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
- 2.3 @version
- ng is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be added via the [[script:module:audio#setAmbientSequence|... mage loader now supports 8-bit and run-length encoded images. * The FPS limiter setting is available even when no game is loaded. The "refresh-rate-maximum" cvar was removed; you
- 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
- 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... [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 @script
- 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
- map_info_syntax @ded
- 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 @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
- ng]] in Doomsday. 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
- es, menu graphics and fonts, background music and sound effects are loaded from WAD files. Doomsday has a mechanism that all... oad and use it automatically. Resources are divided into a number of classes. Each class has its own ... 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 support for various other kinds of mods. It is i... Generally you should avoid changing the set of loaded mods while a game is running, so choose your mods... t opens, you can select one or more mods to be loaded in the game. Click on the (+) icon next to the mo... click "Play in...". The selected game will be loaded together with the mod, without making permanent c
- doomsday @guide:2.2:man
- d to specify a response file whose contents are added to the command line. ===== Options ===== ; ... ''-game'' option, the specified files will be loaded at startup. Without ''-game'' they are just registered as available files that can then be loaded in games. It is also possible to load data files ... known games and automatically loads them when needed. ; ''-version'' : Show version information.
- 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
- 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 2.0 (32-bit only), Windows Multimedia (for MIDI) Multipl
- 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