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script:module:audio [2020-11-12 15:41] – skyjake | script:module:audio [2020-11-12 16:25] (current) – skyjake | ||
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+ | ====== Audio (Module) ====== | ||
+ | Module for the audio subsystem. | ||
+ | |||
+ | ===== 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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+ | # | ||
+ | # | ||
+ | # | ||
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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' | ||
+ | |||
+ | < | ||
+ | Audio.setAmbientSequence(2, | ||
+ | " | ||
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+ | ]) | ||
+ | </ | ||
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+ | The available commands are: | ||
+ | |||
+ | ^ 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 '' |