Sound: Difference between revisions
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==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: | ||
<ul> | <ul> | ||
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<li>[[Voices]]</li> | <li>[[Voices]]</li> | ||
</ul> | </ul> | ||
===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. | ||
<ul> | <ul> | ||
<li> | <li>ambient | ||
<ul> | <ul> | ||
<li>ambience</li> | <li>ambience</li> | ||
Line 37: | Line 26: | ||
<li>voices | <li>voices | ||
<ul> | <ul> | ||
<li> | <li>n/a</li> | ||
</ul> | </ul> | ||
</li> | </li> | ||
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<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> | |||
Revision as of 12:56, 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
-
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?)