Author Topic: Sounds.tbl info  (Read 1200 times)

0 Members and 1 Guest are viewing this topic.

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
After looking all this info up twice now I figured I might as well document it.   The wiki page here:  http://www.hard-light.net/wiki/index.php/Hardcoded_sounds doesn't actually show what it used and what isn't.  So I extracted the retail table and edited in a second line of comments for each item. 

Code: [Select]

;
;  sounds.tbl *
;
;  file to specify general game sounds
;
;                     I M P O R T A N T
;  **********************************************************
;  *                                                        *
;  ====>  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*
;  *                                                        *
;  **********************************************************
;                     I M P O R T A N T
;
;  If a sound entry appears in this file, there is a hook into the game to
;  play the sound.  This file can only be modified to change *existing* sounds.
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to
;  this file will not make your sound appear in the game, it will more than
;  likely break something.
;
; If you don't want the sound to play, put none.wav as the sound to play.
;
; The fields for a sound entry are:
; 1) unqiue sound signature
; 2) filename of the sound
; 3) flag to indicate sound should always be pre-loaded before a mission
; 4) the default volume (from 0.0 -> 1.0)
; 5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D
; 6) distance at which sound starts to attenuate (for 3d sounds only)
; 7) distance at which sound is inaudible (for 3d sounds only)
;
#Game Sounds Start
; Misc sounds section ** = Aureal 3d support | * = FS = 3D support
$Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped)
; SND_MISSILE_TRACKING   Default for all ships, override available per ship basis using $MissileTrackingSnd:
$Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping)
; SND_MISSILE_LOCK   Default for all ships, override available per ship basis using $MissileLockedSnd:
$Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon
; SND_PRIMARY_CYCLE   Default for all ships, override available per ship basis using $PrimaryCycleSnd:
$Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon
; SND_SECONDARY_CYCLE   Default for all ships, override available per ship basis using $SecondaryCycleSnd:
$Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit)
; SND_ENGINE   Default for all ships, override available per ship basis using $CockpitEngineSnd:
$Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed
; SND_CARGO_REVEAL   Used for all scanning, no override
$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound)
; SND_DEATH_ROLL   used for all ships, no override
$Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound)
; SND_SHIP_EXPLODE_1   Default for all ships, override available per ship basis using $ExplosionSnd:
$Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried
; SND_TARGET_ACQUIRE   Default for all ships, override available per ship basis using $TargetAcquiredSnd:
$Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success
; SND_ENERGY_ADJUST   does not appear to be used by anything
$Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail
; SND_ENERGY_ADJUST_FAIL   does not appear to be used by anything
$Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success
; SND_ENERGY_TRANS   used for all ships, no override
$Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile
; SND_ENERGY_TRANS_FAIL   used for all ships, no override
$Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle
; SND_FULL_THROTTLE   Default for all ships, override available per ship basis using $FullThrottleSnd:
$Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle
; SND_ZERO_THROTTLE   Default for all ships, override available per ship basis using $ZeroThrottleSnd:
$Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up)
; SND_THROTTLE_UP   Default for all ships, override available per ship basis using $ThrottleUpSnd:
$Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down)
; SND_THROTTLE_DOWN   Default for all ships, override available per ship basis using $ThrottleDownSnd:
$Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound)
; SND_DOCK_APROACH   does not appear to be used
$Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound)
; SND_DOCK_ATTACH   used for all ships, no override
$Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound)
; SND_DOCK_DETACH   used for all ships, no override
$Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound)
; SND_DOCK_DEPART   used for all ships, no override
$Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound)
; SND_ABURN_ENGAGE   Default for all ships, override available per ship basis using $AfterburnerEngageSnd:
$Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped)
; SND_ABURN_LOOP   Default for all ships, override available per ship basis using $AfterburnerSnd:
$Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized)
; SND_VAPORIZED   used for all ships, no override
$Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed)
; SND_ABURN_FAIL   Default for all ships, override available per ship basis using $AfterburnerFailedSnd:
$Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning
; SND_HEATLOCK_WARN   Default for all ship, override available per ship basis using $HeatSeekerLaunchWarningSnd:
$Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left
; SND_OUT_OF_MISSLES   Default for all ship, override available per ship basis using $SecondaryFireFailedSnd:
$Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left
; SND_OUT_OF_WEAPON_ENERGY   Default for all ship, override available per ship basis using $PrimaryFireFailedSnd:
$Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens)
; SND_TARGET_FAIL     Default for all targeting, no override
$Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears
; SND_SQUADMSGING_ON   Default, no override
$Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears
; SND_SQUADMSGING_OFF   Default, no override
$Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound)
; SND_DEBRIS   Default for all debris, no override
$Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship
; SND_SUBSYS_DIE_1   Default for all ship, no override
$Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound)
; SND_MISSILE_START_LOAD   Default for all ship, no override
$Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound)
; SND_MISSILE_LOAD   Default for all ship, no override
$Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped)
; SND_SHIP_REPAIR   Default for all ship, no override
$Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound)
; SND_PLAYER_HIT_LASER   Default, no override
$Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound)
; SND_PLAYER_HIT_MISSILE   Default, no override
$Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle
; SND_CMEASURE_CYCLE   does not appear to be used by anything
$Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound)
; SND_SHIELD_HIT   Default, no override
$Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound)
; SND_SHIELD_HIT_YOU   Default, no override
$Name: 41 select.wav, 0, 0.60, 0 ; mouse click
; SND_GAME_MOUSE_CLICK   does not appear to be used by anything
$Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning
; SND_ASPECTLOCK_WARN     Default for all ship, override available per ship basis using $AspectSeekerLaunchWarningSnd:
$Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful
; SND_SHIELD_XFER_OK   Default, no override
$Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound
; SND_ENGINE_WASH   Default, no override
$Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound)
; SND_WARP_IN   Default, no override
$Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound)
; SND_WARP_OUT   Default, no override
$Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed
; SND_PLAYER_WARP_FAIL   Default, no override
$Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static
; SND_STATIC   Default, no override
$Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound)
; SND_SHIP_EXPLODE_2   Default for all ship, no override
$Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person
; SND_PLAYER_WARP_OUT   Default, no override
$Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound)
; SND_SHIP_SHIP_HEAVY   Default, no override
$Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound)
; SND_SHIP_SHIP_LIGHT   Default, no override
$Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound)
; SND_SHIP_SHIP_SHIELD   Default, no override
$Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes
; SND_THREAT_FLASH   Default for all ship, override available per ship basis using $MissileLockWarningSnd:
$Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker)
; SND_PROXIMITY_WARNING   Default for all ship, override available per ship basis using $HeatSeekerProximityWarningSnd:
$Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect)
; SND_PROXIMITY_ASPECT_WARNING   Default for all ship, override available per ship basis using $AspectSeekerProximityWarningSnd:
$Name: 57 directive.wav, 0, 0.70, 0 ; directive complete
; SND_DIRECTIVE_COMPLETE   Default, no override
$Name: 58 subhit2.wav, 0, 0.90, 1, 250,  800 ; * other ship subsystem destroyed (3d sound)
; SND_SUBSYS_EXPLODE   Default, no override
$Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound)
; SND_CAPSHIP_EXPLODE   Default, no override
$Name: 60 subhit2.wav, 0, 0.90, 1, 250,  1500 ; * captial ship subsystem destroyed (3d sound)
; SND_CAPSHIP_SUBSYS_EXPLODE   Default, no override
$Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound)
; SND_LARGESHIP_WARPOUT   does not appear to be used by anything
$Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound)
; SND_ASTEROID_EXPLODE_LARGE   Default, no override
$Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound)
