User Guide
Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
Page 23
Section 9: Sound Markers
One of the most important aspects of any game is sound. Environmental sounds help set the mood
and locale while dialogue moves the story forward and gives the player vital information. Sounds
are triggered in a few ways. Some are inherent to the objects to which they are attached, such as
vehicle sounds. Others are placed as invisible objects that have looping sounds such as running
water or birds.
Sound markers can be fond in the Insert Items window under the Markers heading. They will
all be prefaced with the prefix of “SND:”. Some will have a suffix of “Loop”. Loop sounds will
play continuously and are not triggered by anything. If the player is within range of a sound, it
will be heard. Other sounds (those without the “Loop” suffix) play at specified, slightly
randomized, intervals.
Fall Off Distance
Every sound in the game fades as you move away from it. This fading is part of a pre-configured
“fall off distance”. The fall off distance is the range between the sound marker and the point
where it can no longer be heard. Many (though by no means most or all of them) have a fall off
distance of 200 meters. The sound will slowly get quieter until, at 200 meters, it is completely
silent.
You will typically want to keep sounds markers from overlapping. Test out the distances and set
them accordingly.










