Csabo
Moderator
Posts: 541
Registered: 02-02 |
This is by sort of by design. If you want the SNDSEQ lump to show up with the little "Z" icon, you can just add this into the XWE.INI file:
[SNDSEQ]
Entry : "SNDSEQ"
Icon : zdoom
Although it's not a ZDooM specific lump, is it? Anyway, you can make XWE "recognize" anything, if you edit the XWE.INI file this way.
The sound thing happens for a similar reason. This is what's in the INI file:
[WAVESOUND]
Entry : "DS*;*.WAV;*.VOC;*.RAW;*.AUDLOG;*.OGG"
;Signature : "$03 $00"
Editor : WaveEditor
ExportMethod : WAV
Icon : wave
The signature line is commented out, and any entry that begins with DS is assumed to be a sound. If you don't like this, just remove the DS*; from the entry list. If you uncomment the signature line, XWE will recognize the sounds, but it might make mistakes.
The Doom sound entries are a bit weird. The first two bytes are $03, $00, then the playback speed, followed by the length of the sound data. I guess something could be done to make XWE recognize them when you first open your WAD, but this would involve reading the first few bytes of EVERY entry, just to determine that it's a sound. And XWE is kind of slow when first opening a WAD.
In fact this is a bit better in 1.14, previously, if a lump was not recognized during open as a sound, but when you clicked on it XWE showed it as a sound, the list did not get refreshed. At least now it does, and the lump is marked as a sound, it's a late identification.
|