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sound.dfn

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.

Definition of the type of sound

The first line in a DFN is defined as follows: <ELEMENT Name = “SoundTypeType = “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).

Loop

Boolean | Default = false
Example: False
Based on boolean.typ

Gain

Selection list(based on gain.typ) | Default = 0dB

Transpose

List of choices(based on transposition.typ) | Default = 0

InternalConeAngle

Selection list(based on angle.typ) | Default = 360

ExternalConeAngle

Selection list(based on angle.typ) | Default = 360

ExternalGain

List of choices(based on gain.typ) | Default = -100dB

Direction

Subset of characteristics(based on direction.dfn)

AbsolutePosition

Boolean | Default = true
Example: False
Based on boolean.typ

Priority

Selection list(based on priority.typ | Default = Normal)

Indoor

Boolean | Default = true
Example: False
Based on boolean.typ

Outdoor

Boolean | Default = true
Example: False
Based on boolean.typ

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en/ds/sound/rcdsdfnsound.txt · Last modified: 2021/12/03 18:19 by 127.0.0.1

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