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Integrating Audio

The following types of sounds were involved in the integration process:

Monster Play Sounds

  • Each character has associated pain, die, and footstep events. (See monstertypes[] in monster.cpp.)

  • Footstep events are posted from the monsterfootstep() function, which also sets the 'Material' switch corresponding to the texture underneath the character, to drive the footstep switch container.

  • Items have associated pickup events. (See itemstats[] in entities.cpp)

Weapon Sounds

  • Each weapon has an associated event. (See guns[] in weapon.cpp)

  • Projectiles have a splashing event (S_FEXPLODE, S_RLHIT).

  • The rocket has a continuous thrust sound (played by the event S_RLTHRUST). Velocity in baseent is boosted to enhance Doppler effect. The sound is stopped by the rocket splash event (S_RLHIT).

  • Shooting while quad damage is enabled also posts the event S_ITEMPUP.

Network Sounds

  • Certain events also need to go to the server for network play; this is handled by snd_clientevent().

Miscellaneous Sounds

  • To find all other sound events occurring during game play, search for snd_event() calls in the code base.


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