I want to make an optional DOOM player class, DoomGirl, and so far I know exactly how to do it except for the sounds. (At this point I only know how to replace all the default player sounds, but I only want the female sounds for the female class.) I can see in the SOUNDINFO lump for GZDoom that there are separate male and female sounds defined, but I don't know how to attach these to my custom class.
Any help on this matter would be greatly appreciated.
Custom optional player class sounds?
- Herculine
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Re: Custom optional player class sounds?
All I can do is link you to the $playersound SNDINFO command.
- Herculine
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Re: Custom optional player class sounds?
That's exactly what I need. Thank you!
- Herculine
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Re: But why doesn't this sound play?
After successfully setting up all the sounds for my custom player class, I decided to add jumping and landing sounds to the default player for the sake of continuity. I did this in the SOUNDINFO lump of my wad like so:
$playersounddup player male *land *grunt
$playersound player male *jump dsjump
...with the .ogg files named GRUNT and DSJUMP.
The jumping sound plays just fine, but the landing sound does not play ever. Furthermore, whenever I try to rename the sound the executable gives me warnings that it is either not a valid player sound or that I cannot alter player sounds.
Anybody know what I'm doing wrong here?
$playersounddup player male *land *grunt
$playersound player male *jump dsjump
...with the .ogg files named GRUNT and DSJUMP.
The jumping sound plays just fine, but the landing sound does not play ever. Furthermore, whenever I try to rename the sound the executable gives me warnings that it is either not a valid player sound or that I cannot alter player sounds.
Anybody know what I'm doing wrong here?
- Enjay
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Re: Custom optional player class sounds?
Try
$playersounddup player male *land grunt
instead of
$playersounddup player male *land *grunt
However, I would change the name of the grunt.ogg to something else (eg dsgrunt.ogg) simply because *grunt is a player sound name.
Here's an extract from my sndinfo
$playersounddup player male *land grunt
instead of
$playersounddup player male *land *grunt
However, I would change the name of the grunt.ogg to something else (eg dsgrunt.ogg) simply because *grunt is a player sound name.
Here's an extract from my sndinfo
Code: Select all
$playersound player male *grunt dsmoof
$playersound player male *land dsmland
- Herculine
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Re: Custom optional player class sounds?
When I try that and then launch the game, I am given the FATAL ERROR warning message: "dsgrunt is not a player sound" and the execution stops.
- Enjay
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Re: Custom optional player class sounds?
What happens if you use entries like my SNDINFO (but using your DSGRUNT name)?
- Herculine
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Re: Custom optional player class sounds?
Same result. Using DSMLAND as the name, the game loads fine but the sound does not play in-game.Enjay wrote:What happens if you use entries like my SNDINFO (but using your DSGRUNT name)?
(BTW I'm using GZDoom v1.7.00)
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Re: Custom optional player class sounds?
That's because $playersounddup requires one of those special player sounds.Herculine wrote:When I try that and then launch the game, I am given the FATAL ERROR warning message: "dsgrunt is not a player sound" and the execution stops.
That will play DSOOF sound when the player lands.Herculine wrote:$playersounddup player male *land *grunt
Now, what you want to do is use $playersound with DSMLAND (if that's the sound lump name) if you want it to play something other than DSOOF for the landing sound.
Code: Select all
$playersound player male *land dsmland
Edit: Oh, make sure the sound(s) is inside a directory called sounds if you're using zip/pk3, and is(are) out of any markers if you're using a wad.
- Herculine
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Re: Custom optional player class sounds?
Okay, it's working perfectly now. Thanks for all the help everyone.
Also, I probably owe you all an apology. I think when I was testing this sometimes I might not have been jumping far enough for the sound to trigger (it plays after longer jumps but not after shorter ones) so at some point here I may very well have been wasting our time so I apologize for my newbness.
Also, I probably owe you all an apology. I think when I was testing this sometimes I might not have been jumping far enough for the sound to trigger (it plays after longer jumps but not after shorter ones) so at some point here I may very well have been wasting our time so I apologize for my newbness.