ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Control"

From ModEnc
Jump to: navigation, search
 
m (Replacing Template:TTL with Template:F.)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
+
{{Flag
Determines how the sound is handled when played, presumably based on some pre-defined waveforms. Can be set to any of the following (can employ more than one type if separated);-<br />
+
|name={{PAGENAME}}
<br />
+
|files={{Categ|ini=sound}}
 +
|types={{Categ|VocTypes}}
 +
|values={{values|special}}
 +
|ra2=yes
 +
|yr=yes
 +
|rp=yes
 +
}}
 +
This flag describes the special properties affecting the playback of this sound.
 +
 
 +
== Special values ==
 +
 
 +
All of these are case-insensitive..
 +
 
 +
{| align="center" cellpadding="4" class="table_descrow"
 +
!Control value
 +
!Effect
 +
|-
 +
|ALL
 +
|All sounds listed in the {{f|Sounds|link}} tag are played in order.
 +
|-
 +
|LOOP
 +
|If RANDOM is not specified, will loop the first sound in {{f|Sounds|link}} indefinitely, or until the number specified in {{f|Loop|link}} is reached.
 +
|-
 +
|RANDOM
 +
|Will play a sound chosen at random from {{f|Sounds|link}}. Only useful if you have more than one sound in {{f|Sounds|link}}.
 +
|-
 +
|PREDELAY
 +
|Only has an effect if the {{f|Delay|link}} tag has been set. Picks a value between the minimum and maximum delays (defined in milliseconds), and waits for that amount of time before playing the sound).
 +
|-
 +
|INTERRUPT
 +
|Controls whether this sound can interrupt other currently playing sounds.
 +
|-
 +
|ATTACK
 +
|special logic, inverts the (booleanized<!-- INI parser loads Attack as an integer, including ATTACK in Control assumes Attack is a boolean, call 1-800-WTF -->) value of {{f|Attack|link}} of this sound
 +
|-
 +
|DECAY
 +
|special logic, inverts the (booleanized<!-- see above-->) value of {{f|Decay|link}} of this sound <!-- DC: yeah, cause editing the Decay itself is too complex :/ -->
 +
|-
 +
|AMBIENT
 +
|The sound is treated as an ambient background sound, so is not affected by INTERRUPT.
 +
|}
 +
 
 +
<!-- DZ-list:
 
  Loud Over-ride, sound is played at maximum volume setting<br />
 
  Loud Over-ride, sound is played at maximum volume setting<br />
 
  Quiet Over-ride, sound is played at global MinVolume= setting<br />
 
  Quiet Over-ride, sound is played at global MinVolume= setting<br />
Line 14: Line 56:
 
  Loop Sound is looped continually<br />
 
  Loop Sound is looped continually<br />
 
  All Play all sounds from the Sounds= statement in the order in which they appear
 
  All Play all sounds from the Sounds= statement in the order in which they appear
 +
// DC: half of these are dz's imagination! RUBBISH! FAKE! NONSENSE! LIES! blargh! -->

Latest revision as of 09:47, 27 November 2009

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Control
File(s): sound(md).ini
Values: Values that don't conform to any typical format (see article)
Applicable to: VocTypes


This flag describes the special properties affecting the playback of this sound.

Special values

All of these are case-insensitive..

Control value Effect
ALL All sounds listed in the Sounds tag are played in order.
LOOP If RANDOM is not specified, will loop the first sound in Sounds indefinitely, or until the number specified in Loop is reached.
RANDOM Will play a sound chosen at random from Sounds. Only useful if you have more than one sound in Sounds.
PREDELAY Only has an effect if the Delay tag has been set. Picks a value between the minimum and maximum delays (defined in milliseconds), and waits for that amount of time before playing the sound).
INTERRUPT Controls whether this sound can interrupt other currently playing sounds.
ATTACK special logic, inverts the (booleanized) value of Attack of this sound
DECAY special logic, inverts the (booleanized) value of Decay of this sound
AMBIENT The sound is treated as an ambient background sound, so is not affected by INTERRUPT.