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
- 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... ient 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... alue = 0x8) Disable distance attenuation for this sound sample. ==== repeat ==== (Value = 0x10) ==== d
- 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]]