Fulltext results:
- sound @ded
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback characteristics of a sound effect sample. ===== Core Concepts ===== ====... ferences ==== A reference is used to link actual sound data samples to a //Sound// definition. Only one
- plane_move @xg:class
- ged in the beginning or in the end of the move. A sound can be played when the move begins or ends, or at... irst referenced plane.</ul></html> | | Ip4| Start Sound| Sound| Name of the sound to play when the move is begun. | | Ip5| End Sound| Sound| Name of the sound to play
- build_stairs @xg:class
- (stairs) from one or more series of [[plane]]s. A sound can be played at the beginning of the stair build... r and has the lowest index number. | | Ip4| Start Sound| [[soundid]]| Name of the sound to play when the building begins. | | Ip5| Step Start Sound| [[soundid]]| Name of the sound to play when a st
- audio @script:module
- @Identifier_HTML~localSound~@# ( #@Arg_HTML~Text,sound~@#, #@Arg_HTML~Number,volume~@# ) Start playing a local sound without any particular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volume of the sound in the r
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1... more sectors. These are the sectors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]]
- infine_script_reference @ded
- activate the game menu. ==== Audio ==== ; ''Sound'' (sound-id) : Play the specified sound. There must be a [[:sound]] definition with the given ID. ; ''SoundAt'' (sound-id) (volume) : Pla
- doomsday @guide:2.3:man
- Set the audio plugin for CD playback, music, and sound effects. The following plugins are available: ... zed mode. ; ''-noaudio'' : Disable all audio (sound effects and music). ; ''-noautoselect'' : Do ... c'' : Disable music. ; ''-nosfx'' : Disable sound effects. ; ''-nosteam'' : Disable detection o... ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff
- detailed_list_of_changes_in_doomsday_version_1.9.8 @version
- Environment Wind sounds (e.g. Map01). There was a sound prioritization issue at map start. * Priorities defined in Sound definitions are used to determine when a sound can stop a previously playing sound from the same emitter (e.g., Cyberdemon and Mastermind alert sound i
- readme_macos @guide:2.1
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * FluidSynth for MIDI p... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- readme_windows @guide:2.1
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * DirectSound3D, EAX 2.... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- readme_macos @guide:2.2
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * FluidSynth for MIDI p... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- readme_windows @guide:2.2
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * DirectSound3D, EAX 2.... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- readme_macos @guide:2.3
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * FluidSynth for MIDI p... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- readme_windows @guide:2.3
- ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff... [[http://www.fmod.org/|FMOD]] for audio playback (sound effects, music, CD audio tracks) * Supports the... ww.libsdl.org/projects/SDL_mixer/|SDL_mixer]] for sound effects and music files * DirectSound3D, EAX 2.... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- generator_syntax @ded
- n { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volume = 1.0; Hit Sound = ""; Hit Volume = 1.0; } } </code> ==== State ==== Makes ... velocity when the particle is first spawned. ; Sound : ID of the sound to play when a particle enters this stage. Sound will use the particle's coordinates