Control
Added in 0.2.0
Specification
- Applies to
- Sounds
- File
SOUND.INI / SOUND01.INI- Section
[<Sound ID>]- Value
- string
- When omitted
NORMAL
Flags that decide how each play is built from the samples in Sounds=. Separate the flags with spaces or commas; they combine. The flags follow Yuri’s Revenge, with SEQUENTIAL and QUEUE from Vinifera. A Control= line in a sound section replaces the flags from [Defaults] instead of adding to them.
NORMALsets no flag. On its own, the sound plays its first body sample once.LOOPrepeats the bodyLoop=times, or until the game stops the sound whenLoop=0.Delay=can put a silence between cycles.RANDOMdraws one body sample at random for each play and keeps it for every cycle of that play.SEQUENTIALgives each play the next body sample in list order, returning to the first after the last.ALLplays every body sample in list order, and a loop repeats the whole run.ALLwins overRANDOM, andRANDOMwins overSEQUENTIAL.PREDELAYmakes each play wait oneDelay=silence before its first sample. This applies to one-shots as well as loops, and a loop still waits between cycles.INTERRUPTlets a new copy that reachesLimit=replace the quietest copy when the two are within one percent in loudness. Without it, that new copy is refused.ATTACKmakes the first sample an attack sample, andDECAYmakes the last sample a decay sample.Attack=andDecay=set other counts.QUEUElets a play refused when it starts keep trying for up to two seconds before it is dropped, whetherLimit=refused it or no voice was free. It does not cover aPREDELAYplay refused when its silence ends, or a later cycle of a loop with aDelay=.AMBIENTis accepted and has no effect.
A flag the engine does not recognize is ignored.
[MYLOOP]Sounds=LOOPIN LOOPBODY1 LOOPBODY2 LOOPOUTControl=LOOP RANDOM ATTACK DECAYLoop=4Each play of MYLOOP plays LOOPIN, then one of LOOPBODY1 and LOOPBODY2 four times, then LOOPOUT.
History
- Added0.2.0In development