Fulltext results:
- 2.3
- ng is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be ad
- 2.1
- lect the audio output that Doomsday will use. The sound effect channel count can also be configured in Au
- 1.9.0-beta1...4
- large maps * improved: sectors now have three sound origins (center, floor, ceiling). Sector sounds a
- 1.9.0-beta5.1
- 9]] command line option reverts back to the DirectSound plugin (with 3D sound support and EAX effects), but MP3/OGG/etc. music playback won't be available in th
- 1.9.0-beta6
- n alternative plugin such as dsOpenAL and dsDirectSound. ==== Reported bugs ==== You can see a list o... dimensions and/or offsets. === XG === * Use sound played when the player crosses a linedef whose ty... &atid=542099&aid=2001999&group_id=74815). The Use sound is no longer played in this instance. * Segmen... 42099&aid=2131013&group_id=74815). ==== dsDirectSound ==== * Linear to logarithmic sound effect vol
- 1.9.0-beta6.2
- sounds played via ACS working incorrectly with 3D sound enabled. * Fixed: Changes to [[cvar]] [[player... * Fixed: Language files missing text string for "sound-driver-directsound". ==== dsDirectSound ==== * Fixed: EAX support not working in Windows XP. Note for Vista users: wh
- 1.9.0-beta6.6
- p_id=74815&atid=542099 * "sdl_mixer + external sound files getting cut short". http://sourceforge.net/
- 1.9.0-beta6.8
- Fatal error when attempting to load zero-length sound lumps e.g., dakills.wad http://www.doomworld.com/... spawning into the map no longer produce a pickup sound or result in a bonus flash. ==== Dependencies =
- 1.9.0-beta6.9
- creen now gradually fades to black while the quit sound plays (if enabled) before exit. ==== DOOM ==== * Removed three unused sound identifiers that are not present in the original game: wsplash nsplash blurb * Added a new sound identifier "secret" to be played upon the player locating a secret area. The same sound is still played by default but the new identifier
- 1.9.7
- http://fmod.org|FMOD Ex]] audio library for 2D/3D sound effects, reverb, and music playback. If you're us
- detailed_list_of_changes_in_doomsday_version_1.9.7
- initialization issue] * Hexen: pottery explode sound gets a channel but doesn't play [sf_dontstop] *... marker not smoothed/angle not updated * Doom: sound effect missing for screen resize * intermissio
- detailed_list_of_changes_in_doomsday_version_1.9.8
- Environment Wind sounds (e.g. Map01). There was a sound prioritization issue at map start. * Priorities defined in Sound definitions are used to determine when a sound can stop a previously playing sound from the same emitter (e.g., Cyberdemon and Mastermind alert sound i
- 1.9.8-1
- {{sfbug|3526183}} * Heretic: Play the correct sound effect when a door is closing * Dedicated mode
- detailed_list_of_changes_in_doomsday_version_1.9.9
- ===== * Mishandling of malformed Doom-format sound lumps. ===== Console ===== * Potential cras... ld" cheat. * Heretic: doors now play the right sound when closing (should be DOROPN at start, DORCLS a... mand line argument [[:noaudio]] (an alias of [[:nosound]]). ===== Console ===== * Command [[:listlu
- detailed_list_of_changes_in_doomsday_version_1.9.10
- 71}}, {{:arg|speakerprologic}}. * FMOD: {{:var|sound-rate}} has no effect with FMOD because upsampling