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Sounds/Music usage

Sat, 29 Jul 2006 10:19:53

Crimson Wizard

Can anybody explain me how I may add new sounds into SOUNDDEFS wad lump and call them in progs? These Defs changed much since last time I used them. And the same question is about music.
Sat, 29 Jul 2006 12:54:06

Janis Legzdinsh

Just put your new sounds definitions in a new SNDINFO lump. Music of a map is till specified with MUSIC command in MAPINFO lump.
Sat, 29 Jul 2006 13:40:03

Crimson Wizard

Sorry, it is SNDINFO ofcourse. But actually I wished to know what is the meaning of all these $playeralias, $playersounddup, $limit etc keywords. About music - there's a function ChangeMusic. What parameter it takes? - name of music lump, yes? Do I need to register it somewhere, in some wad lump?
Sat, 29 Jul 2006 19:15:57

Firebrand

[quote="Crimson Wizard":3jgiv8s6]About music - there's a function ChangeMusic. What parameter it takes? - name of music lump, yes? Do I need to register it somewhere, in some wad lump? ChangeMusic take as parameter the music lump name inside the wad (D_RUNNIN, for example), the music lump should be inside the wad file, there isn't need of anything else.
Sat, 29 Jul 2006 21:57:42

The 4th Class

I remember making new definitions in SNDINFO once, and then none of the sounds worked properly. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Is there any correct way to create new sounds and have everything work? Or was it just a hardware problem? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Sun, 30 Jul 2006 13:24:20

Crimson Wizard

The problem is that original Hexen does not allow to add NEW SNDINFO entries, you may only change existing ones (replace sound lump name for example), because all sound titles are written into EXE. Vavoom engine allows to add as many new entries as you wish.
Sun, 30 Jul 2006 17:01:34

Janis Legzdinsh

[quote="The 4th Class":3dzimlfb]I remember making new definitions in SNDINFO once, and then none of the sounds worked properly. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Is there any correct way to create new sounds and have everything work? Or was it just a hardware problem? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> Probably it was before support for parsing all SNDINFO lumps was added.
But actually I wished to know what is the meaning of all these $playeralias, $playersounddup, $limit etc keywords.
See here
Mon, 31 Jul 2006 17:32:26

Crimson Wizard

Can I give music lumps titles as for sounds and use them in progs? I am not sure using lump names is a good solution, because I may forget them and they may change in future, and so on.
Mon, 31 Jul 2006 17:49:00

Firebrand

[quote="Crimson Wizard":1lr9ai5v]Can I give music lumps titles as for sounds and use them in progs? I am not sure using lump names is a good solution, because I may forget them and they may change in future, and so on. What do you mean? SNDINFO already has a way to define the sound to play, even if it changes the default name, using another SNDINFO with different names won't change anything. Unless I didn't understood what you mean.
Mon, 31 Jul 2006 18:02:30

Crimson Wizard

I mean giving names for MUSIC. For example: WinnowingHallBackground for Winnowr.

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