Sound: Difference between revisions

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





Revision as of 21:52, 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?)