2006-02-24 04:48:15 +00:00
|
|
|
// Doom Doors ---------------------------------
|
|
|
|
|
|
|
|
:DoorOpenNormal
|
|
|
|
play doors/dr1_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseNormal
|
|
|
|
play doors/dr1_clos
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenBlazing
|
|
|
|
play doors/dr2_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseBlazing
|
|
|
|
play doors/dr2_clos
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
[DoorNormal
|
|
|
|
0 DoorOpenNormal
|
|
|
|
1 DoorCloseNormal
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// Heretic Doors ------------------------------
|
|
|
|
|
|
|
|
:HereticDoorOpen
|
|
|
|
play doors/dr1_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:HereticDoorClose
|
|
|
|
play doors/dr1_open
|
|
|
|
stopsound doors/dr1_clos
|
|
|
|
end
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
[HereticDoor
|
|
|
|
0 HereticDoorOpen
|
|
|
|
1 HereticDoorClose
|
|
|
|
2 HereticDoorOpen
|
|
|
|
3 HereticDoorClose
|
|
|
|
]
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// Strife Doors -------------------------------
|
|
|
|
|
|
|
|
:DoorOpenStone
|
|
|
|
play doors/stone_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseStone
|
|
|
|
play doors/stone_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenLargeMetal
|
|
|
|
play doors/large_metal_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseLargeMetal
|
|
|
|
play doors/large_metal_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenSmallMetal
|
|
|
|
play doors/small_metal_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseSmallMetal
|
|
|
|
play doors/small_metal_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenLargeWood
|
|
|
|
play doors/large_wood_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseLargeWood
|
|
|
|
play doors/large_wood_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenSmallWood
|
|
|
|
play doors/small_wood_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseSmallWood
|
|
|
|
play doors/large_wood_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenAirlock
|
|
|
|
play doors/airlock_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseAirlock
|
|
|
|
play doors/airlock_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorOpenChain
|
|
|
|
play doors/chain_open
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
|
|
|
:DoorCloseChain
|
|
|
|
play doors/chain_close
|
|
|
|
nostopcutoff
|
|
|
|
end
|
|
|
|
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
|
|
|
[DoorStone
|
|
|
|
0 DoorOpenStone
|
|
|
|
1 DoorCloseStone
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorLargeMetal
|
|
|
|
0 DoorOpenLargeMetal
|
|
|
|
1 DoorCloseLargeMetal
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorSmallMetal
|
|
|
|
0 DoorOpenSmallMetal
|
|
|
|
1 DoorCloseSmallMetal
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorLargeWood
|
|
|
|
0 DoorOpenLargeWood
|
|
|
|
1 DoorCloseLargeWood
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorSmallWood
|
|
|
|
0 DoorOpenSmallWood
|
|
|
|
1 DoorCloseSmallWood
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorAirlock
|
|
|
|
0 DoorOpenAirlock
|
|
|
|
1 DoorCloseAirlock
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
|
|
|
[DoorChain
|
|
|
|
0 DoorOpenChain
|
|
|
|
1 DoorCloseChain
|
|
|
|
2 DoorOpenBlazing
|
|
|
|
3 DoorCloseBlazing
|
|
|
|
]
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// Not Doors ----------------------------------
|
|
|
|
|
|
|
|
:CeilingNormal
|
|
|
|
playrepeat plats/pt1_mid
|
|
|
|
end
|
|
|
|
|
|
|
|
:CeilingSemiSilent
|
|
|
|
stopsound plats/pt1_stop
|
|
|
|
end
|
|
|
|
|
|
|
|
:Floor
|
|
|
|
playrepeat plats/pt1_mid
|
|
|
|
stopsound plats/pt1_stop
|
|
|
|
end
|
|
|
|
|
|
|
|
:Platform
|
|
|
|
playuntildone plats/pt1_strt
|
|
|
|
stopsound plats/pt1_stop
|
|
|
|
end
|
|
|
|
|
|
|
|
:Silence
|
|
|
|
end
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
|
|
|
|
// Heretic Ambience ---------------------------
|
|
|
|
|
|
|
|
:HereticAmbience
|
|
|
|
// Heretic waits 10 seconds after level load before it starts
|
|
|
|
// playing any sounds.
|
|
|
|
delayonce 350
|
|
|
|
|
|
|
|
volumerand 0 50
|
|
|
|
attenuation none
|
|
|
|
randomsequence
|
|
|
|
delayrand 210 465
|
|
|
|
restart
|
|
|
|
end
|
|
|
|
|
|
|
|
// To be 100% correct, these sequences shouldn't actually wait for
|
|
|
|
// the last sound to stop playing, but I thought it would be nice
|
|
|
|
// to make them stand-alone so you don't always have to play them
|
|
|
|
// from inside HereticAmbience.
|
|
|
|
|
|
|
|
:AFX_Scream
|
|
|
|
environment 0
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playuntildone world/amb1
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Squish
|
|
|
|
environment 1
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playuntildone world/amb2
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Drops
|
|
|
|
environment 2
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
play world/amb3
|
|
|
|
delayrand 16 47
|
|
|
|
play world/amb7
|
|
|
|
delayrand 16 47
|
|
|
|
play world/amb3
|
|
|
|
delayrand 16 47
|
|
|
|
play world/amb7
|
|
|
|
delayrand 16 47
|
|
|
|
play world/amb3
|
|
|
|
delayrand 16 47
|
|
|
|
play world/amb7
|
|
|
|
delayrand 16 47
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_SlowFootsteps
|
|
|
|
environment 3
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playtime world/amb4 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 15
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 15
|
|
|
|
volumerel -2.36
|
|
|
|
playuntildone world/amb11
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Heartbeat
|
|
|
|
environment 4
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playtime world/amb5 35
|
|
|
|
playtime world/amb5 35
|
|
|
|
playtime world/amb5 35
|
|
|
|
playuntildone world/amb5
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Bells
|
|
|
|
environment 5
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playtime world/amb6 17
|
|
|
|
volumerel -6.3
|
|
|
|
playtime world/amb6 17
|
|
|
|
volumerel -6.3
|
|
|
|
playtime world/amb6 17
|
|
|
|
volumerel -6.3
|
|
|
|
playuntildone world/amb6
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Growl
|
|
|
|
environment 6
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playuntildone world/amb12
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Magic
|
|
|
|
environment 7
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playuntildone world/amb8
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_Laughter
|
|
|
|
environment 8
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playtime world/amb9 16
|
|
|
|
volumerel -3.15
|
|
|
|
playtime world/amb9 16
|
|
|
|
volumerel -3.15
|
|
|
|
playtime world/amb9 16
|
|
|
|
volumerel -3.15
|
|
|
|
playtime world/amb10 16
|
|
|
|
volumerel -3.15
|
|
|
|
playtime world/amb10 16
|
|
|
|
volumerel -3.15
|
|
|
|
playuntildone world/amb10
|
|
|
|
end
|
|
|
|
|
|
|
|
:AFX_FastFootsteps
|
|
|
|
environment 9
|
|
|
|
slot HereticAmbience
|
|
|
|
|
|
|
|
playtime world/amb4 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb11 8
|
|
|
|
volumerel -2.36
|
|
|
|
playtime world/amb4 8
|
|
|
|
volumerel -2.36
|
|
|
|
playuntildone world/amb11
|
|
|
|
end
|