diff --git a/docs/source/reference/modding/sound-effects.rst b/docs/source/reference/modding/sound-effects.rst index 7e10f2aa52..bf97209428 100644 --- a/docs/source/reference/modding/sound-effects.rst +++ b/docs/source/reference/modding/sound-effects.rst @@ -5,7 +5,7 @@ Sound Effects Every game needs sound effects to create the best possible player experience. Audio files are played during a variety of in-game situations and this is how they are set up in OpenMW. Some are user-definable, while a lot of them are -hard-coded to specific names. +hardcoded to specific names. Supported Formats @@ -18,7 +18,7 @@ For sound effects we suggest using 16-bit ``.wav`` files. Sound File, Sound, Sound Gen **************************** -* `Sound File` record in OpenMW-CS is the audio file on the disk. When files are placed in ``data/sounds`` and its subfolders, OpenMW-CS will list them in a table. `Sound File` records aren't used directly in OpenMW-CS but must first be assigned to a `Sound` record. +* `Sound File` record in OpenMW-CS is the audio file on the disk. When files are placed in ``data/sound`` and its subfolders, OpenMW-CS will list them in a table. `Sound File` records aren't used directly in OpenMW-CS but must first be assigned to a `Sound` record. * `Sound` is the record that can be assigned to other records in OpenMW-CS. It needs a `Sound File` assigned, has volume, min range, and max range properties. * `Sound Generator` record is used for creature animation events (groan, get hit, die, footsteps). It takes the `Sound` record and defines what creature uses this effect and when. @@ -29,7 +29,7 @@ Sound File, Sound, Sound Gen Hardcoded Effects ***************** -The following sound effects are hard-coded. They require a properly named `Sound` record and will then be used in their relevant in-game situations. +The following sound effects are hardcoded. They require a properly named `Sound` record and will then be used in their relevant in-game situations. Ambient ======= @@ -148,6 +148,10 @@ Combat - Start of a crossbow attack * - ``crossbowshoot`` - A crossbow is released and fires a bolt + * - ``hand to hand hit`` + - Hitting a valid target with fists + * - ``hand to hand hit 2`` + - Hitting a valid target with fists * - ``heavy armor hit`` - A character wearing heavy armour is hit * - ``light armor hit`` @@ -158,10 +162,6 @@ Combat - An attack misses * - ``weapon swish`` - Melee weapon attack. The sound is modulated based on attack strength. - * - ``hand to hand hit`` - - Hitting a valid target with fists - * - ``hand to hand hit 2`` - - Hitting a valid target with fists UI @@ -191,7 +191,7 @@ Movement ======== Movement sounds apply to the player and NPCs, together reffered to as characters. -Each sound is played in a specific in-game situation and most require a corresponding textkey. +Each sound is played in a specific in-game situation and requires a textkey. * When the sound name ends in ``left`` it plays when ``soundgen: left`` occurs. * When the sound name ends in ``right`` it plays when ``soundgen: right`` occurs. @@ -207,10 +207,6 @@ Each sound is played in a specific in-game situation and most require a correspo - When a character lands on the ground * - ``defaultlandwater`` - When a character lands in water - * - ``swim left`` - - When swimming - * - ``swim right`` - - When swimming * - ``footbareleft`` - While walking, running, or sneaking on land and not wearing armour * - ``footbareright`` @@ -231,6 +227,10 @@ Each sound is played in a specific in-game situation and most require a correspo - While walking, running, or sneaking in shallow water * - ``footwaterright`` - While walking, running, or sneaking in shallow water + * - ``swim left`` + - When swimming + * - ``swim right`` + - When swimming Interactions @@ -267,13 +267,9 @@ Interactions * - ``repair fail`` - Repair attempt of an item fails * - ``spellmake fail`` - - Creating a new spell is successful - * - ``spellmake success`` - Attempt at creating a new spell fails - * - ``drink`` - - The player consumes a potion - * - ``swallow`` - - The player consumes an ingredient + * - ``spellmake success`` + - Creating a new spell is successful Misc @@ -284,15 +280,19 @@ Misc :header-rows: 1 * - `Sound` name - - Situation used - * - ``torch out`` - - When the currently equipped torch is extinguished - * - ``skillraise`` - - When a skill is raised. + - Situation used + * - ``drink`` + - The player consumes a potion * - ``drown`` - - Looping while the player is underwater and out of breath + - Looping while the player is underwater and out of breath * - ``health damage`` - When a character or creature takes damage + * - ``skillraise`` + - When a skill is raised + * - ``swallow`` + - The player consumes an ingredient + * - ``torch out`` + - When the currently equipped torch is extinguished User-defined Sound Effects