Daryn Posted July 30, 2012 So we're looking at adding some external sounds to our project. We're running into an issue where after converting sounds to 8-bit Mono wavs we either are unable to convert them into Doom format sounds using XWE or Slade3, or it will convert the sound but Risen3D will not be able to play it. So I thought maybe if we sourced our files outside the WAD it might be easier. I found some reference in the DEDDOC about defining sounds, but it's a little sketchy. Could someone who's had more experience with this clarify what the various fields do? Sound { ID = ""; Lump = ""; Name = ""; Link = ""; Link pitch = 0; Link volume = 0; Priority = 0; Max channels = 0; Flags = ""; File = ""; } Thanks all, and I hope someone's able to help me get this sorted out. 0 Share this post Link to post
Vermil Posted July 30, 2012 This may help: http://www.dengine.net/dew/index.php?title=Sound Risen3D is derived from Doomsday and sound defintion haven't changed very much, if at all really, in Dday since. The only difference I am aware of is in the flags field; Risen3D requires the 'sf_' to be written in the def, while Dday has a second way of writting them that no longer does. Flags = "sf_shift2 sf_nostop"; # Doomsday and Risen3D Flags = shift2 | dontstop; # Doomsday only. RISEN3D: sf_shift sf_shift2 sf_r3dsound sf_nostop DOOMSDAY: shift shift2 exclude nodist repeat dontstop 0 Share this post Link to post
Daryn Posted July 31, 2012 I gave this a try today and wasn't able to get anything to happen. What I'm trying to do is define a new sound, and then use that sound in an Ambient through the SNDINFO. My Defintion in the DED looks like this: Sound { ID = "CHIME"; Name = "Chime"; Priority = 70; Flags = "SF_SHIFT2"; File = "Data/Sounds/chime.wav"; } And my SNDINFO looks like this: chime chime $AMBIENT 1 CHIME POINT 1.0 CONTINUOUS Nothing happening thus far. I'll keep poking at it, but if anyone got any ideas, let me know. 0 Share this post Link to post