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Documentation/Engine/Sound/SoundWorld

1,823 bytes added, 10:59, 30 April 2023
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Sound configuration for the sound layer
* 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/woldworld'' folder):
* sound_item_data.sii
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''Remark: Please do not modify this these 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 another 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 audibility volume should be set in 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 modsounds in the game world.All of these sounds are standard 3d FMOD events and can be created just like a '3d sound' event (see above). They are:* 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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