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Documentation/Engine/Sound/SoundWorld

1 byte removed, 21:33, 13 April 2023
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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 other another mod.''
=== Sound events ===
* 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 audibility 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.'''
== 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 event (see above).
It isThey 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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