diff --git a/DATA/AUDIO/Rem_Audio/Contracts/ana_bui.wav b/DATA/AUDIO/Rem_Audio/Contracts/ana_bui.wav new file mode 100644 index 00000000..0136db58 Binary files /dev/null and b/DATA/AUDIO/Rem_Audio/Contracts/ana_bui.wav differ diff --git a/DATA/AUDIO/Rem_Audio/Contracts/don_harris.wav b/DATA/AUDIO/Rem_Audio/Contracts/don_harris.wav new file mode 100644 index 00000000..28425b42 Binary files /dev/null and b/DATA/AUDIO/Rem_Audio/Contracts/don_harris.wav differ diff --git a/DATA/AUDIO/Rem_Audio/Contracts/franklin_roth.wav b/DATA/AUDIO/Rem_Audio/Contracts/franklin_roth.wav new file mode 100644 index 00000000..5f47d780 Binary files /dev/null and b/DATA/AUDIO/Rem_Audio/Contracts/franklin_roth.wav differ diff --git a/DATA/AUDIO/Rem_Audio/Contracts/fritz_schneider.wav b/DATA/AUDIO/Rem_Audio/Contracts/fritz_schneider.wav new file mode 100644 index 00000000..6c1d0bb1 Binary files /dev/null and b/DATA/AUDIO/Rem_Audio/Contracts/fritz_schneider.wav differ diff --git a/DATA/AUDIO/contract_sounds.ini b/DATA/AUDIO/contract_sounds.ini new file mode 100644 index 00000000..9c224148 --- /dev/null +++ b/DATA/AUDIO/contract_sounds.ini @@ -0,0 +1,29 @@ +; REM Story Arc Audio Entries + +[Sound] +nickname = dx_REM_0101_ana_bui +type = voice +is_2d = true +attenuation = 0 +file = Audio\Rem_Audio\Contracts\ana_bui.wav + +[Sound] +nickname = dx_REM_0101_don_harris +type = voice +is_2d = true +attenuation = 0 +file = Audio\Rem_Audio\Contracts\don_harris.wav + +[Sound] +nickname = dx_REM_0101_fritz_schneider +type = voice +is_2d = true +attenuation = 0 +file = Audio\Rem_Audio\Contracts\fritz_schneider.wav + +[Sound] +nickname = dx_REM_0101_franklin_roth +type = voice +is_2d = true +attenuation = 0 +file = Audio\Rem_Audio\Contracts\franklin_roth.wav diff --git a/EXE/freelancer.ini b/EXE/freelancer.ini index b6cdd7c1..0b70f584 100644 --- a/EXE/freelancer.ini +++ b/EXE/freelancer.ini @@ -89,6 +89,7 @@ DLL = remres.dll ; Dynamic Infocards sounds = audio\music.ini sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts) sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs + sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc. ; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)