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UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#2">Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#3">Source Files</a><br>
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<br>Level Design<br>
<div class="menutitle" onclick="SwitchMenu('sub1')">&raquo; Setting Up UberRadiant</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html">That Scary Error Msg</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#3">Display Tab</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#3">Building The Room</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#4">Adding a Light</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub3')">&raquo; Constructing Terrain</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html">Setting up the Tools</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#2">Creating Terrain</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="ldesign_lighting.html">Lighting System</a><br>
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<br>Scripting<br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_syntax.html">Scripting Syntax</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_waves.html">Spawning Waves</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_flying.html">Creating Flying Creatures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub6')">&raquo; Global Script Synopsis</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_g.html">Game Module</a><br>
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<br>Older Documentation<br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_shadermanual.html">Shader Manual</a><br>
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<td valign="top" width="533"><p class="header"><br>
global_soundPan.scr</p>
<p class="subheader">Dependencies</p>
<p> None.</p>
<p class="subheader">Function</p>
<p> Randomly pick a sound from a passed in list, and then pan that sound
around as it plays.</p>
<p class="subheader"> How To Use</p>
<p> Call the Init function to initialize the system. Use the AddSound function
to input a list of sounds to choose from. YOU MUST ADD ALL THE SOUNDS
BEFORE RUNNING THE SYSTEM! If a sound is added after the system is running,
it could cause some timing issues and bork the whole thing. Then call
the start function to begin running the system, call the stop function
to hault the system.</p>
<p>There should only be ONE of these systems initialized / running per level!
Initializing / running multiple systems will cause weird and unexpected
behavior!</p>
<p class="subheader">External Functions</p>
<p> <strong>globalSoundPan_Init()</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Initializes the system so it can function</p>
<p><strong>Parms:</strong><br>
None.</p>
</blockquote>
<p> <strong>globalSoundPan_AddSound( _sound, _channel, _volume, _mindist,
_chance, _length, _offset, _pause )</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Add sounds into the system. Must be done BEFORE the system is running.</p>
</blockquote>
<ul type="square">
<strong>Parms:</strong>
<li> <strong>_sound</strong> (string)<br>
Path of the sound.<br>
<br>
</li>
<li> <strong>_channel</strong> (float)<br>
The channel to play the sound on, should be 5 for most cases.<br>
<br>
</li>
<li> <strong>_volume</strong> (float)<br>
0 - 1 scale of how loud it should play, 1 being the loudest.<br>
<br>
</li>
<li> <strong>_mindist</strong> (float)<br>
Distance before it starts to fall off.<br>
<br>
</li>
<li> <strong>_chance</strong> (float)<br>
0 - 1 chance of the sound playing when chosen, 1 means 'always'.<br>
<br>
</li>
<li> <strong>_length</strong> (float)<br>
Amount of time the panner should be moving (in general should match
the approx length of the sound file).<br>
<br>
</li>
<li> <strong>_offset</strong> (float)<br>
Distance for the panner to move.<br>
<br>
</li>
<li> <strong>_pause</strong> (float)<br>
Number of seconds to wait before choosing another sound.<br>
<br>
</li>
</ul>
<p> <strong>globalSoundPan_Start()</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Begins running the system</p>
<p><strong>Parms:</strong><br>
None.</p>
</blockquote>
<p> <strong>globalSoundPan_Stop() </strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Stops running the system</p>
<p><strong>Parms:</strong><br>
None.</p>
</blockquote>
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<td class="legal"> Copyright &copy;2003 Ritual Entertainment, Inc. All rights reserved.<br>
Please do not email Ritual Entertainment with questions about the
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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