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_p4_start
-
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_p4_start
-
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.
- reinforcements
- firefight_lives_added
- In the original Xbox 360 version of Halo: Reach, this sound name is expected to be announcer dialogue for Firefight played when players are awarded more lives. In the current Master Chief Collection version of Halo: Reach, this sound name should play Firefight's "Reinforcements" announcer dialogue. You can refer to the sound by either name, but which sound plays will depend on where and how your game variant is being played.
- 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!