gametype name announced at the start of the match.
- announce_defense
-
Generic announcer dialogue informing the player that they're on Defense this round.
Defense.
- announce_offense
-
Generic announcer dialogue informing the player that they're on Defense this round.
Offense.
- announce_destination_moved
-
Generic announcer dialogue informing the player that their destination or goal has moved.
Destination moved.
- announce_assault_armed_2
- Announcer dialogue for Assault: when a bomb is armed. This is identical to the non-suffixed enum value; it uses the same underlying sound tag.
- announce_assault_armed_3
- Announcer dialogue for Assault: when a bomb is armed. This is identical to the non-suffixed enum value; it uses the same underlying sound tag.
- announce_assault_disarmed_2
- Announcer dialogue for Assault: when a bomb is armed. This is identical to the non-suffixed enum value; it uses the same underlying sound tag.
- announce_assault_disarmed_3
- Announcer dialogue for Assault: when a bomb is armed. This is identical to the non-suffixed enum value; it uses the same underlying sound tag.
- announce_sudden_death
- Generic announcer dialogue informing the player that the Sudden Death period has begun.
- announce_game_over
- Generic announcer dialogue informing the player that the match has ended.
- inv_boneyard_vo_covenant_p3_loss
-
Voiceover for the Covenant played when the match is lost during Phase 3.
No! The humans deny us our rightful victory!
- inv_boneyard_vo_covenant_p1_loss
-
Voiceover for the Covenant played when the match is lost during Phase 1.
The fleetmaster will be displeased to hear of this failure!
- inv_boneyard_vo_covenant_p1_intro
-
Voiceover for the Covenant played at the start of Phase 1.
Take control of the access points. We will gain entry to the humans' base.
- inv_boneyard_vo_covenant_p1_win
-
Voiceover for the Covenant played upon winning Phase 1.
Well done. Push forward and crush the human defenses.
- inv_boneyard_vo_covenant_p2_loss
-
Voiceover for the Covenant played when the match is lost during Phase 2.
The humans battle fiercely to protect this location. What is inside?
- inv_boneyard_vo_covenant_p2_win
-
Voiceover for the Covenant played upon winning Phase 2.
The human object is open. Retrieve it for extraction!
- inv_boneyard_vo_covenant_p3_win
-
An unused voiceover for the Covenant, apparently meant to be played at the start of a fourth phase, in which the Covenant must wait for evac.
Defend this location, brothers. Our Phantom will soon arrive to retrieve the object.
- inv_boneyard_vo_covenant_win
-
Voiceover for the Covenant played upon winning Phase 3.
Yes, brothers! Now we will take this battle to the humans' homeworld!
- inv_boneyard_vo_spartan_p3_loss
-
Voiceover for the Spartans played when the match is lost during Phase 3.
Navigation core compromised; we lost it. Alert Command.
- inv_boneyard_vo_spartan_p1_intro
-
Voiceover for the Spartans played at the start of Phase 1.
Securing this position is priority one, Spartans. Hold off any attack.
- inv_boneyard_vo_spartan_p1_win
-
Voiceover for the Spartans played upon winning Phase 1.
Nice work, Spartans. They know their place.
- inv_boneyard_vo_spartan_p2_intro
-
Voiceover for the Spartans played at the start of Phase 2.
Fall back, to the refinery! Don't let the Covenant get hold of the navigation core.
- inv_boneyard_vo_spartan_p2_win
-
Voiceover for the Spartans played upon winning Phase 2.
Well done, Spartans! The core is secure.
- inv_boneyard_vo_spartan_p3_intro
-
Voiceover for the Spartans played at the start of Phase 3.
Core enclosure is breached! Don't let the Covenant escape with it.
- inv_boneyard_vo_spartan_p3_win
-
Voiceover for the Spartans played upon winning Phase 3.
Outstanding, Spartans! Air support'll clean up the mess.
- inv_spire_vo_covenant_loss
-
Voiceover for the Covenant played when the match is lost.
You've lost the power core. This will not go unpunished.
- inv_spire_vo_covenant_p1_win
-
Voiceover for the Covenant played upon winning Phase 1.
Well done, my brothers! The humans suffer another defeat today.
- inv_spire_vo_covenant_p1_intro
-
Voiceover for the Covenant played at the start of Phase 1.
