I got a few sound suggestions so 'ill dump them all in this thread.
First, ambiant sounds on flats, this would be different to sector sounds because the players would only hear the sound if they were on a certain floor texture, although this idea is sorta pointless, it would save me dump ambiant map things all over the place.
Second, footsteps, I think someone's mentioned this before, but i want to mention it again, it could be defined in the terrain lump.
Third, yep, the list goes on and on! Is there a way or could one add a way to make splash sounds that don't awake enemies, I know this can be set in decorate, but what if one wants to wake things up with water splashes but not wooden bangs, coz I've set a terrain to every texture I use, and not all of them should wake up the demons.
Some sound suggestions
Moderator: Graf Zahl
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#2 Oh, my maps are much easier now the player dont wake everything up all the time... The zdoom wiki's terrain page needs a bit more.
Custom Door sounds is another thing, where one uses something like animdefs to define a real door with custom sounds to a texture. Door_Animated is just about pointless. Though this might work by just defining a door as a switch...
Custom Door sounds is another thing, where one uses something like animdefs to define a real door with custom sounds to a texture. Door_Animated is just about pointless. Though this might work by just defining a door as a switch...
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No an animated door is just a pair of 2d textures that are animated to look like an opening door, I suppose they're useful for forcefields maybe.
I'm not sure about the sound sequence, but it would be easier just to apply an open and close, maybe even move sound to a texture instead. I could use ACS for the sounds but that would mean a seperate script for every door, or I could use the variables, but not all maps use ACS, and I like to keep scripting to a minimum, it's better if it's all automated and predone. Maybe door sounds and elevator sounds too could be done in mapinfo.
Yet another idea!:
This might be asking a lot or not much at all, I don't do the scripting for gzdoom so I don't know, and this is just lazyness really, but some sort of acs command that brings up mp3 details, title, artists, etc, or a console message that is printed on music change would save me writing music info into acs all the time, I do this mostly for credits.
And another...:
This might be a bug though, but when defining sounds in sndinfo and music in mapinfo and acs, gzdoom only reads the first 8 digits of the filename, at first I didn't know why my cyberdemon made the same sounds for everything, in the end I had to name my cyberdemon sight sound s_cyberdemon.wav instead of cyberdemon_sight.wav bacause all gzdoom read was 'cyberdem' the first eight digits, therefore, cyberdemon_pain, cyberdemon_death, etc were all the same, the last sound loaded aphabetically. I hope this makes sense! I think that's anough stuff for today...!
I'm not sure about the sound sequence, but it would be easier just to apply an open and close, maybe even move sound to a texture instead. I could use ACS for the sounds but that would mean a seperate script for every door, or I could use the variables, but not all maps use ACS, and I like to keep scripting to a minimum, it's better if it's all automated and predone. Maybe door sounds and elevator sounds too could be done in mapinfo.
Yet another idea!:
This might be asking a lot or not much at all, I don't do the scripting for gzdoom so I don't know, and this is just lazyness really, but some sort of acs command that brings up mp3 details, title, artists, etc, or a console message that is printed on music change would save me writing music info into acs all the time, I do this mostly for credits.
And another...:
This might be a bug though, but when defining sounds in sndinfo and music in mapinfo and acs, gzdoom only reads the first 8 digits of the filename, at first I didn't know why my cyberdemon made the same sounds for everything, in the end I had to name my cyberdemon sight sound s_cyberdemon.wav instead of cyberdemon_sight.wav bacause all gzdoom read was 'cyberdem' the first eight digits, therefore, cyberdemon_pain, cyberdemon_death, etc were all the same, the last sound loaded aphabetically. I hope this makes sense! I think that's anough stuff for today...!
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