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Add proper speaker entityDef to engine.def, fix its line-endings
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Thanks to Yamagi for documenting the entity so I could create a fresh
definition from that.
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DanielGibson committed Jul 28, 2015
1 parent 67d9d8a commit a6ad59f
Showing 1 changed file with 26 additions and 10 deletions.
36 changes: 26 additions & 10 deletions sabase/def/engine.def
Original file line number Diff line number Diff line change
Expand Up @@ -58,16 +58,32 @@ entityDef light {
"break" "0"
}

entityDef speaker {
"spawnclass" "idSound"

"editor_usage" "TODO: Meaningful description, this is a stub!"

"editor_color" "0.0 0.5 0.8"
"editor_maxs" "8 8 8"
"editor_mins" "-8 -8 -8"

// TODO: This is just a stub - add proper entity definition and explanation!
entityDef speaker {
"spawnclass" "idSound"

"editor_usage" "A speaker."

"editor_color" "0.0 1.0 0.0"
"editor_material" "textures/common/speaker"
"editor_maxs" "8 8 8"
"editor_mins" "-8 -8 -8"


"editor_bool s_global" "play globally (at full volume independent of listeners position)"
"editor_bool s_looping" "play in endless loop"
"editor_float s_maxDistance" "overwrite sound shader's maxDistance attribute"
"editor_float s_minDistance" "overwrite sound shader's minDistance attribute"
// FIXME: s_occlusion sets a SSF_NO_OCCLUSION flag?!
"editor_bool s_occlusion" "if set (to 1), sound doesn't flow through portals, but only reaches listeners over a straight unoccluded line"
"editor_bool s_omni" "sound is omnidirectional"
"editor_snd s_shader" "sound to be played"
"editor_float s_shakes" "if a sound is loud enough, it makes the screen shake. this value is multiplied to the sounds current gain/volume"
"editor_float s_volume" "overwrite the volume defined in the sound shader"
"editor_bool s_waitfortrigger" "don't start playing until triggered"
"editor_snd snd_demonic" "sound shader for the demonic sound"
"editor_bool overlayDemonic" "if set (to 1), sound is overlayed with snd_demonic, else it's replaced with snd_demonic"
"editor_float random" "variance (in secs) of the random pauses (added/subtracted to wait)"
"editor_float wait" "if > 0, time to wait before playing the sound (again)"
}

entityDef text {
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