Fulltext results:
- 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
- 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
- sound @ded
- tc. ==== Name ==== Unique symbolic name of the sound. Used as a reference to this sound only in [[sndinfo]] and [[sndseq]] definitions. ==== Ext ==== Name of a sound [[external_resource_file|file]]. Used to locate t... [#Sample References]] ==== Lump ==== Name of a sound [[lump]]. Used to locate the sample from a [[guid... eat continuously until stopped (either by another sound or an in-game action). Used in conjunction with t
- 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
- reference @script
- * **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
- map_info_syntax @ded
- Map Info { ID = ""; Name = ""; Author = ""; Flags = flag1 | flag2; Gravity = 1.... ersion 1.9.7, linking a Sky definition to the Map Info # is the preferred method of sky configuratio... APxy" depending on the game. Example: if this map info is meant for the first map of the second episode,... le fog in the map. | | lightning | Enable thunder sound effects and random flashes of bright lighting in
- overview_of_resources_doomsday_1.x @modding
- es, menu graphics and fonts, background music and sound effects are loaded from WAD files. Doomsday has a... namic lights | | Music| Background music | | Sfx| Sound effects | Another example: sound effects for Doom II would be placed in the directory //data/doom2/sf... you will get an error message. Wikipedia has more information about [[http://en.wikipedia.org/wiki/PK3_(
- 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 playback using [[SF2]] soundfonts Multiplayer: * Supports up to [[15 playe
- doomsday @guide:2.2:man
- em when needed. ; ''-version'' : Show version information. ; ''-wnd'' | ''-window'' : Starts in ... 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
- 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 2.0 (32-bit only), Windows Multimedia (for MIDI) Multipl
- 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 playback using [[SF2]] soundfonts Multiplayer: * Supports up to [[15 playe
- doomsday @guide:2.3:man
- em when needed. ; ''-version'' : Show version information. ; ''-wnd'' | ''-window'' : Starts in ... 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
- 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 2.0 (32-bit only), Windows Multimedia (for MIDI) Multipl
- player_controls @devel
- * Periodic position, velocity, and direction information from the players (these don't have to have... n could be sent less frequently). This is generic information that cannot be modified by games. * Imp... f the local players. The server will respect this information and apply necessary safeguards against cheating when the movement information is received from the clients. The server