SNDSEQ
- Betanol
- Mensagens: 1653
- Registrado em: Dom Abr 09, 2006 10:17 pm
- 19
- Localização: Technocratic Republic Of Vinnland
SNDSEQ
eu fiz uma sequencia de som aqui, funciona... tudo ok..
mas logico, tem um problema....
o volume do som ta bom, mais o raio que ele pode ser ouvido eh enorme... do tipo tu passa uns 3 setores pra frente onde o negocio ta e ainda da pra ouvir a sequencia... (ela eh continua, do tipo maquinas funcionando, subindo e descendo). Não tem como editar o raio que ela ocupa no mapa não? Tipo que nem num som ambiente com POINT aonde tu edita o raio dele?
mas logico, tem um problema....
o volume do som ta bom, mais o raio que ele pode ser ouvido eh enorme... do tipo tu passa uns 3 setores pra frente onde o negocio ta e ainda da pra ouvir a sequencia... (ela eh continua, do tipo maquinas funcionando, subindo e descendo). Não tem como editar o raio que ela ocupa no mapa não? Tipo que nem num som ambiente com POINT aonde tu edita o raio dele?
MetalDoom: Coming up December 22nd, 2012
-
- Mensagens: 779
- Registrado em: Sex Jan 05, 2007 3:55 am
- 18
SNDSEQ?!?!??! bom, faz moh cara q eu não esito nada com sons... mas tenta o seguinte codigo:
Attenuation STATIC
talvez funcione.... e Logan, se vc descobrir me avisa!!!
a unica coisa q eu lembro q dah pra abaixar e diminuir sons eh no MAPINFO q dah pra aumentar o volume das MUSICAS dos mapas... axo q naum ajuda mto neh? XD
Attenuation STATIC
talvez funcione.... e Logan, se vc descobrir me avisa!!!
a unica coisa q eu lembro q dah pra abaixar e diminuir sons eh no MAPINFO q dah pra aumentar o volume das MUSICAS dos mapas... axo q naum ajuda mto neh? XD
- Slime Dweller
- Mensagens: 1547
- Registrado em: Sáb Mar 03, 2007 12:14 pm
- 18
eu nem sei mexe nesse programa
Projectssss
Gosta de heretic e de hexen? Então vêm pro hexentic você também, vem!!
http://hexentic.forum-motion.net/forum.htm
[xfire]bluespeedyeggbert[/xfire]
http://hexentic.forum-motion.net/forum.htm
[xfire]bluespeedyeggbert[/xfire]
- Logan MTM
- Mensagens: 2895
- Registrado em: Dom Dez 11, 2005 8:12 pm
- 19
- Localização: Rio de Janeiro - Brasil
- Contato:
SNDINFO contains many sound-related definitions. It allows any sound referred to by its lump name (DSSAWHIT, DSBAREXP, etc) to be associated with any game event sound such as player pain, death, and secret finding. The names by which the predefined sounds are referred to in SNDINFO are fairly self-explanatory, so I will not cover them now.
SNDINFO lumps are cumulative. All SNDINFO lumps found are read in WAD directory order. This means that you don't have to (in fact you must not) copy all information from the original SNDINFO lump if you want to change something.
SNDINFO supports the following commands:
* sound assignment (logicalname lumpname)
This does not use a specific command. Just write the two names on one line in the file, the logical name (that's the name that's uses in the other commands here, in the game or in other lumps that use sound name) first and the lumpname of the sound that is to be used second.
* $random logicalname { realname1 realname2 realname3 ... }
Defines a random sound. The newly defined sound can be used like a regular sound but any time it is used one of the sounds specified in the list is randomly selected. The number of sounds in the list is unlimited.
* $alias aliasname soundname
Assigns a second logical name to an already existing sound. The existing sound can also be a random sound or another alias. Any change to the original sound in subsequent SNDINFO lumps is automatically transferred to the new sound.
* $limit soundname <amount>
Specifies that at most <amount> instances can be played at once. A value of 0 means no limit at all.
* $pitchshift soundname <range>
Specifies how much the pitch of the specified sound may be randomly altered when it is played. <range> may be in the range of 0 to 7.