; SND_ASTEROID_EXPLODE_SMALL   Default, no override
$Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start
; SND_CUE_VOICE   Default, no override
$Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended
; SND_END_VOICE   Default, no override
$Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping)
; SND_CARGO_SCAN   Default for all ship, override available per ship basis using $CargoScanningSnd:
$Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound
; SND_WEAPON_FLYBY   Default for all weapons, override available per weapon using $FlyBySnd:
$Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound)
; SND_ASTEROID     does not appear to be used by anything
$Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound)
; SND_CAPITAL_WARP_IN   Default, override only available for sexp version
$Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound)
; SND_CAPITAL_WARP_OUT   Default, override only available for sexp version
$Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient
; SND_ENGINE_LOOP_LARGE   Default for any egine with name "enginelarge"
$Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping)
; SND_SUBSPACE_LEFT_CHANNEL   Default, no override
$Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping)
; SND_SUBSPACE_RIGHT_CHANNEL   Default, no override
$Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup
; SND_MISSILE_EVADED_POPUP   Default for all ship, override available per ship basis using $MissileEvadedSnd:
$Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient
; SND_ENGINE_LOOP_HUGE   Default for any engine with name "enginehuge"
;
; Weapons section
;
$Name: 76 L_Sidearm.wav, 0, 0.50, 1,  50, 400 ; SD-4 Sidearm laser fired
; SND_LIGHT_LASER_FIRE   no default use, can be assigned to anything
$Name: 77 L_Scalpel.wav, 0, 0.50, 1,  50, 400 ; DR-2 Scalpel fired
; SND_LIGHT_LASER_IMPACT   no default use, can be assigned to anything
$Name: 78 L_Flail2.wav, 0, 0.50, 1,  50, 400 ; Flail II fired
; SND_HVY_LASER_FIRE   no default use, can be assigned to anything
$Name: 79 L_Prom_R.wav, 0, 0.50, 1,  50, 400 ; Prometheus R laser fired
; SND_HVY_LASER_IMPACT   no default use, can be assigned to anything
$Name: 80 L_Prom_S.wav, 0, 0.50, 1,  50, 400 ; Prometheus S laser fired
; SND_MASSDRV_FIRED   no default use, can be assigned to anything
$Name: 81 L_Newton.wav, 0, 0.50, 1,  50, 400 ; GTW-66 Newton Cannon fired
; SND_MASSDRV_IMPACT   no default use, can be assigned to anything
$Name: 82 L_Kayser.wav, 0, 0.55, 1,  50, 400 ; UD-8 Kayser Laser fired
; SND_FLAIL_FIRED   no default use, can be assigned to anything
$Name: 83 L_Circle.wav, 0, 0.50, 1,  50, 400 ; GTW-19 Circe laser fired
; SND_FLAIL_IMPACT   no default use, can be assigned to anything
$Name: 84 L_Lich.wav, 0, 0.50, 1,  50, 400 ; GTW-83 Lich laser fired
; SND_NEUTRON_FLUX_FIRED   no default use, can be assigned to anything
$Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact
; SND_NEUTRON_FLUX_IMPACT   no default use, can be assigned to anything
$Name: 86 L_Vasmid.wav, 0, 0.50, 1,  50, 400 ; Subach-HLV Vasudan laser
; SND_DEBUG_LASER_FIRED   no default use, can be assigned to anything
$Name: 87 m_wasp.wav, 0, 0.80, 1,  50, 400 ; rockeye missile launch
; SND_ROCKEYE_FIRED   no default use, can be assigned to anything
$Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1
; SND_MISSILE_IMPACT_1   also explosion sound for ship hull debris
$Name: 89 m_mag.wav, 0, 0.80, 1,  50, 400 ; mag pulse missile launch
; SND_MAG_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 90 m_fury.wav, 0, 0.80, 1,  50, 400 ; fury missile launch
; SND_FURY_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 91 m_shrike.wav, 0, 0.80, 1,  50, 400 ; shrike missile launch
; SND_SHIRKE_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 92 m_angel.wav, 0, 0.80, 1,  50, 400 ; angel fire missile launch
; SND_ANGEL_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 93 m_cluster.wav, 0, 0.80, 1,  50, 400 ; cluster bomb launch
; SND_CLUSTER_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 94 m_clusterb.wav, 0, 0.80, 1,  50, 400 ; cluster baby bomb launch
; SND_CLUSTERB_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 95 m_stiletto.wav, 0, 0.80, 1,  50, 400 ; stiletto bomb launch
; SND_STILETTO_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 96 m_tsunami.wav, 0, 0.80, 1,  50, 400 ; tsunami bomb launch
; SND_TSUNAMI_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 97 m_harbinger.wav, 0, 0.80, 1,  50, 400 ; harbinger bomb launch
; SND_HARBINGER_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 98 m_mega.wav, 0, 0.80, 1,  50, 400 ; mega wokka launch
; SND_MEGAWOKKA_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 99 counter_1.wav, 0, 0.70, 1,  50, 200 ; countermeasure 1 launch
; SND_CMEASURE1_LAUNCH   no default use, can be assigned to anything
$Name: 100 l_alien1.wav, 0, 0.60, 1,  50, 400 ; Shivan light laser (3d sound)
; SND_SHIVAN_LIGHT_LASER_FIRE   no default use, can be assigned to anything
$Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound)
; SND_SHOCKWAVE_EXPLODE   Default, no override
$Name: 102 m_swarm.wav, 0, 0.70, 1,  50, 400 ; swarm missile sound (3d sound)
; SND_SWARM_MISSILE_LAUNCH   no default use, can be assigned to anything
$Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound)
; SND_UNDEFINED_103   no default use, can be assigned to anything
$Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound)
; SND_UNDEFINED_104   no default use, can be assigned to anything
$Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound)
; SND_UNDEFINED_105   no default use, can be assigned to anything
$Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound)
; SND_UNDEFINED_106   no default use, can be assigned to anything
$Name: 107 l_vaslight.wav, 0, 0.60, 1,  50, 400 ; Vasudan light laser fired (3d sound)
; SND_UNDEFINED_107   no default use, can be assigned to anything
$Name: 108 l_alien3.wav, 0, 0.60, 1,  50, 400 ; Shivan heavy laser (3d sound)
; SND_UNDEFINED_108   no default use, can be assigned to anything
$Name: 109 shockwave.wav, 0, 1.00, 1,  50, 800 ; ** shockwave impact (3d sound)
; SND_SHOCKWAVE_IMPACT   Default, no override
$Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1
; SND_UNDEFINED_110   no default use, can be assigned to anything
$Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2
; SND_UNDEFINED_111   no default use, can be assigned to anything
$Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1
; SND_UNDEFINED_112   no default use, can be assigned to anything
$Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2
; SND_UNDEFINED_113   no default use, can be assigned to anything
$Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1
; SND_UNDEFINED_114   no default use, can be assigned to anything
$Name: 115 paintloop.wav, 0, 0.60, 1,  50, 200 ; targeting laser loop sound
; SND_TARG_LASER_LOOP   no default use, can be assigned to anything
$Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch
; SND_FLAK_FIRE   no default use, can be assigned to anything
$Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact
; SND_SHIELD_BREAKER   no default use, can be assigned to anything
$Name: 118 m_emp.wav, 0, 0.60, 1,  50, 400 ; EMP Missle
; SND_EMP_MISSILE   no default use, can be assigned to anything
$Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone
; SND_AUTOCANNON_LOOP   no default use, can be assigned to anything
$Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1
; SND_AUTOCANNON_SHOT   anything assigned this as a launch sound gets a hacked in different limit of simultaneous sounds
$Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop
; SND_BEAM_LOOP   no default use, can be assigned to anything
$Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up
; SND_BEAM_UP   no default use, can be assigned to anything
$Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down
; SND_BEAM_DOWN   no default use, can be assigned to anything
$Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1
; SND_BEAM_SHOT   no default use, can be assigned to anything
$Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2
; SND_BEAM_VAPORIZE   no default use, can be assigned to anything
;Ship Engine Sounds section
$Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound)
; SND_TERRAN_FIGHTER_ENG   no default use, can be assigned to anything
$Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound)
; SND_TERRAN_BOMBER_ENG   no default use, can be assigned to anything
$Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound)
; SND_TERRAN_CAPITAL_ENG   no default use, can be assigned to anything
$Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound)
; SND_SPECIESB_FIGHTER_ENG   no default use, can be assigned to anything
$Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound)
; SND_SPECIESB_BOMBER_ENG   no default use, can be assigned to anything
$Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound)
; SND_SPECIESB_CAPITAL_ENG   no default use, can be assigned to anything
$Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound)
; SND_SHIVAN_FIGHTER_ENG   no default use, can be assigned to anything
$Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound)
; SND_SHIVAN_BOMBER_ENG   no default use, can be assigned to anything
$Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound)
; SND_SHIVAN_CAPITAL_ENG   no default use, can be assigned to anything
$Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound)
; SND_REPAIR_SHIP_ENG   no default use, can be assigned to anything
$Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound)
; SND_UNDEFINED_136   no default use, can be assigned to anything
$Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound)
; SND_UNDEFINED_137   no default use, can be assigned to anything
$Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound)
; SND_UNDEFINED_138   no default use, can be assigned to anything
; Electrical arc sound fx on the debris pieces
$Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_01   default sound, plays if there are arc effects
$Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_02   default sound, plays if there are arc effects
$Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_03   default sound, plays if there are arc effects
$Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_04   default sound, plays if there are arc effects
$Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_05   default sound, plays if there are arc effects
; Beam Sounds
$Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop
; SND_UNDEFINED_144   no default use, can be assigned to anything
$Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop
; SND_UNDEFINED_145   no default use, can be assigned to anything
$Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop
; SND_UNDEFINED_146   no default use, can be assigned to anything
$Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop
; SND_UNDEFINED_147   no default use, can be assigned to anything
$Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop
; SND_UNDEFINED_148   no default use, can be assigned to anything
$Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop
; SND_UNDEFINED_149   no default use, can be assigned to anything
$Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up
; SND_UNDEFINED_150   no default use, can be assigned to anything
$Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up
; SND_UNDEFINED_151   no default use, can be assigned to anything
$Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up
; SND_UNDEFINED_152   no default use, can be assigned to anything
$Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up
; SND_UNDEFINED_153   no default use, can be assigned to anything
$Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up
; SND_UNDEFINED_154   no default use, can be assigned to anything
$Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up
; SND_UNDEFINED_155   no default use, can be assigned to anything
$Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down
; SND_UNDEFINED_156   no default use, can be assigned to anything
$Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down
; SND_UNDEFINED_157   no default use, can be assigned to anything
$Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down
; SND_UNDEFINED_158   no default use, can be assigned to anything
$Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down
; SND_UNDEFINED_159   no default use, can be assigned to anything
$Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down
; SND_UNDEFINED_160   no default use, can be assigned to anything
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down
; SND_UNDEFINED_161   no default use, can be assigned to anything
$Name: 162 Empty, 0, 0.50, 0
; SND_UNDEFINED_162   no default use, can be assigned to anything
$Name: 163 Empty, 0, 0.50, 0
; SND_UNDEFINED_163   no default use, can be assigned to anything
$Name: 164 Empty, 0, 0.50, 0
; SND_UNDEFINED_164   no default use, can be assigned to anything
$Name: 165 Empty, 0, 0.50, 0
; SND_UNDEFINED_165   no default use, can be assigned to anything
$Name: 166 Empty, 0, 0.50, 0
; SND_UNDEFINED_166   no default use, can be assigned to anything
$Name: 167 Empty, 0, 0.50, 0
; SND_UNDEFINED_167   no default use, can be assigned to anything
$Name: 168 Empty, 0, 0.50, 0
; SND_UNDEFINED_168   no default use, can be assigned to anything
$Name: 169 Empty, 0, 0.50, 0
; SND_UNDEFINED_169   no default use, can be assigned to anything
$Name: 170 Empty, 0, 0.50, 0
; SND_UNDEFINED_170   no default use, can be assigned to anything
$Name: 171 Empty, 0, 0.50, 0
; SND_UNDEFINED_171   no default use, can be assigned to anything
$Name: 172 Empty, 0, 0.50, 0
; SND_UNDEFINED_172   no default use, can be assigned to anything
$Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant)
; SND_SUPERNOVA_1   default sound, no override
$Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave)
; SND_SUPERNOVA_2     default sound, no override
$Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound)
; SND_UNDEFINED_175   no default use, can be assigned to anything
$Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound)
; SND_UNDEFINED_176   no default use, can be assigned to anything
$Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop
; SND_UNDEFINED_177   no default use, can be assigned to anything
$Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop
; SND_UNDEFINED_178   no default use, can be assigned to anything
$Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop
; SND_UNDEFINED_179   no default use, can be assigned to anything
$Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua
; SND_LIGHTNING_1   default sound, no override
$Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua
; SND_UNDEFINED_181   default sound, no override
$Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up
; SND_UNDEFINED_182   no default use, can be assigned to anything
$Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up
