qzdoom-gpl/wadsrc/static/sndseq.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

339 lines
5.3 KiB
Text

// 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
[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
[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/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
[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
// 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