SNDSEQ

From ZDoom Wiki
Jump to: navigation, search

SNDSEQ is used to create "sequences" of sounds to be used for doors and platforms or in scripts. If you want to use them with doors and platforms you must use the sound sequence thing in the affected sectors with its first argument set to the index of the sound. To play them in a script you can use the SoundSequence function.


The syntax is as follows


:SoundSequenceName 
     commands
     ....
end

The name defines the internal name for this sound sequence. Currently this is only used by ACS or for some predefined sound sequences.

The following commands can be used in a sound sequence definition:

  • play <soundname>
plays the specified sound.
  • playuntildone <soundname>
plays the specified sound and waits until it has finished.
  • playtime <soundname> <delay>
plays the specified sound and waits for the given period of time. The delay is specified in 1/35 of a second.
  • playrepeat <soundname>
plays the given sound repeatedly in an endless loop.
  • playloop <soundname> <delay>
plays the sound repeatedly with a specified delay between each loop. The time is specified in 1/35 of a second between the starts of loops.
  • delay <time>
Waits for the given period of time. The delay is specified in 1/35 of a second.
  • delayonce <time>
Waits for the given period of time after level start to start playing. The delay is specified in 1/35 of a second. Afterwards, delay is used instead.
  • delayrand <min> <max>
Waits for a random period of time. The minimum and maximum of this period are specified in 1/35 of a second.
  • volume <volume>
Specifies the volume at which all following sounds are played.
  • volumerel
  • volumerand <min> <max>
Specifies the minimum and maximum volume between which all following sounds are played. The precise value is randomly chosen for each sound every time it's played.
  • attenuation <mode>
Specifies the kind of sound. The following modes exist:
  • normal
  • idle
a 'normal' sound. This is the default
  • static
this sound is more local. It fades out much quicker with increasing distance
  • none
The sound is played at full volume in the entire level.
  • surround
The sound is played at full volume in surround mode.
  • door <index>
Defines the sound sequence index for use as a door sequence. A door in this context is any sector movement by a 'Door' type or a polyobject. The index determines which sound sequence thing you have to place in the door sector to hear this sound sequence. Note that Hexen predefines the first 10 sequences so for custom sequences in Hexen the index must be larger than 10. Index must be in the range of 0..63.
  • platform <index>
Defines the sound sequence index for use as a platform sequence. A platform in this context is any sector movement that is done by a 'Ceiling', 'Floor', 'Elevator' or 'Plat' type. See 'door' for a more detailed description of how this works.
  • environment <index>
Defines the sound sequence index for use as an environment sequence. Environment sequences are used in Heretic.
  • stopsound <soundname>
Specifies the sound that is played when the sound sequence is stopped.
  • nostopcutoff
Does not terminate a currently playing sound when the sound sequence is stopped.
end
slot <slot>
randomsequence
restart


Examples:

// plays a sound repeatedly
:CeilingNormal
   playrepeat	plats/pt1_mid
end
// plays a sound when the sequence is stopped
:CeilingSemiSilent
   stopsound	plats/pt1_stop
end
// plays a sound once and does not terminate it
// when the sequence is stopped itself
:DoorOpenNormal
   play		doors/dr1_open
   nostopcutoff
end
// plays a sound repeatedly and
// another sound when it is terminated
:Floor
   playrepeat	plats/pt1_mid
   stopsound	plats/pt1_stop
end
// starts one sound, if that is finished loops another
// and plays a third sound when the sequence is stopped
// also use this as sequence 0 for use on doors
:Seq1Door
   door 0
   playuntildone Door1BEG
   playrepeat Door1MID
   stopsound Door1END
end

// Same as the above but use it as sequence 1 for use
// on platforms
:Seq2Plat
   platform 1
   playuntildone Plat1BEG
   playrepeat Plat1MID
   stopsound Plat1END
end


Hexen didn't let you use more than one sound sequence for a door, so it would make the same sound when opening and closing. The following syntax allows multiple sounds for a door while still remaining compatible with Hexen's system of setting sound sequences using things and polyobject arguments.

Here, this is the one from Doom:

[DoorNormal
 0		DoorOpenNormal
 1		DoorCloseNormal
 2		DoorOpenBlazing
 3		DoorCloseBlazing
]


All doors in Doom are assigned the sound sequence DoorNormal (unless you override it). However, there are actually four different door sounds used by Doom. A normal sound sequence would only be able to play one of them. So instead of playing anything with the DoorNormal sound sequence, it's defined as a "mini-sound sequence" that just lists the four different sequences to play depending on how the door is moving. Aside from redirecting to the real sound sequences, the only other thing you can do with a mini-sound sequence is specify an ID for the sound sequence things:

[DoorMine
 Door 1
 0  MyDoorOpen
 1  MyDoorClose
 2  MyDoorFastOpen
 3  MyDoorFastClose
]

To use the above definition, you also need to define the MyDoorOpen, MyDoorClose, MyDoorFastOpen, and MyDoorFastClose sequences beforehand in the normal way.

The above "mini sequence" has been allocated index 1 (using Door 1). If a sound sequence thing for allocating sound sequence index 1 to a sector was placed in a door sector, the door would use the following sound sequences: MyDoorOpen when opening at normal speeds, MyDoorClose when closing at normal speeds, MyDoorFastOpen when opening at blazing speeds and MyDoorFastClose when closing at blazing speeds.

If you don't want want a door to play different sounds depending on its speed, you can make the sequences 2 and 3 the same as 0 and 1:

[DoorMine
 Door 1
 0  MyDoorOpen
 1  MyDoorClose
 2  MyDoorOpen
 3  MyDoorClose
]

See also

Forum threads