[I need some help, please]
I ran into a slight problem when building some polyobject doors.
When these doors are activated, they do not make a sound.
The following specials
Polyobj_StartLine
Polyobj_ExplicitLine
have sound as their last argument.
How exactly is that sound assigned ?
[/I need some help, please]
polyobject sound
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Kappes Buur
-
- Posts: 4122
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- Graphics Processor: nVidia (Legacy GZDoom)
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- Wasted Youth
- Posts: 358
- Joined: Mon Jan 05, 2004 9:59 pm
- Location: Earth
Your going to have to create a SNDSEQ lump in your wad.
http://www.zdoom.org/wiki/index.php?title=SNDSEQ
There in the Wiki tells all the SNDSEQ commands you can use.
All the Predefined Sound Names you have to use are all named in the SNDSEQ lump in zdoom.wad
If you are still confused, here is what to do:
-Close your Map Editor
-Open Notepad
-Type in the Code
-Save as SNDSEQ.lmp
-Import it in to your wad with XWE
-Close XWE
-Open your map in your Map Editor
-Edit Polyobj_StartLine
-Set the Sound Number to 1
Here is an Example:
http://www.zdoom.org/wiki/index.php?title=SNDSEQ
There in the Wiki tells all the SNDSEQ commands you can use.
All the Predefined Sound Names you have to use are all named in the SNDSEQ lump in zdoom.wad
If you are still confused, here is what to do:
-Close your Map Editor
-Open Notepad
-Type in the Code
-Save as SNDSEQ.lmp
-Import it in to your wad with XWE
-Close XWE
-Open your map in your Map Editor
-Edit Polyobj_StartLine
-Set the Sound Number to 1
Here is an Example:
Code: Select all
:PolyOpen
door 1
play doors/dr1_open
nostopcutoff
end
- Kappes Buur
-
- Posts: 4122
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
@WY
Thanks for the info.
Your example did help to point me in the right direction. While it did not work the way I wanted it to work at first, eventually I realized that I had to tell ZDoom which sound I wanted with SNDINFO.
By the way, that step with Notepad is not necessary. The lumps can be entered and/or edited directly in XWE. No need to import.
Thanks for the info.
Your example did help to point me in the right direction. While it did not work the way I wanted it to work at first, eventually I realized that I had to tell ZDoom which sound I wanted with SNDINFO.
By the way, that step with Notepad is not necessary. The lumps can be entered and/or edited directly in XWE. No need to import.
Last edited by Kappes Buur on Tue Dec 14, 2004 11:48 pm, edited 1 time in total.
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
I believe this SNDSEQ data should work (set the sound argument to 1)... no gaurantees though, as I've done very little wadding aside from starting mapping for my first project.
Code: Select all
:PolyOpen
door 1
playuntildone STNMV4
end
- Kappes Buur
-
- Posts: 4122
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
@Krillancello
What I did was this:
SNDINFO
SNDSEQ
StartLine (...,...,1)
What I did was this:
SNDINFO
Code: Select all
PolyMove STNMV4
Code: Select all
:PolyOpen
door 1
play PolyMove
nostopcutoff
end
- Wasted Youth
- Posts: 358
- Joined: Mon Jan 05, 2004 9:59 pm
- Location: Earth
Yeah, but it is always good to have a seperate copy of it.Kappes Buur wrote:By the way, that step with Notepad is not necessary. The lumps can be entered and/or edited directly in XWE. No need to import.
Also, Im working on a big project and Im keeping orgainized external resources in folders, so I was in that kind of in that mode at the time