﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Unofficial Quake Engine - Forums / Quake / Wish List </title><generator>InstantForum.NET v4.1.4</generator><description>Unofficial Quake Engine - Forums</description><link>http://forums.quake-engine.com/</link><webMaster>noreply@quake-engine.com</webMaster><lastBuildDate>Sat, 31 Jul 2010 08:15:34 GMT</lastBuildDate><ttl>20</ttl><item><title>Music and SFX Wishes...</title><link>http://forums.quake-engine.com/Topic271-8-1.aspx</link><description>Here's 2 features that would be great if UQE supported it:&lt;br&gt;&lt;br&gt;Dynamic Music:&lt;br&gt;Nothing too fancy, but being able to start, stop, fade in/out and between different tracks via some sort of ingame trigger would be awesome and help me a lot when I start concentrating on RH's music.&lt;br&gt;&lt;br&gt;Better Sound Effect Support:&lt;br&gt;Currently the amount of available sound effects is hard coded into the progs.dat, making using more SFX more trouble than it should be. There should be a universal ambient sound entity that:&lt;br&gt;-	Can play any looping or non-looping sound effect (Of the correct file type) that is located with in the proper file directory, without the need for creating new code for each sound effect.&lt;br&gt;-	Be either triggered or set to play automatically.&lt;br&gt;-	Has a settable interval between sound playback as well as the option for a random delay added onto the interval.&lt;br&gt;-	Have a settable range and decay field which controls how far the sound will be audible, and how fast it decays the closer/farther away the player is. &lt;br&gt;&lt;br&gt;The last one may be more of a problem with the progs.dat, than something that can be solved via UQE, but It's something that's been bothering me for a [i]long[/i] time.</description><pubDate>Wed, 22 Nov 2006 18:41:04 GMT</pubDate><dc:creator>Razumen</dc:creator></item></channel></rss>