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Author Topic: sounds and foley flags. Help!  (Read 1853 times)

CL0wN

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sounds and foley flags. Help!
« on: 2009-10-15, 17:13:19 »

Does anyone have a list of the flags used for the sounds (.nag files in the Foley folder)? Specifically I am looking to be able to have the sound loop for a specified time and play throughout the entire map. It would be like an ambient sound everywhere.
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Javokis

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Re: sounds and foley flags. Help!
« Reply #1 on: 2009-10-15, 17:54:03 »

Well first off, there's the documentation about nag files here:

http://www.e-mods.net/nodsdk/Docs/NAG.htm

Secondly, there is a file contained within Resources.nob under misc/foley directory. The file is called itemVial.nag. Hidden within is this information:

; Nihilistic Audio File Format
;
; There is one foley mode per line.  Legal whitespaces are spaces and tabs.
; If a line begins with a ; it is considered a comment, and that line will
; be ignored, along with blank lines.
;
; The general format for each line is:
;
; <mode name>     <WAV filename>    <flags>
;
; The first two parameters are pretty much self-explanatory.  The flags field
; consists of one or more of the following:
;
;   looping       - sound loops indefinately
;   hipriority    - sound will be played except if ALL mixer channels already
;                   have 'hipriority' sounds playing in them
;   linktothing   - sound will follow the thing
;   linktopos     - sound will play at the position of the thing
;   local         - sound will be played non 3d
;   true3d        - sound will be played through the 3d API, if possible
;
; In addition to the flags, you can specify three float values:
;
;   volume      - 0.0 to 1.0
;   minDist     - distance below which sound is played at max volume
;   maxDist     - distance at which attenuation stops
;
; The first float encountered will be the volume, the second minDist, and the
; third float on the line will be the maxDist.  The only useful float to set
; is the volume, as minDist and maxDist are best left to the defaults.
;
; To specify more than one sound for a given mode, simply create another entry
; for that mode.  The sounds will be randomized between all available sounds
; for that mode.

Hope that helps.
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CL0wN

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Re: sounds and foley flags. Help!
« Reply #2 on: 2009-10-16, 07:05:36 »

Yep, that did help. I couldnt directly do what I wanted, but I figured out a work-around. Thanks.
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