Fulltext results:
- audio @script:module
- . | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] script to set up ambient sound sequences in that map. The sound sequences are reset back to the built-in sequences whenever the map cha
- world @script:module
- ns the ID number of the thing. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of t... be the same regardless. #@Identifier_HTML~startSound~@# ( #@Arg_HTML~Text,id~@#, #@Arg_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//. #@Id
- reference
- * **Audio:** * [[.module:audio|Start local sounds]] * **Configuration:** * [[https://git.sky... complete (e.g., maintenance during upgrades, SF2 soundfont caching)]] * **Console:** * [[.module:c... [[.module:World#attack|Attack, drop items, start sounds]] * [[.module:World#flags|Query and change t... ==== See the [[language|Language reference]] for information about the syntax, and built-in functions
- defs @script:module
- XDEATH, decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, thing... Chance: 200 radius: 20 reactionTime:8 sounds: [ popain, podth1, posact, , posit1 ] spa... fs.SDN_*'' constants are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. =... ndex number for a given ID: #@Identifier_HTML~getSoundNum~@# ( #@Arg_HTML~Text,name~@# ) #@Identifier_H