; SND_UNDEFINED_183   no default use, can be assigned to anything
$Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up
; SND_UNDEFINED_184   no default use, can be assigned to anything
$Name: 185 Commnode.wav, 0, 0.60, 1, 200,  500 ; Shivan Commnode
; SND_UNDEFINED_185   no default use, can be assigned to anything
$Name: 186 Pirate.wav, 0, 0.60, 1, 400,  1000 ; Volition PirateShip
; SND_UNDEFINED_186   no default use, can be assigned to anything
$Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down
; SND_UNDEFINED_187   no default use, can be assigned to anything
$Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down
; SND_UNDEFINED_188   no default use, can be assigned to anything
$Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down
; SND_UNDEFINED_189   no default use, can be assigned to anything
$Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1
; SND_UNDEFINED_190   no default use, can be assigned to anything
$Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2
; SND_UNDEFINED_191   no default use, can be assigned to anything
$Name: 192 ; undefined in retail
; SND_UNDEFINED_192   no default use, can be assigned to anything
$Name: 193 ; undefined in retail
; SND_UNDEFINED_193   no default use, can be assigned to anything
$Name: 194 ; undefined in retail
; SND_UNDEFINED_194   no default use, can be assigned to anything
$Name: 195 ; undefined in retail
; SND_UNDEFINED_195   no default use, can be assigned to anything
$Name: 196 ; undefined in retail
; SND_UNDEFINED_196   no default use, can be assigned to anything
$Name: 197 ; undefined in retail
; SND_UNDEFINED_197   no default use, can be assigned to anything
$Name: 198 ; undefined in retail
; SND_UNDEFINED_198   no default use, can be assigned to anything
$Name: 199 ; undefined in retail
; SND_UNDEFINED_199   no default use, can be assigned to anything
$Name: 200 ; (SCP) Ballistic ammo reload start sound
; SND_BALLISTIC_START_LOAD   if not present game will use index 33 SND_MISSILE_START_LOAD
$Name: 201 ; (SCP) Ballistic ammo reload start sound
; SND_BALLISTIC_LOAD   if not present game will use index 34 SND_MISSILE_LOAD
;
#Game Sounds End
;
#Interface Sounds Start
$Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click
; SND_IFACE_MOUSE_CLICK   required default sound
$Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used)
; SND_ICON_PICKUP   required default sound
$Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot
; SND_ICON_DROP_ON_WING   required default sound
$Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list
; SND_ICON_DROP   required default sound
$Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left)
; SND_SCREEN_MODE_PRESSED   required default sound
$Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit
; SND_SWITCH_SCREENS   required default sound
$Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed
; SND_HELP_PRESSED   required default sound
$Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed
; SND_COMMIT_PRESSED   required default sound
$Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed
; SND_PREV_NEXT_PRESSED   no default use
$Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll)
; SND_SCROLL   required default sound
$Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event
; SND_GENERAL_FAIL   required default sound
$Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear)
; SND_SHIP_ICON_CHANGE   required default sound
$Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping)
; SND_MAIN_HALL_AMBIENT   required default sound
$Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping)
; SND_BTN_SLIDE     no default use
$Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change
; SND_BRIEF_STAGE_CHG   required default sound
$Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail
; SND_BRIEF_STAGE_CHG_FAIL   required default sound
$Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon
; SND_BRIEF_ICON_SELECT   required default sound
$Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control)
; SND_USER_OVER   required default sound
$Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control)
; SND_USER_SELECT   required default sound
$Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed
; SND_RESET_PRESSED   required default sound
$Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe
; SND_BRIEF_TEXT_WIPE   required default sound
$Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator
; SND_VASUDAN_PA_1   no default use
$Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts
; SND_WEAPON_ANIM_START   required default sound
$Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens
; SND_MAIN_HALL_DOOR_OPEN   required default sound
$Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes
; SND_MAIN_HALL_DOOR_CLOSE   required default sound
$Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens
; SND_GLOW_OPEN   no default use
$Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1
; SND_VASUDAN_PA_2   no default use
$Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping)
