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.
*[[SFX]]
*[[Ambient]]
*[[Voices]]


===The folderstructure===
* [[Adding ambient Sounds to your Map]]
This structure and all the soundfiles can be found in doom3/darkmod/sound.
* [[Estimating Volume for New Sounds]]
*ambient
* [[Faked lipsync]], and how to turn it off for specific sounds
**ambience
* [[Moveables: Surface Type-dependent Bounce Sound]]
**environmental
* [[Problem Hearing Varied Sounds]]
*sfx
* [[Reaction to Material Types]]
**game
* [[Setting up Individual Propagated Sounds and Estimating Volume]]
**movement
* [[Setting Up Speakers]] -- Soundshader keywords and how mappers can override them
**tools
* [[Setting Reverb Data of Rooms (EAX)]]
**world
* [[Sound Folderstructure]]
*voices
* [[Sound File Formats]]
**n/a
* [[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


===Explanations===
{{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'''<br>
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<br>
**'''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?)
 
 
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[[Main Page]] > [[Sound]]
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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.