SNDINFO

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LilWhiteMouse
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SNDINFO

Post by LilWhiteMouse »

What do I need to edit so a pick up sound will play in it's entirety, and not get cut off by another pick up sound? IE: I have a pick up sound for armor, and one for gold. Picking up the armor, and then gold right after will cut off the armor sound.

Here's my current relevant SNDINFO entires:

Code: Select all

ArmorUp PU_ARM
GoldUp PU_GOLD
WeaponUp WPNUP

$limit ArmorUp 0
$limit GoldUp 0
$limit WeaponUp 0
SNDINFO related, how do I control which player sounds can pitchshift, and which cannot?
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HotWax
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Post by HotWax »

Don't know about the sound limit thing. I never really understood how that worked. Could it be that a value of 0 means to cut the sound off if another sound plays? Try setting it to other values.

As for the pitch shift, the command is $pitchshiftrange X, where X is how far up or down the pitch will shift. Settting it to 0 should disable pitch shifting for any sounds following it. You can then do the command again to turn it back on. Example:

Code: Select all

$pitchshiftrange 0
world/unshiftedsound1     unshft1
world/unshiftedsound2     unshft2
world/unshiftedsound3     unshft3
$pitchshiftrange 4
world/shiftedsound1        shft1
world/shiftedsound2        shft2
[EDIT]Just scrolled down further in ZDoom.wad's soundinfo and it aludes to a limit of 0 meaning the sound is unlimited, so it looks like my hunch was wrong. Maybe it just means that the sound won't overwrite itself. Since the player picking up an item is what makes the sound, and since you're talking about two different sounds, it may simply not be possible to prevent one from being cut off by the other. :([/EDIT]
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

All pickup sounds are played on the same sound channel so unfortunately there is noting to do. It has nothing to do with the limit thing.
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Enjay
 
 
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Post by Enjay »

It's possibly worth mentioning that to get pitch shifting, you have to enable it in the sound options menu/ in the console.
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Biff
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Post by Biff »

Graf Zahl wrote:All pickup sounds are played on the same sound channel so unfortunately there is noting to do. It has nothing to do with the limit thing.
Yeah, if it weren't for this feature, the "silent BFG" trick wouldn't exist.
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