Firstly, I have a folder called SOUNDS. Inside that folder, I have another directory called PLAYER. All the players sounds are in this folder.
Do I need to add some path finder in the SNDINFO because it's in a seperate directory? For example, instead of PLAYER/DEATH playdeth I would type PLAYER/DEATH sounds/player/playdeth ? Is this correct or no?
Secondly, I'm trying to change player sounds. I have 10 death sounds for example for the player to pick at RANDOM upon dying. (Much like the grunt/death sounds randomising in DOOM). How would I go about coding these? I mean, I'm not actually sure how Player sounds are done? For example, I mean when you look at the DECORATE of a player paun, there's no sounds listed to be called on: https://zdoom.org/wiki/Classes:DoomPlayer
I HAVE read this, and I don't understand a word of it.
Code: Select all
$playersound playerclass gender logicalname lumpname
Defines a sound used by a player. <playerclass> must be 'player' if the sound is used for a stock Doom, Strife, or Heretic class. If it is for a custom class, it can be named anything, so long as Player.SoundClass uses the same name. In Hexen, it can be either “fighter”, “mage” or “cleric”, in addition to any custom classes for the game. Gender can be “male”, “female” or “other”. Here you can find a list of all known player sounds and their meaning. If you wish to use additional sounds for custom skins, you use this like custom classes by defining the sounds that you wish to use, but instead you put the skin name into the <playerclass> string.
Note: An interesting note: ZDoom supports different player pain sounds depending on health. In Doom, Heretic and Hexen there is only one player pain sound, so it is handled like this in SNDINFO:
$playersound player male *pain100 dsplpain
$playersounddup player male *pain75 *pain100
$playersounddup player male *pain50 *pain100
$playersounddup player male *pain25 *pain100
The *pain100 used instead of a lump name for pain75, pain50, and pain25 tells those sounds to refer to pain100 for a sound lump to play. If you want you can change this, though, so you really have different pain sounds.
Another feature of the player sounds is that you can specify a custom damage type for pain and death sounds. You do this by defining the sound as follows:
$playersound player male *death-fire dsburn
When the player takes damage, ZDoom will attempt to find a sound with the matching damagetype first, and then will fall back to the generic sound (e.g. *death) if it is not found.
Finally, if a player sound is explicitly set to dsempty, no sound will be played. Setting it to another empty or invalid sound will make the engine look for a valid sound to play in the default or a parent player class.
I hope someone can help, thanks in advance.