Fulltext results:
- world @script:module
- the volume is at maximum (1.0). There must be a [[ded:sound|Sound definition]] with a matching //id//. #@Identifi... order|Defs.things.order]] array. Note that the [[ded:Thing|Thing definition ID]] (a text string) can b
- defs @script:module
- fs.SDN_*'' constants are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===... ndex number for a given ID: #@Identifier_HTML~getSoundNum~@# ( #@Arg_HTML~Text,name~@# ) #@Identifier_H
- audio @script:module
- al sound without any particular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volum... [script:module:world#World.Thing|World.Thing.startSound()]] to play a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@... a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] script to set up ambient sound sequences in that map. The sound sequences are reset back to the built-in sequences whenever the map cha
- reference
- t is not a compiled language and thus is not intended for high-performance or time-critical tasks. Game... * **Audio:** * [[.module:audio|Start local sounds]] * **Configuration:** * [[https://git.sky... complete (e.g., maintenance during upgrades, SF2 soundfont caching)]] * **Console:** * [[.module:c... script:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * R