Fulltext results:
- world @script:module
- 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//. #@Identifier_HTML~target~@# ( ) Returns a reference to the
- 2.3 @version
- ng is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be ad
- defs @script:module
- 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
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback characteristics of a sound effect sample. ===== Core Concepts ===== ====... ferences ==== A reference is used to link actual sound data samples to a //Sound// definition. Only one
- audio @script:module
- m. ===== Functions ===== #@Identifier_HTML~localSound~@# ( #@Arg_HTML~Text,sound~@#, #@Arg_HTML~Number,volume~@# ) Start playing a local sound without any particular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]].
- 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
- map_info_syntax @ded
- le fog in the map. | | lightning | Enable thunder sound effects and random flashes of bright lighting in ... o allow defining additional or customized ambient sound sequences in Heretic. Added in [[version:2.3]].
- thing @ded
- " Xdeath State = "" Raise State = "" See Sound = "" Attack Sound = "" Pain Sound = "" Death Sound = "" Active Sound = "" Reaction Time = 0 Pain Chance = 0 Spawn Health = 0
- 2.2 @version
- . New script bindings have been added for playing sounds and showing in-game messages, for example. The s
- 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... quality is not as high and it does not support 3D sound effects. Like other external resources, placing
- mods @guide
- ained additional or alternative levels, graphics, sounds, and music. Over time, source ports have added s
- doomsday @guide:2.2:man
- 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... ly based on [[glBSP]]) Audio: * 3D positional sound effects * Environmental [[echo and reverb]] eff
- 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
- 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