Editing EDF sound reference
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===Fields=== | ===Fields=== | ||
*'''lump''' | *'''lump''' | ||
: | :Default: If a value is not provided to this field, then this sound's mnemonic will be copied directly to this field. In this case, the default value for the prefix field becomes "true". This means that the mnemonic will be prefixed with the "DS" prefix to construct the final sound lump name. If an explicit value is provided to this field, then the default value of the prefix field becomes "false". This means the lump name, as provided, becomes the final sound lump name and will not be prefixed in any way. | ||
:The lump field indicates the lump name that this sound resource will have in WAD files. If the prefix field below is true, the prefix "DS" will be appended to this name when looking for the sound. Otherwise, this name will be used exactly as it is provided. In the event a sound is not found, a default sound for the current game mode (DSPISTOL in DOOM, GLDHIT in Heretic) will be played instead. | |||
:If a value is not provided to this field, then this sound's mnemonic will be copied directly to this field. In this case, the default value for the | |||
*'''prefix''' | *'''prefix''' | ||
:Default = Depends on presence of lump field | :Default = Depends on presence of lump field | ||
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:This field establishes a relative priority for this sound. When sounds must be stopped in order to start new ones, those with the lowest priority will be replaced first. Priority scales down with distance, so sounds playing at higher volume or closer to the player have priority over quieter and more distant sounds. Please note carefully that a higher value in this field means a lower priority. So 0 is the highest priority possible, and 255 is the lowest priority (priorities lower than 255 will be capped into range). | :This field establishes a relative priority for this sound. When sounds must be stopped in order to start new ones, those with the lowest priority will be replaced first. Priority scales down with distance, so sounds playing at higher volume or closer to the player have priority over quieter and more distant sounds. Please note carefully that a higher value in this field means a lower priority. So 0 is the highest priority possible, and 255 is the lowest priority (priorities lower than 255 will be capped into range). | ||
*'''link''' | *'''link''' | ||
:Default = | :Default = "none" | ||
:This field links this sound definition to another existing sound definition. Its value must either be | :This field links this sound definition to another existing sound definition. Its value must either be "none," or another valid sound mnemonic. When a linked sound is played, the sound that is linked to will be played instead, using the linkvol and linkpitch parameters provided in this sound entry. All parameters for playing the sound, including priority, singularity, pitch variance, and clipping distances come from this sound definition, and not from the sound to which this one is linked. | ||
*'''alias''' | *'''alias''' | ||
:Default = "none" | :Default = "none" | ||
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*'''random''' | *'''random''' | ||
:Default = no list | :Default = no list | ||
:This fields allows this sound to have random alternatives when it's played. Include the list of sound mnemonics, separated by commas | :This fields allows this sound to have random alternatives when it's played. Include the list of sound mnemonics, separated by commas, within curly braces. | ||
*'''skinindex''' | *'''skinindex''' | ||
:Default = ''sk_none'' | :Default = ''sk_none'' | ||
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:This field provides a value to be added to the sound's volume when a linked sound is played through this sound definition. Volume range is from 0 to 127, but this field may be any value. The resulting value when added to the base volume will be capped into range. For example, if a sound normally plays at full volume, specifying a negative value in this field will reduce the volume. | :This field provides a value to be added to the sound's volume when a linked sound is played through this sound definition. Volume range is from 0 to 127, but this field may be any value. The resulting value when added to the base volume will be capped into range. For example, if a sound normally plays at full volume, specifying a negative value in this field will reduce the volume. | ||
*'''linkpitch''' | *'''linkpitch''' | ||
:Default = | :Default = 127 (normal) | ||
