Animsounds (DEF): Difference between revisions

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'''animsounds''' <ANM file> { [...] }
<span {{code}}>'''animsounds''' <filename> { [...] }</span>


Defines the sounds to be played with a [[cutscene (DEF)|cutscene]].
Defines the sounds to be played with a [[cutscene (DEF)|cutscene]].
'''<filename>''' has to be one of the following tokens corresponding to hard-coded Duke3D anims:
{| class="wikitable"
! ANM !! Description
|-
| cineov2 || Episode 2 ending
|-
| cineov3 || Episode 3 ending
|-
| RADLOGO || "Come back to bed, Duke..."
|-
| DUKETEAM || Duke3D team still
|-
| logo || Intro nuke logo
|-
| vol41a<br />vol42a<br />vol43a || Episode 4 intro
|-
| vol4e1<br />vol4e2<br />vol4e3 || Episode 4 ending
|-
|}
The '''frame'''''N'''s (1-based frame numbers) have to be in ascending order. They do not need to be strictly ascending, so that a frame may have more than one sound.


== Tokens ==
== Tokens ==


{| {{prettytable}}
<span {{code}}><frame> <sound></span>
| <frame> <sound ID> || Defines a sound to be played at a specific time.
 
Defines a sound to be played at a specific time.
 
==Full list of sounds played for each animation==
By replacing these sounds, you can customize your own animation files with new sound files. The frames they're played on are hard-coded, but listed here for ease of use. As with the framerates, these can be found in the source file [{{EDuke32 source|source/duke3d/src/anim.cpp}} anim.cpp].
 
<div style="column-count:3;-moz-column-count:3;">
{| class="wikitable"
|+ cineov2
! Frame
! Sounds
|-
| 1
| WIND_AMBIENCE
|-
| 26
| ENDSEQVOL2SND1
|-
|-
| 36
| ENDSEQVOL2SND2
|-
| 54
| THUD
|-
| 62
| ENDSEQVOL2SND3
|-
| 75
| ENDSEQVOL2SND4
|-
| 81
| ENDSEQVOL2SND5
|-
| 115
| ENDSEQVOL2SND6
|-
| 124
| ENDSEQVOL2SND7
|}
|}
{| class="wikitable"
|+ cineov3
! Frame
! Sounds
|-
| 1
| WIND_REPEAT
|-
| 98
| DUKE_GRUNT
|-
| 102
| THUD<br>SQUISHED
|-
| 124
| ENDSEQVOL3SND3
|-
| 134
| ENDSEQVOL3SND2
|-
| 158
| PIPEBOMB_EXPLODE
|}
{| class="wikitable"
|+ logo
! Frame
! Sounds
|-
| 1
| FLY_BY
|-
| 19
| PIPEBOMB_EXPLODE
|}
{| class="wikitable"
|+ vol41a
! Frame
! Sounds
|-
| 1
| INTRO4_1
|-
| 12
| INTRO4_2
|-
| 7
| INTRO4_3
|-
| 26
| INTRO4_4
|}
{| class="wikitable"
|+ vol42a
! Frame
! Sounds
|-
| 1
| INTRO4_B
|-
| 12
| SHORT_CIRCUIT
|-
| 34
| SHORT_CIRCUIT
|-
| 18
| INTRO4_5
|}
{| class="wikitable"
|+ vol43a
! Frame
! Sounds
|-
| 10
| INTRO4_6
|}
{| class="wikitable"
|+ vol4e1
! Frame
! Sounds
|-
| 3
| DUKE_UNDERWATER
|-
| 35
| VOL4ENDSND1
|}
{| class="wikitable"
|+ vol4e2
! Frame
! Sounds
|-
| 11
| DUKE_UNDERWATER
|-
| 20
| VOL4ENDSND1
|-
| 39
| VOL4ENDSND2
|-
| 50
| (all sounds stopped)
|}
{| class="wikitable"
|+ vol4e3
! Frame
! Sounds
|-
| 1
| BOSS4_DEADSPEECH
|-
| 40
| VOL4ENDSND1<br>DUKE_UNDERWATER
|-
| 50
| BIGBANG
|}
</div>
RADLOGO plays the sounds <code>ENDSEQVOL3SND5</code>, <code>ENDSEQVOL3SND6</code>, <code>ENDSEQVOL3SND7</code>, <code>ENDSEQVOL3SND8</code> and <code>ENDSEQVOL3SND9</code> sequentially after another.
DUKETEAM plays <code>ENDSEQVOL3SND4</code> (a variation of [[Grabbag]]). The sound starts when the "Thanks for giving us big heads" screen (see [[LOGO_FLAGS]]) is shown and continues until any user input is given during the DUKETEAM animation.
== Examples ==
For Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm), the following definition overlays the video with a sound sequence similar (identical save for timing) to the original nuke animation:
// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244  64 14 }


