Here you will find information about the sounds and how you add them to your level. Blah blah blah.
The audio part of the Dark Mod has been divided into three sections, Ambient, SFX and Voices. What follows below is a list of these sections (and their subsections) together with a brief explanation of what goes in there. This structure and all the soundfiles that ships with the mod can be found in doom3/darkmod/sound.
- 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.
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