Sound Folder Structure: Difference between revisions
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The audio part of the Dark Mod has been divided into three sections, [[Ambient]], [[SFX]] and [[Voices]]. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that | The audio part of the Dark Mod has been divided into three sections, [[Ambient]], [[SFX]] and [[Voices]]. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ship with the mod can be found in doom3/darkmod/sound. | ||
*'''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. | *'''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. | ||
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**''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. | **''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. | ||
*'''SFX''' - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means | *'''SFX''' - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means the level designer won't have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc. | ||
**''Game'': Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc | **''Game'': Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc | ||
**''Movement'': Footsteps etc | **''Movement'': Footsteps etc |
Latest revision as of 01:35, 19 June 2023
The audio part of the Dark Mod has been divided into three sections, Ambient, SFX and Voices. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ship with the mod can be found in doom3/darkmod/sound.
- 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.
- Ambience: Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.
- 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.
- SFX - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means the level designer won't have to bother about them. Ex: footsteps, impact sounds, weapon sounds, the pickup-loot sound, porcelain-cup-dropped-on-marble sounds etc.
- Game: Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc
- Movement: Footsteps etc
- Tools: Weapons and gadgets
- World: Collisions, objects (open doors etc)
- 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.