Fulltext results:
- sound
- e sound per emitter" option is disabled. Instead, sound priorities are calculated dynamically based on time, distance, and volume. ==== Link ==== See [[#Linked Sounds]] ==== Link Pitch ==== See [[#Linked Sounds]] ==== Link Volume ==== See [[#Linked Sounds]] ===== Examples ===== # (Basic) Using a lump sa
- thing
- ruck by it andit also raises the things ascioated sound effects to max volume (i.e the sounds become unaffected by distance). | | firedamage| | Yes| Yes| If a shootable thing is kill... er.id(), 'is touching:', self.id(); self.startSound('impsit'); Game.setMessage('Got it, yes'); ... ate. ; "destroy" : Destroy the thing (note that sounds emitted by the thing require that it remains in
- infine_script_reference
- a [[:sound]] 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]] definition with
- generator_syntax
- 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].
- environment
- 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