Sound: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 11: Line 11:
<li>'''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>
<li>'''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>


'''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.
<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.</li>


'''Voices''' - Things spoken or expressed by the inhabitants of the world. That includes:
<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.
Humans, zombies, belchers, and any other creatures we might come up with.</li>
</ul>





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?)