Classes:SoundEnvironment
A sound environment changes the reverberation qualities of an area in the map. This is not limited to a sector, boundaries must be drawn with Line_SetIdentification (in Hexen format) or the zoneboundary flag set to true (in UDMF). Only one reverb can be active in an area at a time.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
Sound environment | |||
---|---|---|---|
Actor type | Map spot | Game | ![]() |
DoomEd Number | 9048 | Class Name | SoundEnvironment |
Classes: SoundEnvironment
The thing takes two arguments, which define which type of environment to use. See the REVERBS lump for a list of environments. For example, with a first argument of 30 and a second argument of 0, the "Castle Alcove" environment (30-0) is used.
A sound environment thing given the DORMANT flag in the map editor does not take effect until activated, but an active environment cannot be simply deactivated to disable the effect; instead another environment must be activated in the same area. The environment 0-0 can be used in this way to disable reverberation effects.
DECORATE definition
ACTOR SoundEnvironment native { +NOSECTOR +NOBLOCKMAP +NOGRAVITY +DONTSPLASH }