SNDSEQ

From DoomWiki.org

SNDSEQ is a text lump first introduced in Hexen and used to define sound sequences. It is also used in the ZDoom family of source ports.

Syntax[edit]

Example of the SNDSEQ entry:

:Platform
	playuntildone	PlatformStart
	playrepeat	StoneMove
	stopsound	PlatformStop
end

Here:

  • :Platform - definition of the sound sequence name;
  • playuntildone - this command plays the sound specified after it until it completes;
  • playrepeat - this command plays the sound specified after it in an endless loop;
  • stopsound - this command specifies the sound that will be played after the sound sequence ends;
  • end - ends the definition of the sound sequence.

Other commands:

  • playtime - this command has two arguments. It plays the specified sound (argument 1) and then waits for a certain amount of time (argument 2), which is specified in tics;
  • play - this command plays the sound specified after it;
  • delay - this command waits for a certain amount of time, which is specified in tics;
  • delayrand - this command has two arguments. It waits for a random amount of time, the minimum and maximum bounds of which are given in tics as arguments 1 and 2;
  • volume - this command sets the volume at which all subsequent sounds will be played.

In Hexen source code processing of sound sequences is specified in the SN_SONIX.C file. It sets the maximum number of sequences in a SNDSEQ lump to 64 and also limits the sequence name to 32 characters.

Extensions[edit]

Under construction icon-yellow.svgThis article or section is a stub. Please help the Doom Wiki by adding to it.
  • In the GZDoom source port, the maximum number of sequences in a SNDSEQ lump was increased to 4096.

External links[edit]