

Specifies that at most instances can be played at once. Reads the following definitions up to the next $endif only if the specified game is played. (In EE, it means that the SNDINFO lump takes precedence over what is defined in Eternity's native definition files.) This command is defined for Eternity Engine compatibility but completely ignored.

If attenuation is 0.5, then the sound will fade out with distance half as fast you can hear it 2x further.In other words, you can only hear it 2x closer. If attenuation is 2, then the sound will fade out with distance 2x faster.Attenuation is done by multiplying the sound's distance by the attenuation value and using that as the distance in volume calculations.
#Gzdoom no sound full
Giving a value of zero will result in a sound that is always played with no attenuation, that is to say at full volume. ZDoom, having the ability to load directories as archives and loose files as lumps, does not need this Hexen feature which was ignored in normal conditions anyway.ĭefines a multiplication factor for sound attenuation. In Hexen, this works in concert with a -devsnd command line parameter, to indicate from where to load sound files instead of the sound lumps in the archive. The length of these intervals is specified in seconds as a floating point value. The minimum and maximum length of this interval can be specified in seconds. Plays the sound as a repeating endless loop. Plays the sound at full volume regardless of distance. Plays the sound at full volume in surround mode. This is specified as a floating point value. The optional parameter specifies how quickly this decrease occurs, with larger values meaning a faster falloff in volume. The volume at which the sound is played decreases with distance. type can be one of the following:ĭefines a positional sound. specifies the sound to be played, the volume at which it is played. specifies which thing or which parameter for the generic ambient sound thing has to be used. Any change to the original sound in subsequent SNDINFO lumps is automatically transferred to the new sound.ĭefines an ambient sound which is played when an ambient sound thing (14065) is placed in a map. The existing sound can also be a random sound or another alias. ( Note: for many commands, using * as the sound name will mean that the command will apply to all sounds that do not specify otherwise.)Īssigns a second logical name to an already existing sound. If you want to use file names which are longer than 8 characters, then the specified file has to be enclosed in quotes ("") and the full path has to be given. The new syntax is preferred to use over the old one as it is more robust, since it avoids the problems with the old one not being able to detect badly formatted names. Note that the two syntaxes are not to be mixed within the same file if the first sound definition in the file uses the old syntax, for example, then all other sound definitions in that file must also use the old syntax. Just write the two names on one line in the file, the logical name (that is, the name that it uses in the other commands here, in the game or in other lumps that use sound name) first and the lumpname of the sound that is to be used second. The difference between the two is the requirement of the assignment operator (=) by the new syntax. A sound definition is written in one of two syntaxes:
