Hexen scripted ambient sounds
From DoomWiki.org
Hexen and its expansion set use ACS to manage ambient sounds in their map, using script 254.
Contents
Example script[edit]
These scripts are generally of this form:
script 254 OPEN { int whichsound; delay(random(x, y) * 100); whichsound = random(1, z); switch (whichsound) { case 1: { ambientsound("Ambient1(t, u)); break; } ... case z: { ambientsound("Ambientz(v, w)); break; } } restart; }
The values for t, u, v, w, x, y and z depend on the script.
Ambient sounds[edit]
Logical sound names are usually rather explicit, however some of them are identified only by a number. This table helps identify them.
Logical name | Lump Name | Logical name | Lump Name | Logical name | Lump Name | ||
---|---|---|---|---|---|---|---|
Ambient1 | insects1 | Ambient6 | owl | Ambient11 | rocks | ||
Ambient2 | crkets | Ambient7 | bird | Ambient12 | chains | ||
Ambient3 | crkets1 | Ambient8 | shlurp | Ambient13 | gong | ||
Ambient4 | katydid | Ambient9 | bubble | Ambient14 | steel1 | ||
Ambient5 | frogs | Ambient10 | drop2 | Ambient15 | steel2 |
Hexen[edit]
The ambient sound scripts in Hexen use a delay expressed in tics. There are 35 tics per seconds, so a maximum delay of 700 tics corresponds to a maximum delay of 20 seconds. The volume at which each ambient sound is on a scale of 0 to 127, so for example (50, 80) corresponds to between about 40% and 63% of full volume (rounding up). For concision, the random keyword is not explicitly written, so any bracketed pair of values in these table should be understood as being a random integral value between the two boundaries given, inclusively. Each sound is listed only as its logical name followed by its volume. Note that some sounds may be listed several time in a single script; this is how it was coded by the Raven Software level designers.
Map | Delay value | Ambient sounds | ||
---|---|---|---|---|
MAP01 | Hub 1: Winnowing Hall | (3, 7) * 100 | 5 | Ambient1(50, 80), Ambient10(50, 80), Ambient1(50, 80), Ambient10(50, 80), Ambient12(50, 80) |
MAP02 | Hub 1: Seven Portals | (2, 7) * 100 | 4 | Ambient7(50, 80), Ambient10(50, 90), Ambient10(70, 110), Ambient11(30, 70) |
MAP03 | Hub 1: Guardian of Ice | (4, 7) * 100 | 5 | IceStartMove(20, 90), EarthStartMove(50, 80), IceStartMove(50, 90), EarthStartMove(50, 80), IceStartMove(20, 60) |
MAP04 | Hub 1: Guardian of Fire | (2, 5) * 100 | 4 | Ambient9(50, 90), Ambient9(50, 100), LavaMove(50, 80), Ambient10(50, 90) |
MAP05 | Hub 1: Guardian of Steel | (2, 4) * 100 | 5 | Ambient15(50, 80), Ambient14(50, 80), Ambient15(50, 80), Ambient14(50, 60), Ambient12(50, 127) |
MAP06 | Hub 1: Bright Crucible | (4, 7) * 100 | 6 | Ambient8(30, 90), Ambient8(80, 100), Ambient9(50, 90), Ambient7(50, 80), WaterMove(50, 70), Ambient1(50, 100) |
MAP08 | Hub 2: Darkmere | (100, 200) | 8 | Ambient1(50, 110), Ambient5(50, 100), Ambient8(50, 100), Ambient8(50, 70), Ambient9(50, 90), Ambient4(50, 100), Ambient1(30, 90), Ambient5(50, 80) |
MAP09 | Hub 2: Caves of Circe | (3, 7) * 100 | 5 | Ambient10(50, 100), Ambient10(50, 70), Ambient11(90, 120), Ambient11(50, 90), Ambient2(50, 80) |
MAP10 | Hub 2: Wastelands | (5, 7) * 100 | 5 | Ambient1(50, 80), Ambient1(50, 100), Ambient11(50, 100), Ambient11(30, 70), Ambient10(50, 80) |
