SNDINFO is a lump that allows authors to configure various advanced sound features. In DSDA-Doom, this lump is currently only used to define ambient sound effects.
Simply include the SNDINFO lump in your wad and dsda-doom will load it.
In order to reference sound effects, you need to define them:
<sound_name> = <lump_name>
Here sound_name
is the identifier you use when referring to the sound and lump_name
is the name of the sound effect lump. DSDA-Doom does not have any predefined sounds.
Once you have defined a sound effect, you can define ambient sound effects like so:
$ambient <index> <sound_name> [type] <mode> <volume>
The index
is used when placing ambient sounds in a map. The sound_name
is described above. You can define multiple ambient sounds that use the same sound_name
with different properties. The optional type
is either point <attenuation>
or world
(default). If using a point
sound, you can define the attenuation
rate, which determines how fast the volume drops off with distance (default 1.0
). The mode
can be continuous
(looping), periodic <seconds>
, or random <min_seconds> <max_seconds>
. Finally, the volume
sets the volume, ranging from 0.0
to 1.0
(default). All numerical arguments are floating points.
Example:
wolf = k_wolf
waterfall = k_wfall
bell = k_bell
$ambient 1 wolf world random 30.0 60.0 0.5
$ambient 2 waterfall point 2.0 continuous 1.0
$ambient 3 bell periodic 60.0 1.0
In this file, we define three sounds: a wolf, a waterfall, and a bell. Then we define 3 ambient sounds:
- A wolf that randomly occurs every 30 to 60 seconds at half volume and can be heard everywhere
- A waterfall that is located at a point, plays continuously, and decays twice as fast with distance as normal sounds
- A bell that rings every 60 seconds
You can place an ambient sound in a map using DoomEdNum 14001 to 14064, where the associated index ranges from 1 to 64. Optionally, you can use DoomEdNum 14065 and set the first special argument to the ambient sound index.