Attenuation - The sound can be heard all over or just in the area its occupying.
Radius - The sound radius when attenuation is enabled.
Volume - Both for un/attenuated sounds.
Loop - The sound loops or plays once.
Also the sound can be set to randomly play through lua scripting:
// This tells the engine that sound #617 should be played randomly
// Random interval. This sound will have a pause between 16 and 20 seconds before it plays it again.
All this is pretty nice. I can have one ambient sound source looping in the background and then several smaller sounds which plays randomly at specific locations attenuated. Perfect for chirping birds and tree pecking and what not.
Regarding the scripting system. These two functions only needs to be called once, hence the script is disabled after it's execution. I am thinking I might want other scripts to continuously work in the background. I have yet to implement such a system. On the other hand, maybe it is faster to only have "initializing scripts" and then let the game handle the rest from there. I have to try this out and see what suits me best. I've read about people that implemented the entire main loop using scripting. I don't think I would benefit from this.
I have also worked a little bit more on the story. I think a simple story that I can base a game upon is desired. It is very easy to lose control when writing and make the game to complicated to develop. Right now it's a pretty basic "go and kill the bad guy"-type story. When writing this story I realised it would be better if the main character wasn't a knight to begin with, so I made him a peasant. This is what the would-be knight looks like right now:
He is a bit more realistic than the previous figure. The colors are more worn and the head is slightly smaller. Comments are most welcome! :)
Thanks for reading!