A sound sequence is as the name implies a series of sounds that are played sequentially. The most common sound sequences are used for sector movement, such as doors opening or platform lowering: these typically have a sequence made of a "start" sound played once, followed by a "moving" sound played on a loop until the sector stops moving the a "stop" sound is played once.
However, sound sequences can be used for other purposes. Heretic uses sound sequences for its ambient sounds, and they can be scripted with ACS functions such as SoundSequence and its variants. The console command playsequence can be used to test sound sequences.
Standard sound sequences
The following sequences are defined in ZDoom:
When playing Hexen, the DoorNormal, Platform, and Silence sequences are overridden by those from the Hexen IWAD. The Silence sequence is identical for obvious reasons, so only DoorNormal and Platform are redefined.
The default sound sequence used for sector movement depends on the type of movement. Sector movement sequences are caused by the following specials:
Door sound sequences also depend on the game played.
|Strife||See table below|
Strife door sound sequences also depend on the upper texture name, as shown in the table below:
Hexen does not specifically assign door or platform sequence indices in SNDSEQ, since the number of supported sequences is limited to the existing types. Instead, it uses the following hardcoded indices:
To override a sector's default sound sequences, use the UDMF soundsequence property with the sound sequence name, or a sound sequence thing with the relevant sequence index. For polyobjects, use the sound parameter in Polyobj_StartLine or Polyobj_ExplicitLine.
Note that a sector has only one sound sequence. If a sector behaves both as a door and a platform, it will use the same sound sequence name (in UDMF) or index (with sound sequence thing) for both its door movements and its platform movements.