File: sounds.lua

package info (click to toggle)
spring 0.81.2.1%2Bdfsg1-6
  • links: PTS, VCS
  • area: main
  • in suites: squeeze
  • size: 28,496 kB
  • ctags: 37,096
  • sloc: cpp: 238,659; ansic: 13,784; java: 12,175; awk: 3,428; python: 1,159; xml: 738; perl: 405; sh: 297; makefile: 267; pascal: 228; objc: 192
file content (61 lines) | stat: -rw-r--r-- 1,752 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
--- Valid entries used by engine: IncomingChat, MultiSelect, MapPoint
--- other than that, you can give it any name and access it like before with filenames
local Sounds = {
	SoundItems = {
		IncomingChat = {
			--- always play on the front speaker(s)
			file = "sounds/beep4.wav",
			in3d = "false",
		},
		MultiSelect = {
			--- always play on the front speaker(s)
			file = "sounds/button9.wav",
			in3d = "false",
		},
		MapPoint = {
			--- respect where the point was set, but don't attuenuate in distace
			--- also, when moving the camera, don't pitch it
			file = "sounds/beep6.wav",
			rolloff = 0,
			dopplerscale = 0,
		},
		ExampleSound = {
			--- some things you can do with this file

			--- can be either ogg or wav
			file = "somedir/subdir/soundfile.ogg",

			--- loudness, > 1 is louder, < 1  is more quiet, you will most likely not set it to 0
			gain = 1,

			--- > 1 -> high pitched, < 1 lowered
			pitch = 1,

			--- how unit / camera speed affects the sound, to exagerate it, use values > 1
			--- dopplerscale = 0 completely disables the effect
			dopplerscale = 1,

			--- when lots of sounds are played, sounds with lwoer priority are more likely to get cut off
			--- priority > 0 will never be cut of (priorities can be negative)
			priority = 0,

			--- this sound will not be played more than 16 times at a time
			maxconcurrent = 16,

			--- cutoff distance
			maxdist = 20000,

			--- how fast it becomes more quiet in the distance (0 means aleays the same loudness regardless of dist)
			rolloff = 1,

			--- non-3d sounds do always came out of the front-speakers (or the center one)
			--- 3d sounds are, well, in 3d
			in3d = true,

			--- you can loop it for X miliseconds
			looptime = 0,
		},
	},
}

return Sounds