; SND_AMBIENT_MENU   no default use
$Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared
; SND_POPUP_APPEAR   required default sound
$Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away
; SND_POPUP_DISAPPEAR   required default sound
$Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes
; SND_VOICE_SLIDER_CLIP   required default sound - located in voice files
$Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2
; SND_VASUDAN_PA_3   no default use
$Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on
; SND_MAIN_HALL_GET_PEPSI   no default use
$Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off
; SND_MAIN_HALL_LIFT_UP   no default use
$Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on
; SND_MAIN_HALL_WELD1   no default use
$Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off
; SND_MAIN_HALL_WELD2   no default use
$Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open
; SND_MAIN_HALL_WELD3   no default use
$Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close
; SND_MAIN_HALL_WELD4   no default use
$Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1
; SND_MAIN_HALL_INT1   no default use
$Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2
; SND_MAIN_HALL_INT2   no default use
$Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3
; SND_MAIN_HALL_INT3   no default use
$Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing
; SND_ICON_HIGHLIGHT   required default sound
$Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut
; SND_BRIEFING_STATIC   required default sound
$Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on
; SND_MAIN_HALL2_CRANE1_1   no default use
$Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off
; SND_MAIN_HALL2_CRANE1_2   no default use
$Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open 
; SND_MAIN_HALL2_CRANE2_1   no default use
$Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close
; SND_MAIN_HALL2_CRANE2_2   no default use
$Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open
; SND_MAIN_HALL2_CAR1   no default use
$Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close
; SND_MAIN_HALL2_CAR2   no default use
$Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up
; SND_MAIN_HALL2_INT1   no default use
$Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down
; SND_MAIN_HALL2_INT2   no default use
$Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on
; SND_MAIN_HALL2_INT3   no default use
$Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off
; SND_INTERFACE_UNDEFINED_52   no default use
$Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop
; SND_INTERFACE_UNDEFINED_53   no default use
$Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on
; SND_INTERFACE_UNDEFINED_54   no default use
$Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off
; SND_INTERFACE_UNDEFINED_55   no default use
$Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting
; SND_INTERFACE_UNDEFINED_56   no default use
$Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye
; SND_INTERFACE_UNDEFINED_57   no default use
$Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1
; SND_INTERFACE_UNDEFINED_58   no default use
$Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2
; SND_INTERFACE_UNDEFINED_59   no default use
$Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3
; SND_INTERFACE_UNDEFINED_60   no default use
$Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup
; SND_VASUDAN_BUP   required default sound
$Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou
; SND_INTERFACE_UNDEFINED_62   no default use
$Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open
; SND_INTERFACE_UNDEFINED_63   no default use
$Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close
; SND_INTERFACE_UNDEFINED_64   no default use
;
#Interface Sounds End
;
; Each species can have up to 4 different flyby sounds
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound
#Flyby Sounds Start

$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)

$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)

$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)

#Flyby Sounds End

So basically the first section (entries 0 to 76) all have hard coded uses with the exception of 9, 10, 17, 38, 41, 61 and 68 which I could not find used anywhere in the code.   Entries 88, 101, 109,  139 through 143, 173, 174, 180, and 181 also have hard coded default uses.  Also there is entry 120 which has no real default but is a special case as there is a hack in the code to make anything assigned to this index be handled differently.  That just leaves entries 200 and 201 which don't need to exist but are used for ballistic weapon rearming if they do.  The rest of the entries are defined by what they are used for in the tables.  So if you are making a TC all those are free to use. 

The interface section is pretty much half and half when it comes to hard coded and used by table entries. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras