Animsounds (DEF): Difference between revisions
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'''<filename>''' has to be one of the following tokens corresponding to hard-coded Duke3D anims: | '''<filename>''' has to be one of the following tokens corresponding to hard-coded Duke3D anims: | ||
{| | {| class="wikitable" | ||
! ANM !! Description | |||
|- | |||
| cineov2 || Episode 2 ending | | cineov2 || Episode 2 ending | ||
|- | |- | ||
Line 31: | Line 33: | ||
==Full list of sounds played for each animation== | ==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. | 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" | {| class="wikitable" | ||
|+ cineov2 | |+ cineov2 | ||
Line 69: | Line 68: | ||
| ENDSEQVOL2SND7 | | ENDSEQVOL2SND7 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 95: | Line 92: | ||
| PIPEBOMB_EXPLODE | | PIPEBOMB_EXPLODE | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 109: | Line 104: | ||
| PIPEBOMB_EXPLODE | | PIPEBOMB_EXPLODE | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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| INTRO4_4 | | INTRO4_4 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 155: | Line 141: | ||
|} | |} | ||
| | {| class="wikitable" | ||
|+ vol43a | |||
! Frame | |||
! Sounds | |||
|- | |||
| 10 | |||
| INTRO4_6 | |||
|} | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 168: | Line 161: | ||
| VOL4ENDSND1 | | VOL4ENDSND1 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 198: | Line 178: | ||
| 50 | | 50 | ||
| (all sounds stopped) | | (all sounds stopped) | ||
|} | |} | ||
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| BIGBANG | | 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. | RADLOGO plays the sounds <code>ENDSEQVOL3SND5</code>, <code>ENDSEQVOL3SND6</code>, <code>ENDSEQVOL3SND7</code>, <code>ENDSEQVOL3SND8</code> and <code>ENDSEQVOL3SND9</code> sequentially after another. |
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.
Frame | Sounds |
---|---|
1 | WIND_AMBIENCE |
26 | ENDSEQVOL2SND1 |
36 | ENDSEQVOL2SND2 |
54 | THUD |
62 | ENDSEQVOL2SND3 |
75 | ENDSEQVOL2SND4 |
81 | ENDSEQVOL2SND5 |
115 | ENDSEQVOL2SND6 |
124 | ENDSEQVOL2SND7 |
Frame | Sounds |
---|---|
1 | WIND_REPEAT |
98 | DUKE_GRUNT |
102 | THUD SQUISHED |
124 | ENDSEQVOL3SND3 |
134 | ENDSEQVOL3SND2 |
158 | PIPEBOMB_EXPLODE |
Frame | Sounds |
---|---|
1 | FLY_BY |
19 | PIPEBOMB_EXPLODE |
Frame | Sounds |
---|---|
1 | INTRO4_1 |
12 | INTRO4_2 |
7 | INTRO4_3 |
26 | INTRO4_4 |
Frame | Sounds |
---|---|
1 | INTRO4_B |
12 | SHORT_CIRCUIT |
34 | SHORT_CIRCUIT |
18 | INTRO4_5 |
Frame | Sounds |
---|---|
10 | INTRO4_6 |
Frame | Sounds |
---|---|
3 | DUKE_UNDERWATER |
35 | VOL4ENDSND1 |
Frame | Sounds |
---|---|
11 | DUKE_UNDERWATER |
20 | VOL4ENDSND1 |
39 | VOL4ENDSND2 |
50 | (all sounds stopped) |
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 }