[SOLVED] UDMF sector sound sequence

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

[SOLVED] UDMF sector sound sequence

Postby Cethy » Tue Jul 09, 2019 8:20 am

Hello, I've defined a custom door sound in my .pk3 file, but the sound sequence doesn't seem to work as intended. It doesn't play at all, but ambient sound thing plays it without any problems. I did everything according to the wiki page example, namely the last one.

My SNDINFO has the following for the sounds in question:

BIGDOOR1 BIGDOOR1
BIGDOOR2 BIGDOOR2

SNDSEQ has the following:

:BIGDOOR1
play BIGDOOR1
end
:BIGDOOR2
play BIGDOOR2
end
[BIGDOOR
0 BIGDOOR1
1 BIGDOOR2
2 BIGDOOR1
3 BIGDOOR2
]

The sound sequences BIGDOOR, BIGDOOR1 and BIGDOOR2 are visible in the sector effect -> sound sequence dropdown list (GZDB), but none play any sound when the sector is activated with a door special. Usin the sector sound sequence override thing didn't do anything either. I can't find any error using the wiki. How do I get this to work? Of course ACS workarounds with Map Spots and SoundSequenceOnActor are possible, but I'd rather not.
Last edited by Cethy on Wed Jul 10, 2019 2:36 am, edited 1 time in total.
Cethy
 
Joined: 24 Apr 2016

Re: UDMF sector sound sequence

Postby 22alpha22 » Tue Jul 09, 2019 11:52 pm

Unless you are trying to completely replace the stock Doom door sounds, you need to define your sound sequences as door sounds and give them an index number.

If your sequence is for two separate doors then the sequences should look like this:

:BIGDOOR1
Door 1
Play BIGDOOR1
End

:BIGDOOR2
Door 2
Play BIGDOOR2
End

To use it, simply put a Sound Sequence Thing with a matching ID for your desired sound sequence in the sector that is supposed to be your door.

If your sequences are for one door and one sequence is an opening sound and one is a closing sound, then your sequence should look something like this:

:BIGDOOR1OPEN
Play BIGDOOR1
End

:BIGDOOR1CLOSE
Play BIGDOOR2
End

[BIGDOOR1
Door 1
0 BIGDOOR1OPEN
1 BIGDOOR1CLOSE
]

To use it simply place a Sound Sequence Thing with an ID of 1 in the sector which is the door.

If you are trying to replace the stock doom doors sounds then rename the final sequence like this:

[DoorNormal
0 BIGDOOR1OPEN
1 BIGDOOR1CLOSE
]

Now all doors will use this sequence without any need for Sound Sequence Things.
User avatar
22alpha22
So lonely...
 
Joined: 21 Feb 2014
Location: Montana, USA
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: UDMF sector sound sequence

Postby Cethy » Wed Jul 10, 2019 2:36 am

Hello, thank you for your reply. I tried what you suggested, both not replacing (as is my intention) and replacing completely, and they didn't work in either case with any sound sequence thing or UDMF sector sndseq property. However, I did get it to work by changing Play to Playuntildone. I don't know what the difference really is except for the obvious, but it works now, so I'm happy. The sound still cut off when the door stopped moving (sound supposed to extend past that), but that was simple enough to fix with nostopcutoff. Now my SNDSEQ looks like this:

:BIGDOOR1OPEN
Playuntildone BIGDOOR1
nostopcutoff
End

:BIGDOOR1CLOSE
Playuntildone BIGDOOR2
nostopcutoff
End

[BIGDOOR1
Door 1
0 BIGDOOR1OPEN
1 BIGDOOR1CLOSE
]

Thank you!
Cethy
 
Joined: 24 Apr 2016


Return to Mapping

Who is online

Users browsing this forum: No registered users and 1 guest