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 ===
- 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
- al sound without any particular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volum... #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 @script
- * **Audio:** * [[.module:audio|Start local sounds]] * **Configuration:** * [[https://git.sky... complete (e.g., maintenance during upgrades, SF2 soundfont caching)]] * **Console:** * [[.module:c... pt:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Readi... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- thing @ded
- ====== 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
- 2.2 @version
- . New script bindings have been added for playing sounds and showing in-game messages, for example. The s... y introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run w... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... 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
- mods @guide
- ained additional or alternative levels, graphics, sounds, and music. Over time, source ports have added s... * .wad * .deh (DeHackEd patch) * .pk3 * .ded (Doomsday-specific definitions) * .box (folder
- 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
- 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_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.... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t
- 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
- doomsday @guide:2.3: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_windows @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 * DirectSound3D, EAX 2.... . The recommendation on all platforms is FMOD for sound effects and FluidSynth for music, because these t