{ OutFile = "scripts/haptics/audio2haptics_manifest.txt" haptics = [ // Player Damage { InputWav = "sounds/player/damage/poison_projectile_01.wav" OutputHaptic = "scripts/haptics/poison_projectile_01.hpt" HapticNameEntry = "dmg_poison_projectile" }, { InputWav = "sounds/player/damage/claw_01.wav" OutputHaptic = "scripts/haptics/claw_01.hpt" HapticNameEntry = "dmg_claw" }, { InputWav = "sounds/player/damage/hc_bite_01.wav" OutputHaptic = "scripts/haptics/hc_bite_01.hpt" HapticNameEntry = "dmg_hc_bite" }, { InputWav = "sounds/player/damage/bullet_01.wav" OutputHaptic = "scripts/haptics/bullet_01.hpt" HapticNameEntry = "dmg_bullet" }, { InputWav = "sounds/player/damage/electric_01.wav" OutputHaptic = "scripts/haptics/electric_01.hpt" HapticNameEntry = "dmg_electric" }, { InputWav = "sounds/player/damage/electric_zap_01.wav" OutputHaptic = "scripts/haptics/electric_zap_01.hpt" HapticNameEntry = "dmg_electric_zap" }, { InputWav = "sounds/player/damage/player_heartbeat_ba_01.wav" OutputHaptic = "scripts/haptics/player_heartbeat_ba_01.hpt" HapticNameEntry = "PlayerDamage.HeartbeatBa" }, { InputWav = "sounds/player/damage/player_heartbeat_bump_01.wav" OutputHaptic = "scripts/haptics/player_heartbeat_bump_01.hpt" HapticNameEntry = "PlayerDamage.HeartbeatBump" }, { InputWav = "sounds/physics/props/flesh/impact_a_01.wav" OutputHaptic = "scripts/haptics/player_physics_impact.hpt" HapticNameEntry = "player_physics_impact" }, // Reviver Heart { InputWav = "sounds/creatures/headcrab_reviver/heartbeat_01.wav" OutputHaptic = "scripts/haptics/reviver_heartbeat.hpt" HapticNameEntry = "reviver_heartbeat" }, // Health Station { InputWav = "sounds/mechanical_units/health_station/combine_tech_needle_impacts_01.wav" OutputHaptic = "scripts/haptics/health_station_needles.hpt" HapticNameEntry = "health_station_needles" }, // Health Pen { InputWav = "sounds/props/health_pen/prop_health_pen_extend_01.wav" OutputHaptic = "scripts/haptics/health_pen_extend.hpt" HapticNameEntry = "health_pen_extend" }, { InputWav = "sounds/props/health_pen/prop_health_pen_retract_01.wav" OutputHaptic = "scripts/haptics/health_pen_retract.hpt" HapticNameEntry = "health_pen_retract" }, { InputWav = "sounds/props/health_pen/prop_health_pen_stab_01.wav" OutputHaptic = "scripts/haptics/prop_health_pen_stab_01.hpt" HapticNameEntry = "health_pen_stab" }, { InputWav = "sounds/props/health_pen/prop_health_pen_inject_success_pt2_01.wav" OutputHaptic = "scripts/haptics/prop_health_pen_inject_success_pt2_01.hpt" HapticNameEntry = "health_pen_disperse" }, // Grenade { InputWav = "sounds/weapons/grenade/tick1.wav" OutputHaptic = "scripts/haptics/grenade_blip.hpt" HapticNameEntry = "grenade_blip" }, { InputWav = "sounds/world/infestation/xen_grenade_blip.wav" OutputHaptic = "scripts/haptics/xen_grenade_blip.hpt" HapticNameEntry = "xen_grenade_blip" }, // Pistol { InputWav = "sounds/weapons/pistol/pistol_fire2.wav" OutputHaptic = "scripts/haptics/pistolfire.hpt" HapticNameEntry = "PistolFire" }, { InputWav = "sounds/weapons/pistol/wpn_pistol_hopper_load_01.wav" OutputHaptic = "scripts/haptics/pistolhoppertick.hpt" HapticNameEntry = "PistolHopperTick" }, { InputWav = "sounds/weapons/pistol/wpn_pistol_hopper_load_complete_01.wav" OutputHaptic = "scripts/haptics/pistolhoppercomplete.hpt" HapticNameEntry = "PistolHopperComplete" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_clip_insert_01.wav" OutputHaptic = "scripts/haptics/pistolclipin.hpt" HapticNameEntry = "PistolClipIn" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_clip_release_01.wav" OutputHaptic = "scripts/haptics/pistolclipout.hpt" HapticNameEntry = "PistolClipOut" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_slide_lock_01.wav" OutputHaptic = "scripts/haptics/pistolslidelock.hpt" HapticNameEntry = "PistolSlideLock" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_close_slide_01.wav" OutputHaptic = "scripts/haptics/pistolslideclose.hpt" HapticNameEntry = "PistolSlideClose" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_no_ammo_01.wav" OutputHaptic = "scripts/haptics/pistoldryfire.hpt" HapticNameEntry = "PistolDryFire" }, { InputWav = "sounds/weapons/hl1_old/rifle_fullautobutton_1.wav" OutputHaptic = "scripts/haptics/pistolburstselect.hpt" HapticNameEntry = "PistolBurstSelect" }, // Shotgun { InputWav = "sounds/weapons/shotgun/wpn_shotgun_fire_body_01.wav" OutputHaptic = "scripts/haptics/shotgunfire.hpt" HapticNameEntry = "ShotgunFire" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_rack_back_01.wav" OutputHaptic = "scripts/haptics/shotgunslideback.hpt" HapticNameEntry = "ShotgunSlideBack" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_rack_forward_01.wav" OutputHaptic = "scripts/haptics/shotgunslideforward.hpt" HapticNameEntry = "ShotgunSlideForward" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_load_shell_01.wav" OutputHaptic = "scripts/haptics/shotgunloadshell.hpt" HapticNameEntry = "ShotgunLoadShell" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_open_chamber_01.wav" OutputHaptic = "scripts/haptics/shotgunopenchamber.hpt" HapticNameEntry = "ShotgunOpenChamber" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_close_chamber_01.wav" OutputHaptic = "scripts/haptics/shotgunclosechamber.hpt" HapticNameEntry = "ShotgunCloseChamber" }, { InputWav = "sounds/weapons/shotgun/wpn_shotgun_foley_lever_stuck_01.wav" OutputHaptic = "scripts/haptics/shotgunslidebackempty.hpt" HapticNameEntry = "ShotgunSlideBackEmpty" }, { InputWav = "sounds/weapons/energy_pistol/pistol_foley_slide_lock_01.wav" OutputHaptic = "scripts/haptics/shotgunslidelock.hpt" HapticNameEntry = "ShotgunSlideLock" }, { InputWav = "sounds/weapons/hl1_old/rifle_fullautobutton_1.wav" OutputHaptic = "scripts/haptics/shotgunloadspeedloader.hpt" HapticNameEntry = "ShotgunLoadSpeedloader" }, { InputWav = "sounds/weapons/hl1_old/shotgun/grenade_launcher1.wav" OutputHaptic = "scripts/haptics/shotgunupgradelaunchgrenade.hpt" HapticNameEntry = "ShotgunUpgradeLaunchGrenade" }, // RapidFire { InputWav = "sounds/weapons/rapid_fire/wpn_rapid_fire_fire_head_01.wav" OutputHaptic = "scripts/haptics/wpn_rapid_fire_fire_head_01.hpt" HapticNameEntry = "RapidFire.SingleShot" }, { InputWav = "sounds/weapons/rapid_fire/wpn_rapid_fire_cartridge_remove_01.wav" OutputHaptic = "scripts/haptics/wpn_rapid_fire_cartridge_remove_01.hpt" HapticNameEntry = "RapidFire.RemovePowerCell" }, { InputWav = "sounds/weapons/rapid_fire/wpn_rapid_fire_foley_clip_open_01.wav" OutputHaptic = "scripts/haptics/wpn_rapid_fire_foley_clip_open_01.hpt" HapticNameEntry = "RapidFire.OpenClipBay" }, { InputWav = "sounds/weapons/ar2/ar2_altfire.wav" OutputHaptic = "scripts/haptics/ar2_altfire.hpt" HapticNameEntry = "RapidFire.LastShot" }, { InputWav = "sounds/weapons/ar2/ar2_empty.wav" OutputHaptic = "scripts/haptics/ar2_empty.hpt" HapticNameEntry = "RapidFire.EmptyPowerCellDryFire" }, { InputWav = "sounds/weapons/rapid_fire/wpn_rapid_fire_foley_clip_insert_01.wav" OutputHaptic = "scripts/haptics/wpn_rapid_fire_foley_clip_insert_01.hpt" HapticNameEntry = "RapidFire.ReplaceCapsules" }, { InputWav = "sounds/weapons/rapid_fire/wpn_rapid_fire_foley_clip_close_01.wav" OutputHaptic = "scripts/haptics/wpn_rapid_fire_foley_clip_close_01.hpt" HapticNameEntry = "RapidFire.CloseClipBay" }, { InputWav = "sounds/weapons/ar2/ar2_reload_rotate.wav" OutputHaptic = "scripts/haptics/ar2_reload_rotate.hpt" HapticNameEntry = "RapidFire.CantCyclePowerCell" }, { InputWav = "sounds/weapons/energy_pistol/eblaster_screw_in_laser_pod_01.wav" OutputHaptic = "scripts/haptics/eblaster_screw_in_laser_pod_01.hpt" HapticNameEntry = "RapidFire.ClusterExplodeButtonReady" }, { InputWav = "sounds/weapons/energy_pistol/eblaster_blast_fire_01.wav" OutputHaptic = "scripts/haptics/eblaster_blast_fire_01.hpt" HapticNameEntry = "RapidFire.ClusterExplodeButtonPressed" }, ] }