Last modified 4 years ago
Last modified on 2008-02-23 03:18:59
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:
