I tried making my own custom mover sounds in a wad, making the doors have a start, middle and end sound, the lifts have start, middle, and end, as well as having the moving floors and ceilings use new sounds unrelated to the lift sounds. Since Doom 2 doesn't normally offer this many unique moving sounds, I had to define some of my own in zdoom. For example, I made the new entry plats/mov_mid use dsstnmov and added a door1/dr1_mid and a door2/dr2_mid. Unfortunately, these new sounds are silent during the game. Does anyone know what might be the problem?
Here's some of the syntax I've used in the sndseq lump. Does this look okay?
:CeilingNormal
// playloop plats/mov_mid 8
playrepeat plats/mov_mid
end
:CeilingSemiSilent
stopsound plats/mov_stop
end
:DoorOpenNormal
play doors/dr1_open
// playloop plats/dr1_mid 8
playrepeat plats/dr1_mid
stopsound doors/dr1_clos
end
:DoorCloseNormal
play doors/dr1_open
// playloop plats/dr1_mid 8
playrepeat plats/dr1_mid
stopsound doors/dr1_clos
end
I have a few questions regarding zdoom's sndinfo and sndseq lumps:
1. For both of them, do you know what all the keywords are, what they mean, what they do, how you use them? (eg. $alias, $playerreserve, *'s in front of names, playloop vs. playrepeat, nostopcutoff, etc.)
2. For sndseq, can you actually refer to sounds in the wadfile, not just sndinfo entries? (Use dsstnmov, rather than plats/mov_mid)
3. How do you define new sounds in sndinfo? Is there something else you have to do besides creating a line in sndinfo for it, such as door1/dr1_mid?
Sndinfo and Sndseq questions
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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.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
1. http://zdoom.doomworld.com/reference/sndinfo.html
http://zdoom.doomworld.com/reference/sndseq.html
2. The sndseq has to refer to the sounds in sndinfo, not the wad.
3. See 1.
http://zdoom.doomworld.com/reference/sndseq.html
2. The sndseq has to refer to the sounds in sndinfo, not the wad.
3. See 1.