EVENT OPENMENUSOUND: Difference between revisions
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Doom64hunter (talk | contribs) Added sound order. Maybe someone can make use of it. |
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{{EventTable|1=EVENT_OPENMENUSOUND|2=[[screenpeek]]|3=[[i|player->i]]|4=1 value}} | |||
EVENT_OPENMENUSOUND is a [[EDuke32 event list|Game Event]]. | EVENT_OPENMENUSOUND is a [[EDuke32 event list|Game Event]]. | ||
This event is triggered whenever the main menu is opened. | |||
In non-standalone builds, a sound will be played, according to a specific order. [[RETURN]] is set to the sound id that is scheduled to play. | |||
Set RETURN to any defined sound number to play that sound when the menu is opened, or set it to -1 to play nothing. This does not affect any other sounds in the menu. | Set RETURN to any defined sound number to play that sound when the menu is opened, or set it to -1 to play nothing. This does not affect any other sounds in the menu. | ||
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== Sound Order == | == Sound Order == | ||
The order of sounds played by the Duke 3D menu when opened is completely deterministic and cycles through the following sequence | The order of sounds played by the Duke 3D menu when opened is completely deterministic and cycles through the following sequence, starting at index 0. | ||
{| {{prettytable}} | {| {{prettytable}} style="text-align:center;" | ||
!ID!!Label!! | !Index!!ID!!Label!! | ||
|- | |- | ||
| 17 || LASERTRIP_EXPLODE | | 0 || 17 || LASERTRIP_EXPLODE | ||
|- | |- | ||
| 38 || DUKE_GRUNT | | 1 || 38 || DUKE_GRUNT | ||
|- | |- | ||
| 200 || DUKE_LAND_HURT | | 2 || 200 || DUKE_LAND_HURT | ||
|- | |- | ||
| 6 || CHAINGUN_FIRE | | 3 || 6 || CHAINGUN_FIRE | ||
|- | |- | ||
| 69 || SQUISHED | | 4 || 69 || SQUISHED | ||
|- | |- | ||
| 0 || KICK_HIT | | 5 || 0 || KICK_HIT | ||
|- | |- | ||
| 1 || PISTOL_RICOCHET | | 6 || 1 || PISTOL_RICOCHET | ||
|- | |- | ||
| 2 || PISTOL_BODYHIT | | 7 || 2 || PISTOL_BODYHIT | ||
|- | |- | ||
| 3 || PISTOL_FIRE | | 8 || 3 || PISTOL_FIRE | ||
|- | |- | ||
| 109 || SHOTGUN_FIRE | | 9 || 109 || SHOTGUN_FIRE | ||
|- | |- | ||
| 156 || BOS1_WALK | | 10 || 156 || BOS1_WALK | ||
|- | |- | ||
| 9 || RPG_EXPLODE | | 11 || 9 || RPG_EXPLODE | ||
|- | |- | ||
| 13 || PIPEBOMB_BOUNCE | | 12 || 13 || PIPEBOMB_BOUNCE | ||
|- | |- | ||
| 14 || PIPEBOMB_EXPLODE | | 13 || 14 || PIPEBOMB_EXPLODE | ||
|- | |- | ||
| 213 || NITEVISION_ONOFF | | 14 || 213 || NITEVISION_ONOFF | ||
|- | |- | ||
| 7 || RPG_SHOOT | | 15 || 7 || RPG_SHOOT | ||
|- | |- | ||
| 219 || SELECT_WEAPON | | 16 || 219 || SELECT_WEAPON | ||
|} | |} | ||
In standalone builds, or in Ion Fury, the sound index is always set to -1. | |||
[[Category:Events]] | [[Category:Events]] |
Latest revision as of 00:48, 5 February 2022
Event ID | player# | THISACTOR | RETURN | |
---|---|---|---|---|
EVENT_OPENMENUSOUND | screenpeek | player->i | 1 value |
EVENT_OPENMENUSOUND is a Game Event.
This event is triggered whenever the main menu is opened.
In non-standalone builds, a sound will be played, according to a specific order. RETURN is set to the sound id that is scheduled to play.
Set RETURN to any defined sound number to play that sound when the menu is opened, or set it to -1 to play nothing. This does not affect any other sounds in the menu.
Sound Order
The order of sounds played by the Duke 3D menu when opened is completely deterministic and cycles through the following sequence, starting at index 0.
Index | ID | Label | |
---|---|---|---|
0 | 17 | LASERTRIP_EXPLODE | |
1 | 38 | DUKE_GRUNT | |
2 | 200 | DUKE_LAND_HURT | |
3 | 6 | CHAINGUN_FIRE | |
4 | 69 | SQUISHED | |
5 | 0 | KICK_HIT | |
6 | 1 | PISTOL_RICOCHET | |
7 | 2 | PISTOL_BODYHIT | |
8 | 3 | PISTOL_FIRE | |
9 | 109 | SHOTGUN_FIRE | |
10 | 156 | BOS1_WALK | |
11 | 9 | RPG_EXPLODE | |
12 | 13 | PIPEBOMB_BOUNCE | |
13 | 14 | PIPEBOMB_EXPLODE | |
14 | 213 | NITEVISION_ONOFF | |
15 | 7 | RPG_SHOOT | |
16 | 219 | SELECT_WEAPON |
In standalone builds, or in Ion Fury, the sound index is always set to -1.