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Documentation/Engine/Sound

19 bytes added, 09:21, 21 November 2022
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== Sound and Sound Bank(s) ==
Each sound is represented by the sound '''Event'''. An Event is an instanceable sound unit of the FMOD Studio project. All sounds/events are provided by sound banks. The final sound banks are builded built by FMOD Studio.<br>
FMOD Studio builds the "[bank name].bank" file for each bank in the sound project. It is a collection of the Events and Parameters used for the sound playing in the game.
== Master Bank ==
Master Bank is the primary sound bank of the sound system. There are no Events in the bank.
'''The Master Bank defines:'''
The Master Bank is a fundamental building block of the sound system so: '''Never change the Master Bank!'''
Only if you are absolutely sure what you are doing and you are rewriting all the sounds of the game you can change it.
== Sound definition ==
(''GUID is something like this: {1315eda7-1829-4dd8-9d1a-176f65637ab2}'')
The sound system use uses GUIDs internally for the processing objects. It's very important. If you delete an object in the sound project (bus, event, etc.) and create a new object even with the same name , it will be a different object because the object has a different GUID.
FMOD Studio exports GUIDs to the txt file.
The game uses two ways to define usage of sound object:
# Direct 'sound id':<br>"Sound id" is string in format "[bank filename]#[event name]". Where [bank filename] is file of the bank relative to the game "base" folder and [event name] is name of the event in the FMOD Studio project.<br>Example: ''"/sound/ui/ui.bank#click"''
# Sound reference file:<br>Sound reference file is used as link for the sound specification. It uses a simple path to the soundref file (e.g. ''"/sound/ui/ui_click.soundref"'').
== Sound reference file ==
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