Sound Folder Structure: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
 
m (little tweaks)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
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.
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 ship 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.
*'''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.
Line 5: Line 5:
**''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.
**''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''' - (A.k.a 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.
*'''SFX''' - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means the level designer won't 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
**''Game'': Certain "special" sounds as levelstart, objective_complete/failed, main menu sounds etc
**''Movement'': Footsteps etc
**''Movement'': Footsteps etc

Latest revision as of 01:35, 19 June 2023

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 ship 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 - (A.k.a Soundeffects) We have adopted this term for any sound that is played from within the code. That basically means the level designer won't 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.