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		<id>https://3dfxdev.net/edgewiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jdredalert</id>
		<title>3DGE Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://3dfxdev.net/edgewiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jdredalert"/>
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		<updated>2026-06-06T09:39:57Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=WORKING&amp;diff=767</id>
		<title>WORKING</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=WORKING&amp;diff=767"/>
				<updated>2025-06-09T15:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jdredalert: Created page with &amp;quot;WORKING&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORKING&lt;/div&gt;</summary>
		<author><name>Jdredalert</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=SOUNDS&amp;diff=342</id>
		<title>SOUNDS</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=SOUNDS&amp;diff=342"/>
				<updated>2015-07-13T05:04:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jdredalert: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Sounds=&lt;br /&gt;
&lt;br /&gt;
'''Stored in sounds.ddf file or in the DDFSFX data lump.'''&lt;br /&gt;
&lt;br /&gt;
Sounds.ddf allows you to change the various sounds that are played as things happen in the game. Each entry consists of a unique name, enclosed in square brackets, plus a series of commands that specify the sound lump in the wadfile and the characteristics of how it's played.&lt;br /&gt;
&lt;br /&gt;
Names should be descriptive of what the sound is and/or when it is used, and will be referred to in the other ddf files, such as [[weapons.ddf]], [[attacks.ddf]] and [[things.ddf]] among others. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==COMMANDS==&lt;br /&gt;
&lt;br /&gt;
The commands used for sound entries are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; BGCOLOR=&amp;quot;#C8F4FF&amp;quot;&lt;br /&gt;
! COMMAND&lt;br /&gt;
! TYPE&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
| LOOP&lt;br /&gt;
| [boolean]&lt;br /&gt;
| Makes the sound play over and over again. This can be useful in sector moving, ambient sounds and every other situation that requires a looping sound sample (i.e. a longer weapon idle or firing sound).&lt;br /&gt;
|-&lt;br /&gt;
| LUMP_NAME&lt;br /&gt;
| [lumpname]&lt;br /&gt;
| The name of the SFX lump in the wad file. Sound lumps usually start with &amp;quot;DS&amp;quot;, which must be included.&lt;br /&gt;
|-&lt;br /&gt;
| MAX_DISTANCE&lt;br /&gt;
| [float]&lt;br /&gt;
| The maximum distance away from the sound where it can still be heard. Used to make sounds that can only be heard when the player is close to the source.&lt;br /&gt;
|-&lt;br /&gt;
| PRECIOUS&lt;br /&gt;
| [boolean]&lt;br /&gt;
| When TRUE, this sound would rather to keep playing instead of being cut (by an equal priority or equal singularity sound). Default is FALSE.&lt;br /&gt;
|-&lt;br /&gt;
| PRIORITY&lt;br /&gt;
| [integer]&lt;br /&gt;
| Specifies how important the sound is. Lower priorities are more important. If a sound channel cannot be found to play the sound on, EDGE will look for a channel playing a less important sound and cut it. 0 means the sound has highest priority, 255 means sound has lowest priority. &amp;lt;br /&amp;gt;(NOTE: this strange priority scheme may be fixed is a future release of EDGE).&lt;br /&gt;
|-&lt;br /&gt;
| SINGULAR&lt;br /&gt;
| [integer]&lt;br /&gt;
| If a thing is making a noise with the same singularity it will be cut. (See chainsaw).&lt;br /&gt;
|-&lt;br /&gt;
| VOLUME&lt;br /&gt;
| [percentage]&lt;br /&gt;
| Sound volume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EXAMPLES==&lt;br /&gt;
&lt;br /&gt;