* $pitchshiftrange <range>
Sets a default pitch shift value that is applied to all subsequent sound definitions.
* $playerreserve soundname
Reserves the specified sound name for use by a player. This command must come before all other player sound definitions and should not be used in PWADs.
* $playersound playerclass gender logicalname lumpname
Defines a sound used by a player. The logical name must first be reserved with $playerreserve before it can be used here. <playerclass> must be 'player' for all games other than Hexen. In Hexen it can be either 'fighter', 'mage' or 'cleric'. Gender can be 'male', 'female' or 'other'. Here you can find a list of all known player sounds and their meaning.
* $playersounddup playerclass gender logicalname otherplayersound
Creates an alias to the existing player sound.
* $playeralias playerclass gender logicalname otherlogicalsound
Creates an alias to the existing logical sound.
* $playercompat playerclass gender logicalname compatibilityname
Defines a compatibility alias for a specific player sound. If any sounds with these compatibility names are defined later, they will redefine the corresponding player sounds instead. Likewise, if they are played, they will play the corresponding player sound instead.
* $ambient index logicalsound type mode <volume>
Defines an ambient sound which is played when one of the ambient sound things (14001-14065) is placed in a map. <index> specifies which thing or which parameter for the generic ambient sound thing has to be used. <logicalsound> specifies the sound to be played, <volume> the volume at which it is played.
type can be one of the following:
* point [atten]
Defines a positional sound. The volume at which the sound is played decreases with distance. The optional parameter <atten> specifies how quickly this decrease occurs. Larger values means quicker decreases. The value is specified as a floating point value. The default for <atten> is 1.0.
* surround
Plays the sound at full volume in surround mode.
* world
Plays the sound at full volume regardless of distance. The keyword 'world' is optional.
mode can be one of the following:
* continuous
Plays the sound as a repeating endless loop.
* random <minsecs> <maxsecs>
Plays the sound at random intervals. The minumum and maximum length of this interval can be specified in seconds. Both values are floating point numbers.
* periodic <secs>
Plays the sound at regulat intervals. The length of these intervals is specified in seconds as a floating point value.
* $ifdoom
* $ifheretic
* $ifhexen
* $ifstrife
Reads the following definitions up to the next $endif only if the specified game is played.
* $map mapnumber musicname
This was the way level music was defined in Hexen. It is merely provided for compatibility and should not be used anymore. Level music should be defined in the MAPINFO lump with the rest of the level's parameters.
* $musicvolume musicname factor
Sets a volume scaling factor for music tracks. This is used to compensate for music that has audibly different volume.
* $registered
This command is defined for Hexen compatibility but completely ignored.
* $archivepath string
Unused for now
An interesting note: ZDoom supports different player pain sounds depending on health. In Doom, Heretic and Hexen there is only one player pain sound, so it is handled like this in SNDINFO:
$playersound player male *pain100 dsplpain
$playersounddup player male *pain75 *pain100
$playersounddup player male *pain50 *pain100
$playersounddup player male *pain25 *pain100
The *pain100 used instead of a lump name for pain75, pain50, and pain25 to refer to tells those sounds to refer to pain100 for a sound lump to play. If you want you can change this, though, so you really have different pain sounds.
SNDINFO lumps are cumulative. All SNDINFO lumps found are read in WAD directory order. This means that you don't have to (in fact you must not) copy all information from the original SNDINFO lump if you want to change something.
SNDINFO supports the following commands:
* sound assignment (logicalname lumpname)
This does not use a specific command. Just write the two names on one line in the file, the logical name (that's the name that's uses in the other commands here, in the game or in other lumps that use sound name) first and the lumpname of the sound that is to be used second.
* $random logicalname { realname1 realname2 realname3 ... }
Defines a random sound. The newly defined sound can be used like a regular sound but any time it is used one of the sounds specified in the list is randomly selected. The number of sounds in the list is unlimited.
* $alias aliasname soundname
Assigns a second logical name to an already existing sound. The existing sound can also be a random sound or another alias. Any change to the original sound in subsequent SNDINFO lumps is automatically transferred to the new sound.
