Difference between revisions of "Sound"

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==Terms and explanations==
 
==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>
+
<ul>
 
<li>[[SFX]]</li>
 
<li>[[SFX]]</li>
 
<li>[[Ambient]]</li>
 
<li>[[Ambient]]</li>
 
<li>[[Voices]]</li>
 
<li>[[Voices]]</li>
</ol>
+
</ul>
  
 
===Explanations===
 
===Explanations===

Revision as of 21:51, 5 December 2005

Terms and explanations

The audio part of the Dark Mod has been divided into the following three sections:

Explanations

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?)