diff --git a/sabase/def/engine.def b/sabase/def/engine.def index 902267c..90144e6 100644 --- a/sabase/def/engine.def +++ b/sabase/def/engine.def @@ -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 {