MAP11 | Hub 2: Sacred Grove | (3, 4) * 100 | 5 | Ambient1(50, 80), Ambient2(90, 100), Ambient3(50, 90), Ambient4(50, 90), Ambient7(80, 110) |
MAP12 | Hub 2: Hypostyle | (3, 6) * 100 | 5 | Ambient9(50, 80), Ambient9(70, 110), Ambient10(50, 100), Ambient10(50, 70), Ambient12(50, 70) |
MAP13 | Hub 2: Shadow Wood | (2, 4) * 100 | 8 | Ambient1(50, 100), Ambient2(50, 90), Ambient3(50, 80), Ambient4(50, 90), Ambient6(50, 90), Ambient6(30, 80), Ambient7(50, 100), Ambient7(30, 90) |
MAP21 | Hub 4: Forsaken Outpost | (5, 7) * 100 | 5 | EarthStartMove(50, 80), Ambient1(50, 90), Ambient10(50, 70), Ambient10(50, 90), Ambient12(50, 100) |
MAP22 | Hub 4: Castle of Grief | (3, 7) * 100 | 5 | Ambient11(50, 100), Ambient12(50, 90), Ambient12(80, 110), Ambient1(50, 90), Ambient7(50, 90) |
MAP23 | Hub 4: Gibbet | (2, 7) * 100 | 5 | Ambient10(50, 80), Ambient10(50, 110), Ambient12(50, 127), Ambient12(40, 90), EarthStartMove(50, 90) |
MAP24 | Hub 4: Effluvium | (2, 4) * 100 | 7 | Ambient5(70, 100), Ambient8(50, 120), Ambient8(80, 110), Ambient9(50, 80), Ambient9(50, 90), Ambient12(50, 80), WaterMove(50, 90) |
MAP25 | Hub 4: Dungeons | (2, 4) * 100 | 5 | Ambient12(50, 100), Ambient12(50, 80), Ambient8(50, 70), Ambient8(80, 110), Ambient10(50, 90) |
MAP26 | Hub 4: Desolate Garden | (5, 7) * 100 | 4 | Ambient1(50, 80), Ambient2(50, 90), Ambient3(70, 120), Ambient8(50, 70) |
MAP27 | Hub 3: Heresiarch's Seminary | (4, 8) * 100 | 7 | EarthStartMove(50, 80), EarthStartMove(50, 90), Ambient13(50, 90), Ambient10(30, 70), Ambient11(50, 80), Ambient13(50, 110), Ambient13(30, 120) |
MAP28 | Hub 3: Dragon Chapel | (2, 7) * 100 | 5 | Ambient12(50, 127), Ambient12(50, 90), Ambient13(30, 80), Ambient13(50, 70), Ambient13(60, 90) |
MAP30 | Hub 3: Griffin Chapel | (3, 7) * 100 | 5 | Ambient10(50, 110), Ambient12(50, 80), Ambient13(50, 80), Ambient13(60, 90), Ambient13(30, 70) |
MAP31 | Hub 3: Deathwind Chapel | (2, 4) * 100 | 5 | Ambient10(50, 80), Ambient12(50, 90), Ambient13(50, 60), Ambient10(50, 80), Ambient13(50, 80) |
MAP32 | Hub 3: Orchard of Lamentations | (2, 4) * 100 | 5 | Ambient1(50, 100), Ambient2(50, 120), Ambient7(50, 80), Ambient13(60, 70), Ambient6(80, 127) |
MAP33 | Hub 3: Silent Refectory | (5, 7) * 100 | 5 | Ambient12(50, 80), Ambient12(50, 100), Ambient13(50, 80), Ambient12(30, 50), Ambient11(50, 70) |
MAP34 | Hub 3: Wolf Chapel | (5, 7) * 100 | 5 | Ambient13(50, 80), Ambient13(50, 90), Ambient10(50, 90), Ambient13(50, 60), Ambient13(30, 50) |
MAP35 | Hub 5: Necropolis | (3, 4) * 100 | 6 | Ambient1(50, 80), Ambient2(50, 90), Ambient3(50, 90), Ambient6(50, 80), Ambient6(70, 110), Ambient12(50, 70) |
MAP36 | Hub 5: Zedek's Tomb | (500, 700) | 5 | Ambient12(50, 80), Ambient14(50, 90), Ambient12(50, 90), Ambient12(50, 70), Ambient15(50, 80) |
MAP37 | Hub 5: Menelkir's Tomb | (2, 5) * 100 | 5 | Ambient8(50, 90), Ambient8(50, 70), Ambient12(50, 90), Ambient10(50, 60), WaterMove(50, 70) |
MAP38 | Hub 5: Traductus' Tomb | (4, 7) * 100 | 5 | Ambient13(50, 60), Ambient12(50, 80), Ambient13(50, 60), Ambient10(50, 60), Ambient10(50, 127) |
MAP39 | Hub 5: Vivarium | (4, 7) * 100 | 5 | Ambient10(50, 80), Ambient12(50, 90), Ambient12(50, 70), Ambient14(50, 90), Ambient15(50, 70) |
MAP40 | Hub 5: Dark Crucible | N/A | Korax fight scripts instead |
Deathkings of the Dark Citadel[edit]
The deathmatch maps in Deathkings do not feature ambient sounds.
