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Author | Topic: Sound FX explanations? Anyone?
TheDarkStar Junior Member Posts: 4 From: Registered: Jan 2001 | posted 10-28-2001 02:45 PM Hi. Cold someone please explain the format of the Sounds.TXT to me? The format is something like ... JEEP_DOOR_CLOSE: jp_dcls VOL45 P V PIT20 RAD10 #e #f The first two are clear, VOL is volume I guess and what is P V R and L? What is the meaning of CH02 for example? What stands PIT and RAD for and could someone post a working SFX_EXAMPLE.BAT for the Angkor Wat Levels (is it a)? Or could someone explain the #e #f etc. shortcuts for all known levels? (Is Tut1 d or Tu?) Thanks. My last question: If I import an enemy from Tomb Raider III and want to use the sound of it, what is the best way to do it? Thanks a lot. DarkStar. IP: Logged
aktrekker Member Posts: 578 From:WA, USA Registered: Apr 2001 | posted 10-28-2001 07:18 PM Don't know what P and V are. R and L are probably to select left and right stereo channel. PIT is probably pitch. RAD is probably the radius - how far away you can hear it. CHxx would be which channel it is played on. You can have many channels (8, 16, 32, etc), which are merged together into stereo sound. This might also be used to set the priority of sounds. When the limit is reached, the one with the highest (or lowest) channel number is kicked out to make room for another sound. The #xxx is used to group certain sounds into a complete sound wad. I don't think they actually have any meaning except for grouping the sounds together. That is why you can use any letter to build sounds for custom wads. You don't have to use Tu for tut1, except that Tu will include all the sounds used by tut1. And the letter code IS CASE SENSITIVE. I do know that #g is a "general" sound that is always included. If you put #g on every line, then every sound would be included. IP: Logged

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