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
- map_info_syntax
- the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified inste... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim... 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
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = ""... " Xdeath State = "" Raise State = "" See Sound = "" Attack Sound = "" Pain Sound = "" Death Sound = "" Active Sound = "" Reaction Time = 0 Pain Chance = 0
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... yntax. ===== Core concepts ===== ==== Ambient sounds ==== Sounds can be played for ambient effect in sectors with this type. [[#Ambient sound]]s are played at the interval specified (which, i
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... activate the game menu. ==== Audio ==== ; ''Sound'' (sound-id) : Play the specified sound. There must be a [[:sound]] definition with the given ID. ; ''Sound
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... p. ==== first_only ==== (Value = 0x2) ===== Sounds ===== ==== shift ==== (Value = 0x1) ==== shi
- 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 ... ction. Random components of the given value are added to [[#Vector]]. For example, if Vector Rnd is 2, ... vector with components ranging from -2 to 2 is added to Vector. ==== Init Vector Rnd ==== One-time r
- sector_type_syntax
- on = 0.0 Gravity = 0.0 Act tag = 0 Ambient sound = "" Ambient min interval = 0.0 Ambient max i... e used instead.</note> ==== Comment ==== Intended for a textual description of what the sector type... 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]]
- environment
- the audio characteristics used to generate the 3D sound stage. Presently the engine predefines the follo... | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]