Sound: Difference between revisions

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===Explanations===
==Terms and Explanations==
'''Soundeffects (or SFX)'''
'''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.
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.

Revision as of 21:54, 5 December 2005

The audio part of the Dark Mod has been divided into the following three sections:

Terms and 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?)