The following is an example of a complete sound entry:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;95%&amp;quot; border=&amp;quot;1&amp;quot; frame=&amp;quot;box&amp;quot; cellpadding=&amp;quot;2&amp;quot; frame=&amp;quot;box&amp;quot; BGCOLOR=&amp;quot;#C2D6D6&amp;quot;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt; [SOUND]&amp;lt;br /&amp;gt; LUMP_NAME=&amp;quot;DSMYGUN&amp;quot;;&amp;lt;br /&amp;gt; PRIORITY=2;&amp;lt;br /&amp;gt; SINGULAR=33;&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jdredalert</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=SOUNDS&amp;diff=341</id>
		<title>SOUNDS</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=SOUNDS&amp;diff=341"/>
				<updated>2015-07-13T05:01:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jdredalert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Sounds=&lt;br /&gt;
&lt;br /&gt;
'''Stored in sounds.ddf file or in the DDFSFX data lump.'''&lt;br /&gt;
&lt;br /&gt;
Sounds.ddf allows you to change the various sounds that are played as things happen in the game. Each entry consists of a unique name, enclosed in square brackets, plus a series of commands that specify the sound lump in the wadfile and the characteristics of how it's played.&lt;br /&gt;
&lt;br /&gt;
Names should be descriptive of what the sound is and/or when it is used, and will be referred to in the other ddf files, such as [[weapons.ddf]], [[attacks.ddf]] and [[things.ddf]] among others. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==COMMANDS==&lt;br /&gt;
&lt;br /&gt;
The commands used for sound entries are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; BGCOLOR=&amp;quot;#C8F4FF&amp;quot;&lt;br /&gt;
! COMMAND&lt;br /&gt;
! TYPE&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
| LOOP&lt;br /&gt;
| [boolean]&lt;br /&gt;
| Makes the sound play over and over again. This can be useful in sector moving, creating an ambient sounds and every other situation that requires a looping sound sample (i.e. a longer weapon idle or firing sound).&lt;br /&gt;
|-&lt;br /&gt;
| LUMP_NAME&lt;br /&gt;
| [lumpname]&lt;br /&gt;
| The name of the SFX lump in the wad file. Sound lumps usually start with &amp;quot;DS&amp;quot;, which must be included.&lt;br /&gt;
|-&lt;br /&gt;
| MAX_DISTANCE&lt;br /&gt;
| [float]&lt;br /&gt;
| The maximum distance away from the sound where it can still be heard. Used to make sounds that can only be heard when the player is close to the source.&lt;br /&gt;
|-&lt;br /&gt;
| PRECIOUS&lt;br /&gt;
| [boolean]&lt;br /&gt;
| When TRUE, this sound would rather to keep playing instead of being cut (by an equal priority or equal singularity sound). Default is FALSE.&lt;br /&gt;
|-&lt;br /&gt;
| PRIORITY&lt;br /&gt;
| [integer]&lt;br /&gt;
| Specifies how important the sound is. Lower priorities are more important. If a sound channel cannot be found to play the sound on, EDGE will look for a channel playing a less important sound and cut it. 0 means the sound has highest priority, 255 means sound has lowest priority. &amp;lt;br /&amp;gt;(NOTE: this strange priority scheme may be fixed is a future release of EDGE).&lt;br /&gt;
|-&lt;br /&gt;
| SINGULAR&lt;br /&gt;
| [integer]&lt;br /&gt;
| If a thing is making a noise with the same singularity it will be cut. (See chainsaw).&lt;br /&gt;
|-&lt;br /&gt;
| VOLUME&lt;br /&gt;
| [percentage]&lt;br /&gt;
| Sound volume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EXAMPLES==&lt;br /&gt;
&lt;br /&gt;
The following is an example of a complete sound entry:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;95%&amp;quot; border=&amp;quot;1&amp;quot; frame=&amp;quot;box&amp;quot; cellpadding=&amp;quot;2&amp;quot; frame=&amp;quot;box&amp;quot; BGCOLOR=&amp;quot;#C2D6D6&amp;quot;&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt; [SOUND]&amp;lt;br /&amp;gt; LUMP_NAME=&amp;quot;DSMYGUN&amp;quot;;&amp;lt;br /&amp;gt; PRIORITY=2;&amp;lt;br /&amp;gt; SINGULAR=33;&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jdredalert</name></author>	</entry>

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