Fulltext results:
- sound
- ====== 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
- infine_script_reference
- activate the game menu. ==== Audio ==== ; ''Sound'' (sound-id) : Play the specified sound. There must be a [[:sound]] definition with the given ID. ; ''SoundAt'' (sound-id) (volume) : Pla
- generator_syntax
- n { 0.0 0.0 } Spin Resistance { 0.0 0.0 } Sound = ""; Volume = 1.0; Hit Sound = ""; Hit Volume = 1.0; } } </code> ==== State ==== Makes ... velocity when the particle is first spawned. ; Sound : ID of the sound to play when a particle enters this stage. Sound will use the particle's coordinates
- thing
- " Xdeath State = "" Raise State = "" See Sound = "" Attack Sound = "" Pain Sound = "" Death Sound = "" Active Sound = "" Reaction Time = 0 Pain Chance = 0 Spawn Health = 0
- sector_type_syntax
- on = 0.0 Gravity = 0.0 Act tag = 0 Ambient sound = "" Ambient min interval = 0.0 Ambient max i... 2-bit integer values are accepted. ==== Ambient sound ==== ID of the [[:sound]] to be played in sectors with this type. See [[:sector_type#Ambient_sounds]] ... al ==== Minimum interval in playing the ambient sound of the sector, in seconds. ==== Ambient max int
- map_info_syntax
- 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]].
- skip
- '. ===== Examples ===== Skip if the option '-nosound' is found on the command line: SkipIf -nosound; Skip if the identity key for the current game does
- environment
- the audio characteristics used to generate the 3D sound stage. Presently the engine predefines the follo
- flags_reference
- alue = 0x8) Disable distance attenuation for this sound sample. ==== repeat ==== (Value = 0x10) ==== d
- sector_type
- ient effect in sectors with this type. [[#Ambient sound]]s are played at the interval specified (which, i