Hold fast, brothers. Do not let the humans pass!
- inv_spire_vo_covenant_p2_intro
-
Voiceover for the Covenant played at the start of Phase 2.
Return to the spire, brothers. The humans must not deactivate our shield!
- inv_spire_vo_covenant_p2_win
-
Voiceover for the Covenant played upon winning Phase 2.
Well done, brothers. These humans are no match for the Covenant's might!
- inv_spire_vo_covenant_p3_intro
-
Voiceover for the Covenant played at the start of Phase 3.
No! The humans have activated the spire. They cannot steal our power core!
- inv_spire_vo_covenant_p3_win
-
Voiceover for the Covenant played upon winning Phase 3.
Yes, brothers! Well done! The humans have learned a harsh lesson!
- inv_spire_vo_spartan_p3_loss
-
An unused voiceover for the Covenant, apparently meant to be played at the start of a fourth phase, in which the Spartans must wait for evac.
Damn! The humans have sent for air transport. Do not let them escape!
- inv_spire_vo_spartan_p1_loss
-
Voiceover for the Spartans played when the match is lost during Phase 1.
Time for a backup plan... Fall back and regroup.
- inv_spire_vo_spartan_p1_extra
-
An unused voiceover for the Spartans, apparently meant to be played at some point during Phase 1.
Maintain control of that platform, Spartans!
- inv_spire_vo_spartan_p1_intro
-
Voiceover for the Spartans played at the start of Phase 1.
Capture the access points, Spartans. Bring down the barriers.
- inv_spire_vo_spartan_p1_win
-
Voiceover for the Spartans played upon winning Phase 1.
Nice work, Spartans. Infiltrate their tower!
- inv_spire_vo_spartan_p2_loss
-
Voiceover for the Spartans played when the match is lost during Phase 2.
Damn split-jaws won't give up that tower easy. We need a new strategy.
- inv_spire_vo_spartan_p2_win
-
Voiceover for the Spartans played upon winning Phase 2.
The spire's power core is up at the top! Get it to the extraction point.
- inv_spire_vo_spartan_p3_win
-
An unused voiceover for the Spartans, apparently meant to be played at the start of a fourth phase, in which the Spartans must wait for evac.
Pelican is on approach. Secure that LZ.
- inv_spire_vo_spartan_win
-
Voiceover for the Spartans played upon winning Phase 3.
Outstanding, Spartans. We have the package. Let's move.
- inv_boneyard_vo_spartan_p3_loss
-
An unused voiceover for the Spartans, apparently meant to be played at the start of a fourth phase, in which the Covenant must wait for evac.
Phantom on approach; do not let them get that core on board, Spartans!
- inv_spire_vo_covenant_p3_loss
-
An unused voiceover for the Covenant, apparently meant to be played at the start of a fourth phase, in which the Spartans must wait for evac.
Damn! The humans have sent for air transport! Do not let them escape!
- inv_cue_covenant_win_big
- A musical cue suitable for a Covenant round victory.
- inv_cue_covenant_win_1
- A brief musical cue, suitable for a Covenant-Offense Phase 1 victory.
- inv_cue_covenant_win_2
- A brief musical cue, suitable for a Covenant-Offense Phase 2 victory.
- unused_87
- An undefined/null sound effect.
- inv_cue_spartan_win_big
- A musical cue suitable for a Spartan round victory.
- inv_cue_spartan_win_1
- A brief musical cue, suitable for a Spartan-Offense Phase 1 victory.
- inv_cue_spartan_win_2
- A brief musical cue, suitable for a Spartan-Offense Phase 2 victory.
- boneyard_generator_power_down
- A sound effect originally intended to indicate a generator on Boneyard powering down; it is instead used as the "goal scored" sound effect in Skeeball.
- firefight_lives_added
- Announcer dialogue for Firefight: when the players are awarded more lives.
- timer_beep
- The beep used for the respawn timer.
- announce_a_under_attack
-
Generic announcer dialogue for Firefight: when a territory or generator designated "A" is under attack.
Alpha under attack!
- announce_b_under_attack
-
Generic announcer dialogue for Firefight: when a territory or generator designated "B" is under attack.
Bravo under attack!
- announce_c_under_attack
-
Generic announcer dialogue for Firefight: when a territory or generator designated "C" is under attack.
Charlie under attack!