Sound: Difference between revisions

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==Introduction==
{{index-page|category=Sound|topic=sounds}}
The audio part of the Dark Mod has been divided into the following three sections:
Here you will find information about the sounds and how you add them to your level.
<ol>
<li>[[SFX]]</li>
<li>[[Ambient]]</li>
<li>[[Voices]]</li>
</ol>


===Soundeffects (or SFX)===
* [[Adding ambient Sounds to your Map]]
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>
* [[Estimating Volume for New Sounds]]
* [[Faked lipsync]], and how to turn it off for specific sounds
* [[Moveables: Surface Type-dependent Bounce Sound]]
* [[Problem Hearing Varied Sounds]]
* [[Reaction to Material Types]]
* [[Setting up Individual Propagated Sounds and Estimating Volume]]
* [[Setting Up Speakers]] -- Soundshader keywords and how mappers can override them
* [[Setting Reverb Data of Rooms (EAX)]]
* [[Sound Folderstructure]]
* [[Sound File Formats]]
* [[Sound Propagation: Part 1]]
* [[Sound Propagation: Part 2]]
* [[Volume Issues]]  -- info from the board about a D3 bug with volume; as well as good developer cvar to make sounds visible
* [[AI Greetings]] -- how the AI greeting system works


===Ambients===
{{sound}}
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.
 
 
[[Voice Set Guidelines]]

Latest revision as of 19:46, 7 January 2014

This is a selected list of articles and tutorials about sounds.
Please see the category Sound for a full list of articles for this topic.

Here you will find information about the sounds and how you add them to your level.