Is SNDINFO required?

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cambertian
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Is SNDINFO required?

Post by cambertian »

Silly question I'm sure, but does every new sound effect need to be defined in a SNDINFO lump in order to be usable by, say, ZScript, or any other part of a mod?
I have a whole bunch of procedurally-generated sounds that would be tedious to write new names for by hand, and I'd prefer not to write a SNDINFO lump to use them, generated by a helper program or otherwise.
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Caligari87
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Re: Is SNDINFO required?

Post by Caligari87 »

Yes. SNDINFO is what "translates" the raw lump names into usable references for the engine to use.

8-)
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MFG38
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Re: Is SNDINFO required?

Post by MFG38 »

SNDINFO is quite necessary for any and all custom sounds your project has.
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Enjay
 
 
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Re: Is SNDINFO required?

Post by Enjay »

Yup, even if you are replacing an existing sound file you don't need to provide a SNDINFO lump, but the only reason that GZDoom knows what to do with it is because it already has it's own internal SNDINFO in gzdoom.pk3 that provides the necessary information.
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Graf Zahl
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Re: Is SNDINFO required?

Post by Graf Zahl »

Enjay wrote:...has it's own...
How disappointing that even you make that mistake... :? ... :twisted:
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Enjay
 
 
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Re: Is SNDINFO required?

Post by Enjay »

Argh! I hate that! :evil: I'm always correcting people at work for that one.

Not a mistake I generally make, but that one slipped by.

To be fair, I typed that one on my 'phone and it could have been auto(in)corrected without me noticing. Maybe. :oops:
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Graf Zahl
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Re: Is SNDINFO required?

Post by Graf Zahl »

Yes, autocorrection can be annoying. I have had it countless times at work that my Git client (no decent ones available on Mac) 'helpfully' replaces some words and turns the commit messages into gibberish.

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