Sound: Difference between revisions

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Here you will find information about the sounds and how you add them to your level. Blah blah blah.
{{index-page|category=Sound|topic=sounds}}
Here you will find information about the sounds and how you add them to your level.


* [[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 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


===File formats===
{{sound}}
 
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.