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 = “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:
- simple_sound.dfn; ←- Yet to be defined!!
- background_sound.dfn. ←- Yet to be defined!!
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