[[Category:DEF commands]]
[[Category:DEF commands]]

Latest revision as of 18:42, 9 March 2021

animsounds <filename> { [...] }

Defines the sounds to be played with a cutscene.

<filename> has to be one of the following tokens corresponding to hard-coded Duke3D anims:

ANM Description
cineov2 Episode 2 ending
cineov3 Episode 3 ending
RADLOGO "Come back to bed, Duke..."
DUKETEAM Duke3D team still
logo Intro nuke logo
vol41a
vol42a
vol43a
Episode 4 intro
vol4e1
vol4e2
vol4e3
Episode 4 ending

The frameN's (1-based frame numbers) have to be in ascending order. They do not need to be strictly ascending, so that a frame may have more than one sound.

Tokens

<frame> <sound>

Defines a sound to be played at a specific time.

Full list of sounds played for each animation

By replacing these sounds, you can customize your own animation files with new sound files. The frames they're played on are hard-coded, but listed here for ease of use. As with the framerates, these can be found in the source file anim.cpp.

cineov2
Frame Sounds
1 WIND_AMBIENCE
26 ENDSEQVOL2SND1
36 ENDSEQVOL2SND2
54 THUD
62 ENDSEQVOL2SND3
75 ENDSEQVOL2SND4
81 ENDSEQVOL2SND5
115 ENDSEQVOL2SND6
124 ENDSEQVOL2SND7
cineov3
Frame Sounds
1 WIND_REPEAT
98 DUKE_GRUNT
102 THUD
SQUISHED
124 ENDSEQVOL3SND3
134 ENDSEQVOL3SND2
158 PIPEBOMB_EXPLODE
logo
Frame Sounds
1 FLY_BY
19 PIPEBOMB_EXPLODE
vol41a
Frame Sounds
1 INTRO4_1
12 INTRO4_2
7 INTRO4_3
26 INTRO4_4
vol42a
Frame Sounds
1 INTRO4_B
12 SHORT_CIRCUIT
34 SHORT_CIRCUIT
18 INTRO4_5
vol43a
Frame Sounds
10 INTRO4_6
vol4e1
Frame Sounds
3 DUKE_UNDERWATER
35 VOL4ENDSND1
vol4e2
Frame Sounds
11 DUKE_UNDERWATER
20 VOL4ENDSND1
39 VOL4ENDSND2
50 (all sounds stopped)
vol4e3
Frame Sounds
1 BOSS4_DEADSPEECH
40 VOL4ENDSND1
DUKE_UNDERWATER
50 BIGBANG

RADLOGO plays the sounds ENDSEQVOL3SND5, ENDSEQVOL3SND6, ENDSEQVOL3SND7, ENDSEQVOL3SND8 and ENDSEQVOL3SND9 sequentially after another.

DUKETEAM plays ENDSEQVOL3SND4 (a variation of Grabbag). The sound starts when the "Thanks for giving us big heads" screen (see LOGO_FLAGS) is shown and continues until any user input is given during the DUKETEAM animation.

Examples

For Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm), the following definition overlays the video with a sound sequence similar (identical save for timing) to the original nuke animation:

// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244  64 14 }