Using the folder heirarchy tree to establish these high level groups.
At the top-permost pop-permost sound file level:
interface human resource attack soundscapes fauna
Defaults set for these default classses could include:
GAIN: 1.0 LOOPING: N PITCH: 1.0 MIN_GAIN: 0 MAX_GAIN: 1.0 CONE_OUTER_GAIN: 1.0 CONE_INNER_ANGLE: 360 CONE_OUTER_ANGLE: 360 PRIORITY: 60 BUFFER: buffer_* VELOCITY: (For Doppler Effects*) DIRECTION: ? SOURCE_RELATIVE: Y[/code] *Which I am very excited to try out, at least in some instances...although probly not many :)
Some examples given the proposed scheme:
Code looks first to determine defaults from audio_class.xml:
human_footstep_class GAIN: 0.5 LOOPING: N PITCH: 1.0 MIN_GAIN: 0.0 MAX_GAIN: 0.5 CONE_OUTER_GAIN: 1.0 CONE_INNER_ANGLE: 360 CONE_OUTER_ANGLE: 360 PRIORITY: 60 BUFFER: buffer_01 VELOCITY: (For Doppler Effects*) DIRECTION: ? SOURCE_RELATIVE: Y
then to audio_group.xml for soundfile(s) and adjustment properties
human_footstep_grass class=human_footstep_class { footstep_01.ogg footstep_02.ogg footstep_03.ogg footstep_04.ogg footstep_05.ogg footstep_06.ogg footstep_07.ogg footstep_08.ogg footstep_09.ogg footstep_10.ogg footstep_11.ogg footstep_12.ogg } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 0.5 GAIN RANGE LOWER: 0.4 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 1.2 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y
human_unit actor says:
walk on grass: use human_footstep_grass from audio_group.xml
or
cow_footstep_grass class=human_footstep_class { footstep_01 footstep_02 footstep_03 footstep_04 footstep_05 footstep_06 footstep_07 footstep_08 footstep_09 footstep_10 footstep_11 footstep_12 } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 0.5 GAIN RANGE LOWER: 0.4 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 0.6 PITCH RANGE LOWER: 0.4 RANOMIZE PITCH: Y
animal_cow actor says:
walk on grass: use cow_footstep_grass from audio_group.xml
And with a little deeper implentation:
audio_class.xml
human_lumbering_class GAIN: 1.0 LOOPING: N PITCH: 1.0 MIN_GAIN: 0.0 MAX_GAIN: 1.0 CONE_OUTER_GAIN: 1.0 CONE_INNER_ANGLE: 360 CONE_OUTER_ANGLE: 360 PRIORITY: 60 BUFFER: buffer_* VELOCITY: (For Doppler Effects*) DIRECTION: ? SOURCE_RELATIVE: Y
audio_group.xml
human_lumbering class=human_lumbering_class { chop_01 chop_02 chop_03 chop_04 chop_05 chop_06 chop_07 chop_08 } RANDOMIZE FILES IN GROUP: Y PITCH RANGE UPPER: 1.2 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y { falling_01 falling_02 falling_03 falling_04 falling_05 } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 1.0 GAIN RANGE LOWER: 0.5 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 1.0 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y INTERMITTENCY: Randomly once every 30-60 seconds
human_lumbering actor says:
resource gather lumber: use human_lumbering from audio_group.xml
Further Info here:
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Last modified on Feb 23, 2008, 4:18:59 AM
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