Located in: sound/DFN/sound
This is the one to define all sounds that will be called by the primitives, creature animations, particle systems, etc. No sound can be transmitted by the client without having it defined by the file type: XXX.sound.
The first line in a DFN is defined as follows: <ELEMENT Name = “SoundType” Type = “DfnPointer” />
This means that we must indicate(in our datasheet) what type of sound that's being defined, by using another .dfn. This can be one of the following:
The created datasheet will therefore have a first section that will depend on the sound type, which looks like the following:
<VSTRUCT DfnName="simple_sound.dfn" Name="SoundType"> <ATOM Name="Filename" Value="tititatatoto.wav" /> <ATOM Name="MaxDistance" Value="20.0" /> </VSTRUCT>
The rest will be according to the parameters below(as usually with the datasheets).
Boolean | Default = false
Example: False
Based on boolean.typ
Selection list(based on gain.typ) | Default = 0dB
List of choices(based on transposition.typ) | Default = 0
Selection list(based on angle.typ) | Default = 360
Selection list(based on angle.typ) | Default = 360
List of choices(based on gain.typ) | Default = -100dB
Subset of characteristics(based on direction.dfn)
Boolean | Default = true
Example: False
Based on boolean.typ
Selection list(based on priority.typ | Default = Normal)
Boolean | Default = true
Example: False
Based on boolean.typ
Boolean | Default = true
Example: False
Based on boolean.typ