Navigate InfoSuite
Hosted At
Link to DNR
Advanced Effects - SFX - A6 : Staged Sounds

Staged Sounds

These sounds are activated by hidden door sectors outside of the player area. Check E4L5.MAP: "Pigsty" for a perfect example of staged sounds.



Sequenced Sounds (Vertical Door)


Draw a tiny sector to be the source of the sound (place it outside of the player boundaries). To conserve walls, make it triangular (nobody will ever see it anyway). Tag it [0,20]. Place an M[0,Sound], D[Delay,Channel] in the sector. For Delay, a value of 32 is equal to 1 second. The last step is to place a T[0,Channel] somewhere to trigger the door (and thus, the sound).


Note: Using multiple staged sound sectors and consecutive Delay values, you can construct a whole score of sound effects.




Simulated Ambience (Horizontal Door)


This is just an idea that occurred to me while I was messing about with Automatic Closing Doors. Using a Sliding Door, it is possible to simulate ambient sounds. First, create a triangular sector to be the source of the ambient sound (place it outside of the player boundaries). Tag it ([0,25]). Place an S[UniqueChannel, 15], M[StopSound,StartSound], S[Delay,10] in the Sliding Door sector. The angle of the S[UniqueChannel, 15] determines the direction that the door will "close". Any direction should be fine, so long as the door doesn't slide into another sector (by default the Sliding Door only travels one grid square on grid size 2). For Delay, a value of 32 is equal to 1 second. You can assign a value to either StopSound or StartSound, or both, if you wish. You can use any sound you want, this is not limited to ambient sounds (thus, we are able to simulate any sound as being ambient-compatible).




Return to top