Fulltext results:
- sound @ded
- e sound per emitter" option is disabled. Instead, sound priorities are calculated dynamically based on time, distance, and volume. ==== Link ==== See [[#Linked Sounds]] ==== ... nk Pitch ==== See [[#Linked Sounds]] ==== Link Volume ==== See [[#Linked Sounds]] ===== Examples ===== # (Basic) Using a lump sample. Sound { Id = "pistol"; Lump = "DSPISTOL"; } ... ve file sample with greater priority and shift. Sound { Id = "pistol"; Ext = "sound/kaboom.wav"
- audio @script:module
- al 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 range 0...1. This is useful for example for UI/HUD sound effects. Use [[script:mo... ers ^ Description | | ''play'' | soundID | Play a sound (random volume) | | ''playabsvol'' | soundID, volume | Play a sound at specified volume (0...127) | | ''playrelvol'' | soundID, volumeO
- generator_syntax @ded
- ounds is a heavy operation.</note> ; Volume : Volume of //Sound// [0..1]. ; Hit Sound : ID of the sound to pl... se carefully as starting a lot of sounds is a heavy operation.</note> ; Hit Volume : Volume of //Hit sound// [0..1].
- infine_script_reference @ded
- ] definition with the given ID. ; ''SoundAt'' (sound-id) (volume) : Play a sound at the specified volume. The volume must be between zero and one, one being the maximum. ; ''SeeSound'' (thing-type) : Play the "see" sound of the given thing. There must be a [[:thing]] de... ; ''DieSound'' (thing-type) : Play the "death" sound of the given thing. There must be a [[:thing]] de
- thing @ded
- ruck by it andit also raises the things ascioated sound effects to max volume (i.e the sounds become unaffected by distance). |
- 1.9.0-beta6 @version
- == dsDirectSound ==== * Linear to logarithmic sound effect volume translation resulted in no audible sound if 3D sound positioning was enabled and the sound effects volume control was lower than maximum. ===== Changes ===== * All
- world @script:module
- g_HTML~Number,volume~@# = 1.0 ) Starts playing a sound using the thing as the emitter. By default, the volume is at maximum (1.0). There must be a [[ded:sound|Sound definition]] with a matching //id//. #@Identifier_HTML~target~@# ( ) Returns a reference to the
- 1.9.0-beta6.6 @version
- p_id=74815&atid=542099 * "sdl_mixer + external sound files getting cut short". http://sourceforge.net/... === Windows === * Vista/7: Non-working music volume controls. * "Music volume and balance". http://sourceforge.net/tracker/?func=detail&aid=2719125&group_
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- initialization issue] * Hexen: pottery explode sound gets a channel but doesn't play [sf_dontstop] *... marker not smoothed/angle not updated * Doom: sound effect missing for screen resize * intermissio... and excessive volumes; efficient test for a full volume * mobj <-> polyobj collisions thrust mobj at a
- environment @ded
- the audio characteristics used to generate the 3D sound stage. Presently the engine predefines the follo... ironments: ^ Id ^ Reverb Characteristics ||| | | Volume Mul| Decay Mul| Damping Mul | ^ Metal | 100%| 100