Sound: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
No edit summary
 
(19 intermediate revisions by 5 users not shown)
Line 1: Line 1:
==Introduction==
{{index-page|category=Sound|topic=sounds}}
Here you will find information about the sounds and how you add them to your level.


Here you will find information about the sounds and how you add them to your level. Blah blah blah.
* [[Adding ambient Sounds to your Map]]
* [[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


 
{{sound}}
===The folderstructure===
 
The audio part of the Dark Mod has been divided into three sections, [[Ambient]], [[SFX]] and [[Voices]]. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/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''' - (A.k.a 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''' - 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 Dark Mod is using the following standards:
*'''SFX''': Ogg, 44100Hz, 96kbps, mono
*'''Ambient''': Ogg, 44100Hz, 160kbps, stereo OR Ogg, 44100Hz, 96kbps, mono. (Does the sound really benefit from stereo format?)
Doom 3 supports 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz.
 
 
==Adding sounds to your level==
 
This part will explain how you add a sound to a level using the inbuilt soundeditor
 
 
 
<div id="toc">
[[Main Page]] > [[Sound]]
</div>

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.