Sound: Difference between revisions

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==Introduction==
The audio part of the Dark Mod has been divided into the following three sections:
The audio part of the Dark Mod has been divided into the following three sections:
<ul>
<ul>
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<li>[[Voices]]</li>
<li>[[Voices]]</li>
</ul>
</ul>
==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.


===The folderstructure===
===The folderstructure===
This structure and all the soundfiles can be found in doom3/darkmod/sound.
This structure and all the soundfiles can be found in doom3/darkmod/sound.
<ul>
<ul>
   <li>ambients
   <li>ambient
     <ul>
     <ul>
       <li>ambience</li>
       <li>ambience</li>
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   <li>voices
   <li>voices
     <ul>
     <ul>
       <li>Work in progress</li>
       <li>n/a</li>
     </ul>
     </ul>
   </li>
   </li>
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I'm in the process of editing this page.. It looks kinda weird atm. :)
<ul>
<li>
'''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.
  <ul>
    <li>Ambience - Sounds not tied to an object. Music/background hums. Added purely to enhance the atmosphere.</li>
    <li>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.</li>
  </ul>
</li>
 
<li>'''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.
  <ul>
    <li>Game - Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc</li>
    <li>Movement - Footsteps etc</li>
    <li>Tools - Weapons and gadgets</li>
    <li>World - Collisions, objects (open doors etc)</li>
  </ul>
</li>


Now you don't really need to care about the SFX, but I'll give a short explanation anyway:
<li>'''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.
</li>
</ul>


    * 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)




Now on to the important part, the ambients. They are currently sorted in two folders:


    * 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.





Revision as of 12:56, 6 December 2005

Introduction

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

The folderstructure

This structure and all the soundfiles can be found in doom3/darkmod/sound.

  • ambient
    • ambience
    • environmental
  • sfx
    • game
    • movement
    • tools
    • world
  • voices
    • n/a


  • 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 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?)