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EDF sound reference
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===Example=== // This is a sequence playable by name only. It is one of the default sector sequences // defined in sounds.edf, and is used by Heretic doors when they close. soundsequence EEDoorCloseNormal { cmds = { "play EE_DoorOpen", "stopsound EE_DoorClose" } } // This is an environmental sequence for Heretic, which is used by placing a thing of // type 1200 anywhere on the map. It is started by the environmental sequence manager // at random, with the probability of it being played being determined by the proportion // of 1200 objects to other environmental sequence spots on the map. soundsequence EEHticAmbScream { type = environment id = 0 cmds = { "playuntildone ht_amb1" } volume = 96 minvolume = 32 attenuation = none } // This is a sound sequence meant to be played by a PolyObject. It could also use // type sector and would still work, but using type door is more explicit. PolyObjects // always use door-type actions when starting sequences, so they check the door lookup // first for id numbers between 0 and 63. soundsequence PolyDoor { type = door id = 0 cmds = { "play EE_BDoorOpen", "stopsound EE_PlatStop" } } // This is one of the more complicated environmental sequences from sounds.edf. // It plays two alternating footstep sounds every 15 gametics at a constantly // decreasing volume level. soundsequence EEHticSlowFootSteps { type = environment id = 3 cmds = { "playtime ht_amb4 15", "playrelvol ht_amb11 -3", "delay 15", "playrelvol ht_amb4 -3", "delay 15", "playrelvol ht_amb11 -3", "delay 15", "playrelvol ht_amb4 -3", "delay 15", "playrelvol ht_amb11 -3", "delay 15", "playrelvol ht_amb4 -3", "delay 15", "playrelvol ht_amb11 -3", "nostopcutoff" } volume = 96 minvolume = 32 attenuation = none } // Yes, sound sequences can be completely silent :) All fields are defaulting, and // the only command in the command list is "end". soundsequence EEPlatSilent { }
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