Sound
From The DarkMod Wiki
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 - 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 Dark Mod is using the following standards:
- SFX: Ogg, 44100Hz, 96kbps, mono
- Ambient: Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.
Adding sounds to your level
This part will explain how you add a sound to a level using the inbuilt soundeditor