Ability to play more sounds during cast call states
Posted: Sat Oct 30, 2010 4:24 am
Sorry if this already exits but I tried a few things and none worked.
With the current cast call system sounds are added to the attack state like this:
However, with some custom enemies there might be occasions where A_PlaySound or similar has been used in a particular state - other than the attack states - and it would be nice to be able to use a similar system to the above to play sounds to emulate what you would hear in game.
For example, an enemy might be set up so that when it dies, it plays the normal death sound early in its death state (this would be correctly played by the cast call) but then later on it might use a code pointer to play an explosion, or a "hitting the floor" sound and the cast call would not play that.
So, if it doesn't already exist, I'm suggesting a way to get Zdoom to play additional sounds during the see state and death state of a cast call.
It's not a big deal but, if it's possible, it would be a "nice to have".
Thanks.
With the current cast call system sounds are added to the attack state like this:
Code: Select all
AttackSound = "Missile", 1, "shotguy/attack"
AttackSound = "Melee", 1, "imp/melee"For example, an enemy might be set up so that when it dies, it plays the normal death sound early in its death state (this would be correctly played by the cast call) but then later on it might use a code pointer to play an explosion, or a "hitting the floor" sound and the cast call would not play that.
So, if it doesn't already exist, I'm suggesting a way to get Zdoom to play additional sounds during the see state and death state of a cast call.
It's not a big deal but, if it's possible, it would be a "nice to have".
Thanks.