Map | Delay value | Ambient sounds | ||
---|---|---|---|---|
MAP33 | Hub 4: Transit | N/A | Deathmatch map | |
MAP34 | Hub 4: Over N Under | N/A | Deathmatch map | |
MAP35 | Hub 4: Deathfog | N/A | Deathmatch map | |
MAP36 | Hub 4: Castle of Pain | N/A | Deathmatch map | |
MAP37 | Hub 4: Sewer Pit | N/A | Deathmatch map | |
MAP38 | Hub 4: The Rose | N/A | Deathmatch map | |
MAP41 | Hub 1: Ruined Village | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient2(80, 100), Ambient3(50, 90), Ambient4(50, 80), Ambient7(50, 70), Ambient10(50, 100) |
MAP42 | Hub 1: Blight | (4, 7) * 100 | 6 | Ambient10(30, 90), Ambient10(80, 100), Ambient11(50, 90), Ambient12(50, 80), Ambient12(50, 70), Ambient14(50, 100) |
MAP43 | Hub 1: Sump | (4, 7) * 100) | 6 | Ambient1(30, 90), Ambient8(80, 100), Ambient9(50, 90), Ambient10(50, 80), WaterMove(50, 70), WaterMove(50, 100) |
MAP44 | Hub 1: Catacomb | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient2(80, 100), Ambient11(50, 90), Ambient11(50, 80), Ambient10(50, 70), Ambient10(50, 100) |
MAP45 | Hub 1: Badlands | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient7(80, 100), Ambient11(50, 90), Ambient11(50, 80), Ambient10(50, 70), Ambient10(50, 100) |
MAP46 | Hub 1: Brackenwood | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient2(80, 100), Ambient3(50, 90), Ambient7(50, 80), Ambient4(50, 70), Ambient1(50, 100) |
MAP47 | Hub 1: Pyre | (4, 7) * 100 | 6 | Ambient8(30, 90), Ambient9(80, 100), Ambient9(50, 90), Ambient12(50, 80), Ambient12(50, 70), Ambient10(50, 100) |
MAP48 | Hub 2: Constable's Gate | (4, 7) * 100 | 6 | Ambient9(30, 90), Ambient8(80, 100), Ambient8(50, 90), Ambient12(50, 80), Ambient12(50, 70), Ambient12(50, 100) |
MAP49 | Hub 2: Treasury | (4, 7) * 100 | 6 | Ambient5(30, 90), Ambient8(80, 100), Ambient9(50, 90), Ambient10(50, 80), Ambient8(50, 70), WaterMove(50, 100) |
MAP50 | Hub 2: Market Place | (4, 7) * 100 | 6 | Ambient10(30, 90), Ambient11(80, 100), Ambient11(50, 90), Ambient12(50, 80), Ambient12(50, 70), Ambient12(50, 100) |
MAP51 | Hub 2: Locus Requiescat | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient7(80, 100), Ambient2(50, 90), Ambient3(50, 80), Ambient4(50, 70), Ambient13(50, 100) |
MAP52 | Hub 2: Ordeal | (4, 7) * 100 | 6 | Ambient12(30, 90), Ambient12(80, 100), Ambient13(50, 90), Ambient14(50, 80), Ambient15(50, 70), Ambient12(50, 100) |
MAP53 | Hub 2: Armory | (4, 7) * 100 | 6 | Ambient14(30, 90), Ambient14(80, 100), Ambient15(50, 90), Ambient15(50, 80), Ambient12(50, 70), Ambient12(50, 100) |
MAP54 | Hub 3: Nave | (7, 9) * 100 | 4 | Ambient10(30, 90), Ambient12(80, 100), Ambient12(50, 90), Ambient13(40, 60) |
MAP55 | Hub 3: Chantry | (4, 7) * 100 | 6 | Ambient12(30, 90), Ambient12(80, 100), Ambient13(50, 90), Ambient10(50, 80), Ambient11(50, 70), Ambient10(50, 100) |
MAP56 | Hub 3: Abattoir | (4, 7) * 100 | 6 | Ambient12(30, 90), Ambient12(80, 100), Ambient14(50, 90), Ambient15(50, 80), Ambient11(50, 70), Ambient10(50, 100) |
MAP57 | Hub 3: Dark Watch | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient2(80, 100), Ambient12(50, 90), Ambient10(50, 80), Ambient11(50, 70), Ambient10(50, 100) |
MAP58 | Hub 3: Cloaca | (4, 7) * 100 | 6 | Ambient1(30, 90), Ambient5(80, 100), Ambient12(50, 90), Ambient12(50, 80), Ambient8(50, 70), Ambient9(50, 100) |
MAP59 | Hub 3: Ice Hold | (3, 6) * 100 | 6 | Ambient10(30, 90), Ambient10(80, 100), IceStartMove(50, 90), IceStartMove(40, 60), IceStartMove(50, 90), EarthStartMove(40, 60) |
MAP60 | Hub 3: Dark Citadel† | (4, 7) * 100 | 6 | Ambient13(30, 90), Ambient15(80, 100), Ambient12(50, 90), Ambient12(50, 80), Ambient10(50, 70) Ambient14(50, 70) |
- † Ambient sounds are disabled in deathmatch mode in this map.
Sources[edit]
The information above was obtained by using Descript on each map of both IWADs, hexen.wad and hexdd.wad, both in their 1.1 versions.
See also[edit]
External links[edit]
- Ambient sound at the ZDoom wiki
ACS | |
---|---|
Fundamentals: | ACS • ACS0 instruction set • BEHAVIOR |
Utilities: | ACC • DEACC • Descript • listacs |
Hexen usage: | Hexen scripted ambient sounds • Hexen scripted monster spawning • Mash monsters |
Other: | ACS mini game |