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| script:module:audio [2019-12-15 16:14] – [Functions] skyjake | script:module:audio [2020-11-12 16:25] (current) – skyjake | ||
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| + | ====== Audio (Module) ====== | ||
| + | Module for the audio subsystem. | ||
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| + | ===== Functions ===== | ||
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| + | Start playing a local sound without any particular emitter object. //sound// must be a valid ID of a [[ded: | ||
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| + | This is useful for example for UI/HUD sound effects. Use [[script: | ||
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| + | (Availability: | ||
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| + | In Heretic, ambient sound effects are linked to DoomEd numbers 1200-1299. When one of these map spots is placed in a map (coordinates do not matter), the corresponding ambient sequence is registered for playing. // | ||
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| + | Each ambient sequence is composed of an array of commands. Below is an example of one of Heretic' | ||
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| + | < | ||
| + | Audio.setAmbientSequence(2, | ||
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| + | The available commands are: | ||
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| + | ^ Command ^ Parameters ^ Description | | ||
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| + | This function can be called from a [[ded: | ||
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| + | This function can also be called during a map. If the currently playing sequence is modified, it will restart as if the '' | ||