* $limit soundname <amount>
Specifies that at most <amount> instances can be played at once. A value of 0 means no limit at all.
* $pitchshift soundname <range>
Specifies how much the pitch of the specified sound may be randomly altered when it is played. <range> may be in the range of 0 to 7.
* $pitchshiftrange <range>
Sets a default pitch shift value that is applied to all subsequent sound definitions.
* $playerreserve soundname
Reserves the specified sound name for use by a player. This command must come before all other player sound definitions and should not be used in PWADs.
* $playersound playerclass gender logicalname lumpname
Defines a sound used by a player. The logical name must first be reserved with $playerreserve before it can be used here. <playerclass> must be 'player' for all games other than Hexen. In Hexen it can be either 'fighter', 'mage' or 'cleric'. Gender can be 'male', 'female' or 'other'. Here you can find a list of all known player sounds and their meaning.
* $playersounddup playerclass gender logicalname otherplayersound
Creates an alias to the existing player sound.
* $playeralias playerclass gender logicalname otherlogicalsound
Creates an alias to the existing logical sound.
* $playercompat playerclass gender logicalname compatibilityname
Defines a compatibility alias for a specific player sound. If any sounds with these compatibility names are defined later, they will redefine the corresponding player sounds instead. Likewise, if they are played, they will play the corresponding player sound instead.
* $ambient index logicalsound type mode <volume>
Defines an ambient sound which is played when one of the ambient sound things (14001-14065) is placed in a map. <index> specifies which thing or which parameter for the generic ambient sound thing has to be used. <logicalsound> specifies the sound to be played, <volume> the volume at which it is played.
type can be one of the following:
* point [atten]
Defines a positional sound. The volume at which the sound is played decreases with distance. The optional parameter <atten> specifies how quickly this decrease occurs. Larger values means quicker decreases. The value is specified as a floating point value. The default for <atten> is 1.0.
* surround
Plays the sound at full volume in surround mode.
* world
Plays the sound at full volume regardless of distance. The keyword 'world' is optional.
mode can be one of the following:
* continuous
Plays the sound as a repeating endless loop.
* random <minsecs> <maxsecs>
Plays the sound at random intervals. The minumum and maximum length of this interval can be specified in seconds. Both values are floating point numbers.
* periodic <secs>
Plays the sound at regulat intervals. The length of these intervals is specified in seconds as a floating point value.
* $ifdoom
* $ifheretic
* $ifhexen
* $ifstrife
Reads the following definitions up to the next $endif only if the specified game is played.
* $map mapnumber musicname
This was the way level music was defined in Hexen. It is merely provided for compatibility and should not be used anymore. Level music should be defined in the MAPINFO lump with the rest of the level's parameters.
* $musicvolume musicname factor
Sets a volume scaling factor for music tracks. This is used to compensate for music that has audibly different volume.
* $registered
This command is defined for Hexen compatibility but completely ignored.
* $archivepath string
Unused for now
An interesting note: ZDoom supports different player pain sounds depending on health. In Doom, Heretic and Hexen there is only one player pain sound, so it is handled like this in SNDINFO:
$playersound player male *pain100 dsplpain
$playersounddup player male *pain75 *pain100
$playersounddup player male *pain50 *pain100
$playersounddup player male *pain25 *pain100
The *pain100 used instead of a lump name for pain75, pain50, and pain25 to refer to tells those sounds to refer to pain100 for a sound lump to play. If you want you can change this, though, so you really have different pain sounds.
- Slime Dweller
- Mensagens: 1547
- Registrado em: Sáb Mar 03, 2007 12:14 pm
- 18
só sei mexer com Decorate, Sndinfo, Dehacked, e mais uns q eskeci quais são... xD
Projectssss
Gosta de heretic e de hexen? Então vêm pro hexentic você também, vem!!
http://hexentic.forum-motion.net/forum.htm
[xfire]bluespeedyeggbert[/xfire]
http://hexentic.forum-motion.net/forum.htm
[xfire]bluespeedyeggbert[/xfire]