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!