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Documentation/Engine/Sound/SoundWorld

1,823 bytes added, 11:35, 18 March 2021
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* animation (mover)
=== Sound layer in the Editor ===
We now have a special layer for sounds on the map (up to version 1.40).
The sound layer editor is just a special mode of the map editor, which can be activated using the command line:
* '''Reverb area''' - Represents a user-defined area that is the source of the reverb effect.
=== Sound configuration for the sound layer ===
There are 3 configuration files (in the ''/base/def/wold'' folder):
* sound_item_data.sii
''Remark: Please do not modify this files if you want to add a new entry. Create in this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is some string which is unlikely to conflict with other mod.''
 
=== Sound events ===
(See [[Documentation/Engine/Sound/Downloads|Sound examples]])
 
== 3d sounds ==
* This sound event represents a 3d sound coming from a specific sound source statically located on the map.
* An event is usually an infinite audio loop within a standard FMOD audio 3d event.
* Audio hearing is controlled by the FMOD spatializer. (This must correspond to the 'max distance' setting in the audio configuration.)
* Global parameters can be used to modify loop sounds.
* The sound should be mono (preferred) or stereo sample.
 
''Note: In our example, a restaurant sound controlled by the 'daytime' parameter is used. The example demonstrates the use of sound variants at different times of the day.
''
 
== Ambient sounds ==
* This sound event is used as the sound for ambient areas in the world.
* An event is usually an infinite audio loop within a standard FMOD audio '''2d event'''. (Not including 3d spatializer.)
* Audio hearing is controlled by the game. (The full audiability volume should be set in the FMOD.)
* Global parameters can be used to modify loop sounds.
* '''The preferred format of the loop is 5.1.'''
* The random events can be included in the loop.
* The event should be routed to the 'outside/unprocessed/ambient' bus.
 
''Note: In our example (forest_warm_con_2) is the simulation of the day / night sound of a forest including random events.''
 
== Other sounds in the world ==
For completeness: there are other sounds in the game world.
All of these sounds are standard 3d FMOD events and can be created just like a '3d sound' events (see above).
 
It is:
* the sound assigned to a specific game object/prefab (defined in base\unit\hookup\sound_prefab.sii)
* the sound assigned to the animation / the 'mover' (defined as a part of mover definition in base\def\world\mover.sii)
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