qzdoom-gpl/wadsrc/static/sndseq.txt

340 lines
5.3 KiB
Text
Raw Normal View History

// 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
]
// 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
]
// 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/small_wood_close
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
]
// 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