// // EDF for Eternity Engine v3.40.50 // // This file contains sound definitions. Note that some fields in the // sound block have very special semantics, so you should read the docs // before you mess with this at all. Confusion is bound to result otherwise. // // Include gamemode-specific sounds -------------------------------------------- // Doom : DeHackEd nums 1 - 108, 125 includeifenabled("doom/sounds.edf", "DOOM") // Heretic : DeHackEd nums 300 - 397 includeifenabled("heretic/sounds.edf", "HERETIC") // MBF sounds ------------------------------------------------------------------ // killough 11/98: dog sounds sound dgsit { pitchvariance Doom; priority 98; dehackednum 109 } sound dgatk { pitchvariance Doom; priority 70; dehackednum 110 } sound dgact { pitchvariance Doom; priority 120; dehackednum 111 } sound dgdth { pitchvariance Doom; priority 70; dehackednum 112 } sound dgpain { pitchvariance Doom; priority 96; dehackednum 113 } // Eternity Engine sounds ------------------------------------------------------ sound eefly { priority 120 dehackednum 114 clipping_dist 512 close_dist 64 } sound gloop { pitchvariance Doom; priority 100; dehackednum 115 } sound thundr { pitchvariance Doom; priority 96; dehackednum 116 } sound muck { pitchvariance Doom; priority 100; dehackednum 117 } sound plfeet { pitchvariance Doom priority 96 dehackednum 118 singularity sg_oof skinindex sk_plfeet } sound plfall { pitchvariance Doom priority 96 dehackednum 119 skinindex sk_plfall } sound fallht { pitchvariance Doom priority 96 dehackednum 120 skinindex sk_fallht } sound burn { pitchvariance Doom; priority 32; dehackednum 121 } sound eehtsz { pitchvariance Doom priority 100 dehackednum 122 clipping_dist 640 close_dist 96 } sound eedrip { pitchvariance Doom priority 100 dehackednum 123 clipping_dist 640 close_dist 96 } sound Earthquake { lump "quake2"; dehackednum 124 } // NOTE: DeHackEd num 125 == plwdth in doom/sounds.edf // Default Sector Sound Sequences ---------------------------------------------- // Door Opening Sequences soundsequence EEDoorOpenNormal { commands @" play EE_DoorOpen nostopcutoff "@ } soundsequence EEDoorOpenBlazing { commands @" play EE_BDoorOpen nostopcutoff "@ } // Note: All gamemode sequences will be kept here since they are related. // DOOM Door Close Sequences ifgametype(DOOM) soundsequence EEDoorCloseNormal { commands @" play EE_DoorClose nostopcutoff "@ } soundsequence EEDoorCloseBlazing { commands @" play EE_BDoorClose nostopcutoff "@ } // Note: This sequence is only used in DOOM when comp_blazing is enabled. // It makes the (apparently) erroneous double-closing sound. soundsequence EEDoorCloseBlazingComp { commands @" play EE_BDoorClose stopsound EE_BDoorClose "@ } endif() // Heretic Door Close Sequences ifgametype(HERETIC) soundsequence EEDoorCloseNormal { commands @" play EE_DoorOpen stopsound EE_DoorClose "@ } soundsequence EEDoorCloseBlazing { commands @" play EE_BDoorOpen stopsound EE_BDoorClose "@ } endif() // Plat Sequences // This is used by most plat types, like the ordinary down-wait-up-stay type soundsequence EEPlatNormal { commands @" play EE_PlatStart stopsound EE_PlatStop "@ } // This is used by raise-and-change plat types. soundsequence EEPlatRaise { commands @" playloop EE_PlatMove 8 stopsound EE_PlatStop "@ } // This may seem pointless, but defining it allows the silent behavior of // instant move plats to be overridden by redefining this sequence. soundsequence EEPlatSilent { } // Ceiling Sequences // Used by most ceiling actions soundsequence EECeilingNormal { commands @" playloop EE_FCMove 8 "@ } // Used by "silent" crushers that aren't really silent soundsequence EECeilingSemiSilent { commands @" stopsound EE_PlatStop "@ } // Like above for plats, but for ceilings. soundsequence EECeilingSilent { } // Floor Sequences soundsequence EEFloor { commands @" playloop EE_FCMove 8 stopsound EE_PlatStop "@ } // Sound Environment Presets --------------------------------------------------- reverb FreeverbDefault : 254, 0 { } reverb SmallRoomBright : 254, 1 { roomsize 0.7 damping 0.92 +equalized eq.lowgain 0.27 eq.midgain 0.99 eq.highgain 0.95 } reverb SmallRoomDark : 254, 2 { roomsize 0.7 damping 0.95 +equalized eq.lowgain 0.96 eq.midgain 0.94 eq.highgain 0.0 } reverb LargeRoomBright : 254, 3 { roomsize 0.829 damping 0.96 +equalized eq.lowgain 0.65 eq.midgain 0.89 eq.highgain 0.56 } reverb LargeRoomDark : 254, 4 { roomsize 0.829 damping 0.99 +equalized eq.lowgain 0.92 eq.midgain 0.84 eq.highgain 0.0 } reverb SmallHallBright : 254, 5 { roomsize 0.814 damping 0.70 predelay 20 +equalized eq.lowgain 0.79 eq.midgain 0.92 eq.highgain 0.32 } reverb SmallHallDark : 254, 6 { roomsize 0.814 damping 0.75 predelay 20 +equalized eq.lowgain 0.95 eq.midgain 0.87 eq.highgain 0.0 } reverb LargeHallBright : 254, 7 { roomsize 0.87 damping 0.51 predelay 20 +equalized eq.lowgain 0.79 eq.midgain 0.94 eq.highgain 0.45 } reverb LargeHallDark : 254, 8 { roomsize 0.87 damping 0.58 predelay 20 +equalized eq.lowgain 0.96 eq.midgain 0.84 eq.highgain 0.0 } // EOF