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Merge branch 'sound-doc-tidy-up' into 'master'
Tidy up the sound effects doc See merge request OpenMW/openmw!2532
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@ -5,7 +5,7 @@ Sound Effects
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Every game needs sound effects to create the best possible player experience.
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Every game needs sound effects to create the best possible player experience.
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Audio files are played during a variety of in-game situations and this is how
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Audio files are played during a variety of in-game situations and this is how
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they are set up in OpenMW. Some are user-definable, while a lot of them are
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they are set up in OpenMW. Some are user-definable, while a lot of them are
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hard-coded to specific names.
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hardcoded to specific names.
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Supported Formats
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Supported Formats
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@ -18,7 +18,7 @@ For sound effects we suggest using 16-bit ``.wav`` files.
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Sound File, Sound, Sound Gen
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Sound File, Sound, Sound Gen
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****************************
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****************************
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* `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.
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* `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.
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* `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.
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* `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.
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* `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.
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* `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.
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@ -29,7 +29,7 @@ Sound File, Sound, Sound Gen
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Hardcoded Effects
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Hardcoded Effects
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*****************
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*****************
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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.
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The following sound effects are hardcoded. They require a properly named `Sound` record and will then be used in their relevant in-game situations.
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Ambient
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Ambient
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=======
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=======
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@ -148,6 +148,10 @@ Combat
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- Start of a crossbow attack
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- Start of a crossbow attack
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* - ``crossbowshoot``
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* - ``crossbowshoot``
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- A crossbow is released and fires a bolt
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- A crossbow is released and fires a bolt
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* - ``hand to hand hit``
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- Hitting a valid target with fists
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* - ``hand to hand hit 2``
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- Hitting a valid target with fists
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* - ``heavy armor hit``
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* - ``heavy armor hit``
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- A character wearing heavy armour is hit
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- A character wearing heavy armour is hit
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* - ``light armor hit``
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* - ``light armor hit``
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@ -158,10 +162,6 @@ Combat
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- An attack misses
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- An attack misses
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* - ``weapon swish``
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* - ``weapon swish``
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- Melee weapon attack. The sound is modulated based on attack strength.
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- Melee weapon attack. The sound is modulated based on attack strength.
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* - ``hand to hand hit``
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- Hitting a valid target with fists
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* - ``hand to hand hit 2``
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- Hitting a valid target with fists
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UI
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UI
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@ -191,7 +191,7 @@ Movement
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========
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========
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Movement sounds apply to the player and NPCs, together reffered to as characters.
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Movement sounds apply to the player and NPCs, together reffered to as characters.
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Each sound is played in a specific in-game situation and most require a corresponding textkey.
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Each sound is played in a specific in-game situation and requires a textkey.
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* When the sound name ends in ``left`` it plays when ``soundgen: left`` occurs.
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* When the sound name ends in ``left`` it plays when ``soundgen: left`` occurs.
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* When the sound name ends in ``right`` it plays when ``soundgen: right`` occurs.
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* When the sound name ends in ``right`` it plays when ``soundgen: right`` occurs.
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@ -207,10 +207,6 @@ Each sound is played in a specific in-game situation and most require a correspo
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- When a character lands on the ground
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- When a character lands on the ground
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* - ``defaultlandwater``
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* - ``defaultlandwater``
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- When a character lands in water
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- When a character lands in water
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* - ``swim left``
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- When swimming
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* - ``swim right``
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- When swimming
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* - ``footbareleft``
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* - ``footbareleft``
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- While walking, running, or sneaking on land and not wearing armour
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- While walking, running, or sneaking on land and not wearing armour
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* - ``footbareright``
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* - ``footbareright``
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@ -231,6 +227,10 @@ Each sound is played in a specific in-game situation and most require a correspo
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- While walking, running, or sneaking in shallow water
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- While walking, running, or sneaking in shallow water
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* - ``footwaterright``
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* - ``footwaterright``
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- While walking, running, or sneaking in shallow water
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- While walking, running, or sneaking in shallow water
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* - ``swim left``
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- When swimming
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* - ``swim right``
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- When swimming
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Interactions
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Interactions
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@ -267,13 +267,9 @@ Interactions
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* - ``repair fail``
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* - ``repair fail``
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- Repair attempt of an item fails
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- Repair attempt of an item fails
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* - ``spellmake fail``
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* - ``spellmake fail``
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- Creating a new spell is successful
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* - ``spellmake success``
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- Attempt at creating a new spell fails
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- Attempt at creating a new spell fails
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* - ``drink``
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* - ``spellmake success``
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- The player consumes a potion
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- Creating a new spell is successful
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* - ``swallow``
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- The player consumes an ingredient
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Misc
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Misc
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@ -284,15 +280,19 @@ Misc
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:header-rows: 1
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:header-rows: 1
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* - `Sound` name
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* - `Sound` name
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- Situation used
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- Situation used
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* - ``torch out``
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* - ``drink``
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- When the currently equipped torch is extinguished
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- The player consumes a potion
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* - ``skillraise``
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- When a skill is raised.
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* - ``drown``
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* - ``drown``
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- Looping while the player is underwater and out of breath
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- Looping while the player is underwater and out of breath
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* - ``health damage``
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* - ``health damage``
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- When a character or creature takes damage
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- When a character or creature takes damage
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* - ``skillraise``
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- When a skill is raised
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* - ``swallow``
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- The player consumes an ingredient
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* - ``torch out``
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- When the currently equipped torch is extinguished
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User-defined Sound Effects
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User-defined Sound Effects
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