Sound

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Revision as of 13:06, 6 December 2005 by Pakmannen (talk | contribs)
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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

Explanations

  • 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?)