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==Introduction==
{{index-page|category=Sound|topic=sounds}}
The audio part of the Dark Mod has been divided into the following three sections:
Here you will find information about the sounds and how you add them to your level.
<ul>
<li>[[SFX]]</li>
<li>[[Ambient]]</li>
<li>[[Voices]]</li>
</ul>


===The folderstructure===
* [[Adding ambient Sounds to your Map]]
This structure and all the soundfiles can be found in doom3/darkmod/sound.
* [[Estimating Volume for New Sounds]]
<ul>
* [[Faked lipsync]], and how to turn it off for specific sounds
  <li>ambient
* [[Moveables: Surface Type-dependent Bounce Sound]]
    <ul>
* [[Problem Hearing Varied Sounds]]
      <li>ambience</li>
* [[Reaction to Material Types]]
      <li>environmental</li>
* [[Setting up Individual Propagated Sounds and Estimating Volume]]
    </ul>
* [[Setting Up Speakers]] -- Soundshader keywords and how mappers can override them
  </li>
* [[Setting Reverb Data of Rooms (EAX)]]
  <li>sfx
* [[Sound Folderstructure]]
    <ul>
* [[Sound File Formats]]
      <li>game</li>
* [[Sound Propagation: Part 1]]
      <li>movement</li>
* [[Sound Propagation: Part 2]]
      <li>tools</li>
* [[Volume Issues]]  -- info from the board about a D3 bug with volume; as well as good developer cvar to make sounds visible
      <li>world</li>
* [[AI Greetings]] -- how the AI greeting system works
    </ul>
  </li>
  <li>voices
    <ul>
      <li>n/a</li>
    </ul>
  </li>
</ul>


 
{{sound}}
<ul>
<li>
'''Ambient'''
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.
  <ul>
    <li>Ambience - Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.</li>
    <li>Environmental - Sounds that imitate an object from the world. Such as machines, birds, crickets and other animals, a stream of water, churchbells, rattling chains etc.</li>
  </ul>
</li>
 
<li>'''SFX (or Soundeffects)'''
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.
  <ul>
    <li>Game - Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc</li>
    <li>Movement - Footsteps etc</li>
    <li>Tools - Weapons and gadgets</li>
    <li>World - Collisions, objects (open doors etc)</li>
  </ul>
</li>
 
<li>'''Voices'''
Things spoken or expressed by the inhabitants of the world. That includes:
Humans, zombies, belchers, and any other creatures we might come up with.
</li>
</ul>
 
 
 
 
 
 
 
 
 
==File formats==
'''The format we are using for SFX:''' Ogg, 44100Hz, 96kbps, mono<br>
'''The format we are using for Ambient:''' Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono depending on what kind of sound it is. (That means, use your common sense. Does the sound really benefit from stereo format?)
 
 
 
<div id="toc">
[[Main Page]] > [[Sound]]
</div>

Latest revision as of 19:46, 7 January 2014

This is a selected list of articles and tutorials about sounds.
Please see the category Sound for a full list of articles for this topic.

Here you will find information about the sounds and how you add them to your level.