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]] ==== ... nk Pitch ==== See [[#Linked Sounds]] ==== Link Volume ==== See [[#Linked Sounds]] ===== Examples ===== # (Basic) Using a lump sample. Sound { Id = "pistol"; Lump = "DSPISTOL"; } ... ve file sample with greater priority and shift. Sound { Id = "pistol"; Ext = "sound/kaboom.wav"
- 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].
- infine_script_reference
- ] 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]] de... ; ''DieSound'' (thing-type) : Play the "death" sound of the given thing. There must be a [[:thing]] de
- thing
- ruck by it andit also raises the things ascioated sound effects to max volume (i.e the sounds become unaffected by distance). |
- 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