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!