Sound: Difference between revisions
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==Introduction== | ==Introduction== | ||
The audio part of the Dark Mod has been divided into the following three sections: | The audio part of the Dark Mod has been divided into the following three sections: | ||
*[[SFX]] | |||
*[[Ambient]] | |||
*[[Voices]] | |||
===The folderstructure=== | ===The folderstructure=== | ||
This structure and all the soundfiles can be found in doom3/darkmod/sound. | This structure and all the soundfiles can be found in doom3/darkmod/sound. | ||
*ambient | |||
**ambience | |||
**environmental | |||
*sfx | |||
**game | |||
**movement | |||
**tools | |||
**world | |||
*voices | |||
**n/a | |||
===Explanations=== | ===Explanations=== | ||
*'''Ambient'''<br> | |||
'''Ambient'''<br> | |||
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. | 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 (or Soundeffects)'''<br> | |||
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. | 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. | ||
**''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'''<br> | |||
Things spoken or expressed by the inhabitants of the world. That includes: | Things spoken or expressed by the inhabitants of the world. That includes: | ||
Humans, zombies, belchers, and any other creatures we might come up with. | Humans, zombies, belchers, and any other creatures we might come up with. | ||
===File formats=== | ===File formats=== | ||
'''The format we are using for SFX:''' Ogg, 44100Hz, 96kbps, mono<br> | *'''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?) | **'''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?) | ||
Revision as of 13:06, 6 December 2005
Introduction
The audio part of the Dark Mod has been divided into the following three sections:
The folderstructure
This structure and all the soundfiles can be found in doom3/darkmod/sound.
- ambient
- ambience
- environmental
- sfx
- game
- movement
- tools
- world
- voices
- n/a
Explanations
- 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 (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.
- 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.
File formats
- The format we are using for SFX: Ogg, 44100Hz, 96kbps, mono
- 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?)