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Merge branch 'sound-doc-tidy-up' into 'master'

Tidy up the sound effects doc

See merge request OpenMW/openmw!2532
This commit is contained in:
psi29a 2022-12-05 08:52:04 +00:00
commit 0f3e972298

View File

@ -5,7 +5,7 @@ Sound Effects
Every game needs sound effects to create the best possible player experience. 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 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 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 Supported Formats
@ -18,7 +18,7 @@ For sound effects we suggest using 16-bit ``.wav`` files.
Sound File, Sound, Sound Gen 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` 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. * `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 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 Ambient
======= =======
@ -148,6 +148,10 @@ Combat
- Start of a crossbow attack - Start of a crossbow attack
* - ``crossbowshoot`` * - ``crossbowshoot``
- A crossbow is released and fires a bolt - 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`` * - ``heavy armor hit``
- A character wearing heavy armour is hit - A character wearing heavy armour is hit
* - ``light armor hit`` * - ``light armor hit``
@ -158,10 +162,6 @@ Combat
- An attack misses - An attack misses
* - ``weapon swish`` * - ``weapon swish``
- Melee weapon attack. The sound is modulated based on attack strength. - 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 UI
@ -191,7 +191,7 @@ Movement
======== ========
Movement sounds apply to the player and NPCs, together reffered to as characters. 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 ``left`` it plays when ``soundgen: left`` occurs.
* When the sound name ends in ``right`` it plays when ``soundgen: right`` 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 - When a character lands on the ground
* - ``defaultlandwater`` * - ``defaultlandwater``
- When a character lands in water - When a character lands in water
* - ``swim left``
- When swimming
* - ``swim right``
- When swimming
* - ``footbareleft`` * - ``footbareleft``
- While walking, running, or sneaking on land and not wearing armour - While walking, running, or sneaking on land and not wearing armour
* - ``footbareright`` * - ``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 - While walking, running, or sneaking in shallow water
* - ``footwaterright`` * - ``footwaterright``
- While walking, running, or sneaking in shallow water - While walking, running, or sneaking in shallow water
* - ``swim left``
- When swimming
* - ``swim right``
- When swimming
Interactions Interactions
@ -267,13 +267,9 @@ Interactions
* - ``repair fail`` * - ``repair fail``
- Repair attempt of an item fails - Repair attempt of an item fails
* - ``spellmake fail`` * - ``spellmake fail``
- Creating a new spell is successful
* - ``spellmake success``
- Attempt at creating a new spell fails - Attempt at creating a new spell fails
* - ``drink`` * - ``spellmake success``
- The player consumes a potion - Creating a new spell is successful
* - ``swallow``
- The player consumes an ingredient
Misc Misc
@ -284,15 +280,19 @@ Misc
:header-rows: 1 :header-rows: 1
* - `Sound` name * - `Sound` name
- Situation used - Situation used
* - ``torch out`` * - ``drink``
- When the currently equipped torch is extinguished - The player consumes a potion
* - ``skillraise``
- When a skill is raised.
* - ``drown`` * - ``drown``
- Looping while the player is underwater and out of breath - Looping while the player is underwater and out of breath
* - ``health damage`` * - ``health damage``
- When a character or creature takes 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 User-defined Sound Effects