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Sound shaders are completely new for Doom 3. They allow for more control over the sounds than what was previously allowed in id engines. They also allow designers to drop sounds in levels without having to set some common parameters every time. Let's take a look at a simple sound shader: c1_sentry_loader_in { minDistance 10 maxDistance 25 no_occlusion volume 3 sound/movers/comm1/sentry_loader_in.wav } ![]()
Let's take a look at another one: emetal_impacts { minDistance 5 maxDistance 45 volume 5 no_dups sound/impact/ambient_impacts/emetal_01.wav sound/impact/ambient_impacts/emetal_02.wav sound/impact/ambient_impacts/emetal_03.wav sound/impact/ambient_impacts/emetal_04.wav sound/impact/ambient_impacts/emetal_05.wav } This one has multiple sound files specified, which means the engine will randomly choose one to play. The cvar s_maxSoundsPerShader limits the maximum number of sounds that can be in a shader. This is set to 0 (no limit) for high end systems and 1 for low end systems (which means it always plays the first sound in the list). Here's a list of all the keywords that can be in a sound shader
If no channel masks are set, it will default to playing through all channels.
Valid sound files are 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.
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