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.
This structure and all the soundfiles can be found in doom3/darkmod/sound.
- Work in progress
I'm in the process of editing this page.. It looks kinda weird atm. :)
Now you don't really need to care about the SFX, but I'll give a short explanation anyway:
* 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.
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?)