:This field provides a pitch value to be used when a linked sound is played through this sound definition. Pitch values should be between 0 and 255 when provided. | :This field provides a pitch value to be used when a linked sound is played through this sound definition. Pitch values should be between 0 and 255 when provided. | ||
*'''clipping_dist''' | *'''clipping_dist''' | ||
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:This value specifies the distance from the origin at which this sound will be at full volume. Attenuation between the clipping_dist and close_dist values is currently always linear. The sound engine currently only considers an approximate distance on the X-Y plane, so this behavior may be slightly more rough than expected. The value of this field should be less than the value of the clipping_dist field above. If not, the sound will always be played at full volume (this can be intentionally exploited). | :This value specifies the distance from the origin at which this sound will be at full volume. Attenuation between the clipping_dist and close_dist values is currently always linear. The sound engine currently only considers an approximate distance on the X-Y plane, so this behavior may be slightly more rough than expected. The value of this field should be less than the value of the clipping_dist field above. If not, the sound will always be played at full volume (this can be intentionally exploited). | ||
*'''pitchvariance''' | *'''pitchvariance''' | ||
:Default = | :Default = none | ||
:This field allows specification of the type of pitch variation this sound plays with when pitched sounds are enabled. The following values are allowed: | :This field allows specification of the type of pitch variation this sound plays with when pitched sounds are enabled. The following values are allowed: | ||
:* | :*none -- No pitch variation | ||
:* | :*Doom -- Pitch variation similar to that used in DOOM v1.1 for most sounds | ||
:* | :*DoomSaw -- Pitch variation similar to that used for saw sounds in DOOM v1.1. | ||
:* | :*Heretic -- Pitch variation similar to that used in Heretic | ||
:* | :*HereticAmbience -- Pitch variation similar to that used in Heretic for global ambience. | ||
:In general, DOOM types provide less variation than Heretic types. Note that Eternity has now repaired some bugs in the BOOM sound pitch variation code, and so the effect works much better than it did previously. | :In general, DOOM types provide less variation than Heretic types. Note that Eternity has now repaired some bugs in the BOOM sound pitch variation code, and so the effect works much better than it did previously. | ||
*'''subchannel''' | *'''subchannel''' | ||
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:Default = -1 | :Default = -1 | ||
:In order to be accessible to Dehacked patches, a sound definition must be given a unique DeHackEd number. The value zero is reserved and cannot be used. In order to avoid conflict, and to remain compatible with future versions of the Eternity Engine, user sounds should either use DeHackEd numbers between 10000 and 32768, or simply use the value -1 if no thing/frame or DeHackEd access is necessary. | :In order to be accessible to Dehacked patches, a sound definition must be given a unique DeHackEd number. The value zero is reserved and cannot be used. In order to avoid conflict, and to remain compatible with future versions of the Eternity Engine, user sounds should either use DeHackEd numbers between 10000 and 32768, or simply use the value -1 if no thing/frame or DeHackEd access is necessary. | ||
===Example=== | ===Example=== | ||
# Define some new sounds | # Define some new sounds | ||
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Sector movement sequences are used by placing thing types #1400 to #1500 on the map, inside the designated sectors. The ones numbered from #1400 to #1499 will play the sequence with the '''id''' between 0 and 99, while #1500 will use its first argument in the [[ExtraData]] definition. | Sector movement sequences are used by placing thing types #1400 to #1500 on the map, inside the designated sectors. The ones numbered from #1400 to #1499 will play the sequence with the '''id''' between 0 and 99, while #1500 will use its first argument in the [[ExtraData]] definition. | ||
Polyobject sequences are set up from the [[Polyobject_linedef_types|Polyobj_StartLine and Polyobj_ExplicitLine]] ExtraData linedef specials. '''Polyobj_StartLine''' uses the 3rd argument for this, while '''Polyobj_ExplicitLine''' uses the 4th. | Polyobject sequences are set up from the [[Polyobject_linedef_types|Polyobj_StartLine and Polyobj_ExplicitLine]] ExtraData linedef specials. '''Polyobj_StartLine''' uses the 3rd argument for this, while '''Polyobj_ExplicitLine''' uses the 4th. |