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 tics (1/35th 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 tics and it's the time between each loop starts.
- delay <time>
- Waits for the given period of time. The delay is specified in tics.
- delayonce <time>
- Waits for the given period of time after level start to start playing. The delay is specified in tics.
- delayrand <min> <max>
- Waits for a random period of time. The minimum and maximum of this period are specified in tics.
- volume <volume>
- Specifies the volume at which all following sounds are played.
- description is missing.
- 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:
- a 'normal' sound. This is the default.
- description is missing.
- this sound is more local. It fades out much quicker with increasing distance.
- The sound is played at full volume in the entire level.
- 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.
- Does not terminate a currently playing sound when the sound sequence is stopped.
- slot <slot>
// 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 ]