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  • function play_sound(sound : string) = native
    8 KB (965 words) - 19:22, 29 April 2016
  • :* Sound and Networking is not supported. :* Sound Support
    125 KB (19,025 words) - 16:55, 12 February 2017
  • (see the Music Device entry in the Sound Options menu). As stated above, sound data for musical instruments. Under Linux you can simply
    2 KB (268 words) - 00:46, 8 October 2014
  • Because of legal issues regarding the [[DMX]] [[sound]] library developed by [[Paul Radek]] which was used for Doom, the release
    1 KB (205 words) - 16:10, 8 October 2014
  • ...e in the source, adding an extra level of portability as the multitudes of sound APIs are not exposed at all. It also only supports pseudo color X graphics
    2 KB (289 words) - 20:11, 27 October 2014
  • | [sound] | The sound to make while a projectile is in flight.
    22 KB (3,447 words) - 23:13, 17 January 2017
  • <LI>'''Sound''': a name that will be looked up in SOUNDS.DDF.
    4 KB (646 words) - 20:32, 30 April 2016
  • | [sound] | Sound played during the intermission screen.
    5 KB (782 words) - 21:44, 29 April 2016
  • | [sound] | The sound played when when the line is activated.
    22 KB (3,749 words) - 15:50, 26 July 2017
  • ...e, 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. 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,
    2 KB (371 words) - 22:03, 29 April 2016
  • | [sound] | The sound the switch makes when switched to the 'on' position -- Refer to entry in so
    2 KB (273 words) - 18:03, 3 October 2016
  • | [sound] | Sound made randomly while a thing is active.
    30 KB (4,914 words) - 10:05, 15 July 2016
  • | [sound] | Sound to play when the trigger is pulled, but the target missed. Used primarily f
    17 KB (2,731 words) - 20:07, 24 January 2017
  • [[OGG]] - Ogg Vorbis sound format<br />
    930 bytes (147 words) - 17:30, 5 May 2018
  • * raw action offsets and sprite/sound name pointers
    7 KB (1,194 words) - 22:08, 12 November 2015
  • [7-1] PC Speaker Sound Effects [7-2] Soundcard Sound Effects
    172 KB (25,687 words) - 15:37, 8 June 2015
  • - The CLUNK sound attributed to certain linetypes in the UDS is not sound of the linetype action;
    14 KB (2,113 words) - 15:38, 8 June 2015
  • sound control. Bit 10 will suppress all sounds within the sector, DSGETPOW sound for obtaining power-up
    99 KB (14,319 words) - 15:39, 8 June 2015
  • -sound16 Use 16-bit sound output. -sound8 Use 8-bit sound output.
    4 KB (527 words) - 15:43, 8 June 2015
  • playsound <sound> Plays the sound
    3 KB (354 words) - 15:46, 8 June 2015
  • |blocks sound
    4 KB (633 words) - 14:27, 28 July 2015
  • | '''sounds/''' || contains all sound files that are referenced by [[SOUNDS|DDFSFX]]. ''This namespace does not e
    13 KB (2,113 words) - 23:05, 25 November 2019
  • ...ave the same name, but one is, for example, a texture while the other is a sound.
    2 KB (339 words) - 21:00, 19 January 2017
  • <blockquote>''<code>Plays the given sound, which must be an entry in SOUNDS.DDF.</code>''</blockquote>
    26 KB (4,274 words) - 10:31, 2 October 2018
  • ====== sound/xxx.rds    : sounds.  Also ".wav" format. ====== ====== sound, OGG-Vorbis for music).  We also need to give the ======
    9 KB (1,079 words) - 11:20, 27 December 2017
  • ...s at a fixed 30 frames per second with an optional 22050 Hz mono or stereo sound track. Videos may technically be up to 65520 x 65520 pixels with both dimen ...power-of-two will upscale it automatically), and <code>22050</code> is the sound frequency (MUST BE 22KHZ!).
    4 KB (714 words) - 11:09, 9 July 2018