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EDF sound reference
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===Sequence commands=== *play <sound> : The indicated sound will be played but the sequence will not delay in moving to the next command. If this is the last sound in the sequence, the sound might be cutoff unless other properties prevent this. *playuntildone <sound> : The indicated sound will be played, and the sequence will not move on to the next command or terminate until the sound has finished playing. *playtime <sound> <time> : The indicated sound will be played and the sequence will pause for the number of gametics (35 per second) before moving on to the next command. *playrepeat <sound> : The indicated sound will be played continuously without interruption. This command never ends, so the sequence will not terminate unless something such as a sector action stops it externally. This command should not be used in global environmental sequences. *playloop <sound> <time> : The indicated sound will be played in a loop every "time" gametics. As above, this command will never end. *playabsvol <sound> <vol> : Like the play command, but allows specification of the sound's base volume from 0 to 127. *playrelvol <sound> <vol> : Like the play command, but specifies a volume which is relative to the sound sequence's previous volume setting. *delay <tics> : Stop the sound sequence from progressing for the indicated number of gametics. *delayrand <min> <max> : Delay the sound sequence from progressing for a random number of gametics between and including "min" and "max". *volume <vol> : Set the sequence's current absolute volume level to the indicated value between 0 and 127. *relvolume <vol> : Modify the sequence's current absolute volume level by the indicated amount. The number specified should be negative to make the sequence more quiet. *attenuation <attn> : Set the sequence's attenuation value. This command is executed at game startup and therefore the last one specified is the only one that will take effect. *stopsound <snd> : Set the sequence's stopsound attribute. This command is executed at game startup and therefore the last one specified is the only one that will take effect. *nostopcutoff : Set the sequence's nostopcutoff attribute. This command is executed at game startup and therefore the last one specified is the only one that will take effect. *restart : Restart the current sound sequence. This command should not be used in global environmental sequences. *end : End the sequence. This command is not required by the Eternity Engine, and exists for Hexen compatibility.
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