rabidrage Posted September 13, 2018 I've been working on my no ambient light version of E1M1 for a while, and I came up with the idea to have a busted door. It's partway open, but not enough to get through. You hit the switch, it starts doing a ceiling waggle...but there's no sound. I figured out how to make ceiling waggle and a sound both happen in a script, but the sound plays once. I need it to loop. It would be nice, after all, if the busted door makes some kind of noise to further demonstrate that the mechanism is busted. How do I make it loop? 0 Share this post Link to post
Cacodemon345 Posted September 13, 2018 What did you use for your sound playing? 0 Share this post Link to post
rabidrage Posted September 13, 2018 (edited) It's currently just DSDOROPN. I might swap in the PSX/Doom 64 sound effect. It plays once, then the ceiling continues to noiselessly waggle. 0 Share this post Link to post
Nevander Posted September 13, 2018 I would suggest making a sound sequence in SNDSEQ and assign it to that door sector in the map or with ACS. You can make a sound sequence loop easily. 1 Share this post Link to post
Bauul Posted September 13, 2018 What Nevander said. You define custom sounds in a SNESEQ lump, and in doing so can define them as loops. All the details are here: https://zdoom.org/wiki/SNDSEQ 0 Share this post Link to post
Cacodemon345 Posted September 14, 2018 Oh shit, I forgot about the SNDSEQ lol. 0 Share this post Link to post
rabidrage Posted September 14, 2018 Thanks, guys. I'm gonna give it a shot. Who knows? Maybe I'll actually have this level ready to go soon. Then I can continue and make a whole megawad. 0 Share this post Link to post
rabidrage Posted September 17, 2018 It kinda works the way I set it up. Only plays once, though. Here's the SNDSEQ definition: :JammedDoor playrepeat DSDOROPN end and the script script 1 (void) { SoundSequence ("JammedDoor"); ; Ceiling_Waggle(6,48,50,50,0); } So what's going wrong? 0 Share this post Link to post
Nevander Posted September 17, 2018 First I would try setting the sequence to a platform type by adding "platform #" at the top, then in the script try using this instead: https://zdoom.org/wiki/SoundSequenceOnSector 0 Share this post Link to post
rabidrage Posted September 18, 2018 Sorry to be super literal, but when you say add "platform #" at the top, what does that look like in the definition? Is it followed by a number? I could use a visual. I'm slow at this. No background in programming until I started messing with Doom, though I've pulled off a few things... 0 Share this post Link to post
rabidrage Posted September 23, 2018 Nevermind. I found it. Right-click on the sector in question and set the sound sequence, and voila. Last element required for it to work. 0 Share this post Link to post