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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Sound environment
Actor type Map spot Game MiniZDoomLogoIcon.png
DoomEd Number 9048 Class Name SoundEnvironment

Classes: SoundEnvironment

A sound environment changes the reverberation qualities of an area in the map. This is not limited to a sector, boundaries must be drawn with Line_SetIdentification (in Hexen format) or the zoneboundary flag set to true (in UDMF). Only one reverb can be active in an area at a time.

The thing takes two arguments, which define which type of environment to use. See the REVERBS lump for a list of environments. For example, with a first argument of 30 and a second argument of 0, the "Castle Alcove" environment (30-0) is used.

A sound environment thing given the DORMANT flag in the map editor does not take effect until activated, but an active environment cannot be simply deactivated to disable the effect; instead another environment must be activated in the same area. The environment 0-0 can be used in this way to disable reverberation effects.

DECORATE definition

ACTOR SoundEnvironment native