Sound: Difference between revisions
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==Terms and | ==Terms and explanations== | ||
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: | ||
<ol> | <ol> | ||
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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== | |||
'''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?) |
Revision as of 21:44, 5 December 2005
Terms and explanations
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.
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?)