Editing EDF sound reference
From Eternity Wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 49: | Line 49: | ||
: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" | ||
Line 56: | Line 56: | ||
*'''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'' | ||
Line 84: | Line 84: | ||
: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''' |