Sound: Difference between revisions
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===Soundeffects (or SFX)=== | ===Soundeffects (or SFX)=== | ||
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.</li> | 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.</li> | ||
===Ambients=== | |||
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. | |||
===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. | |||
[[Voice Set Guidelines]] | [[Voice Set Guidelines]] |
Revision as of 21:41, 5 December 2005
Introduction
The audio part of the Dark Mod has been divided into the following three sections:
Soundeffects (or SFX)
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.
Ambients
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.
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.