[MapInfo] Per-Map Default Sound Sequence

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Re: [MapInfo] Per-Map Default Sound Sequence

by Graf Zahl » Sun Nov 13, 2011 8:31 am

Lump name of course, but long filenames in Zips should work, too.

Re: [MapInfo] Per-Map Default Sound Sequence

by printz » Sun Nov 13, 2011 6:44 am

Graf Zahl wrote:The Wiki doesn't list all MAPINFO options.

Specifically 'sndinfo = "filename"' and 'sndseq = "filename"' are missing. With these you can set per-map sound definitions which are loaded on top of the global ones.
By "filename" you actually mean lumpname or really filename? Can I use paths and file extensions (or conversely, no file extensions)?

Re: [MapInfo] Per-Map Default Sound Sequence

by NeuralStunner » Sun Nov 13, 2011 2:12 am

Thank you.

Re: [MapInfo] Per-Map Default Sound Sequence

by Graf Zahl » Sun Nov 13, 2011 1:42 am

The Wiki doesn't list all MAPINFO options.

Specifically 'sndinfo = "filename"' and 'sndseq = "filename"' are missing. With these you can set per-map sound definitions which are loaded on top of the global ones.

Re: [MapInfo] Per-Map Default Sound Sequence

by NeuralStunner » Sat Nov 12, 2011 6:16 pm

... Okay, how?

I've already looked several times everywhere I could think such a thing would be, obviously I didn't find it or this thread wouldn't be here. :?

Re: [MapInfo] Per-Map Default Sound Sequence

by Graf Zahl » Sat Nov 12, 2011 5:24 pm

You can already define per-map SNDSEQ lumps so this is not needed.

Re: [MapInfo] Per-Map Default Sound Sequence

by Xianide » Sat Nov 12, 2011 3:44 pm

Yes, this definitely could prove useful!

[MapInfo] Per-Map Default Sound Sequence

by NeuralStunner » Fri Nov 11, 2011 8:27 pm

A set of properties for [wiki=MAPINFO/Map_definition]MapInfo[/wiki] (names could use work probably):
DefaultDoorSndSeq
DefaultPlatSndSeq
DefaultLiftSndSeq

These would choose a default Sound Sequence for doors/polyobjects, floors/ceilings, and lifts (respectively). This could be set on a per-map basis to choose sounds that make sense for the map, without needing to edit it and place a lot of Sound Sequence Things. (Especially if it's not your map. Stock maps for example, one could choose a more hellish sound for the moving geometry in Id's E3 maps.)

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