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.
Is SNDINFO required?
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Re: Is SNDINFO required?
Yes. SNDINFO is what "translates" the raw lump names into usable references for the engine to use.
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Re: Is SNDINFO required?
SNDINFO is quite necessary for any and all custom sounds your project has.
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Re: Is SNDINFO required?
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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Re: Is SNDINFO required?
How disappointing that even you make that mistake... ...Enjay wrote:...has it's own...
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Re: Is SNDINFO required?
Argh! I hate that! 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.
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.
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Re: Is SNDINFO required?
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.