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]
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- In the GZDoom source port, the maximum number of sequences in a SNDSEQ lump was increased to 4096.