Changes between Initial Version and Version 1 of General_XML_Concept


Ignore:
Timestamp:
Feb 23, 2008, 4:18:59 AM (16 years ago)
Author:
trac
Comment:

--

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  • General_XML_Concept

    v1 v1  
     1Using the folder heirarchy tree to establish these high level groups. [[BR]]
     2[[BR]]
     3
     4'''At the top-permost pop-permost sound file level:'''[[BR]]
     5{{{
     6  interface
     7  human
     8  resource
     9  attack
     10  soundscapes
     11  fauna
     12}}}
     13[[BR]]
     14'''Defaults set for these default classses could include:'''[[BR]]
     15{{{
     16  GAIN: 1.0
     17  LOOPING: N
     18  PITCH: 1.0
     19  MIN_GAIN: 0
     20  MAX_GAIN: 1.0
     21  CONE_OUTER_GAIN: 1.0
     22  CONE_INNER_ANGLE: 360
     23  CONE_OUTER_ANGLE: 360
     24  PRIORITY: 60
     25  BUFFER: buffer_*
     26  VELOCITY: (For Doppler Effects*)
     27  DIRECTION: ?
     28  SOURCE_RELATIVE: Y[/code]
     29  *Which I am very excited to try out, at least in some instances...although probly not many :)
     30}}}
     31[[BR]]
     32
     33
     34'''Some examples given the proposed scheme:'''[[BR]]
     35
     36Code looks first to determine defaults from '''audio_class.xml''':
     37{{{
     38  human_footstep_class
     39   GAIN: 0.5
     40   LOOPING: N
     41   PITCH: 1.0
     42   MIN_GAIN: 0.0
     43   MAX_GAIN: 0.5
     44   CONE_OUTER_GAIN: 1.0
     45   CONE_INNER_ANGLE: 360
     46   CONE_OUTER_ANGLE: 360
     47   PRIORITY: 60
     48   BUFFER: buffer_01
     49   VELOCITY: (For Doppler Effects*)
     50   DIRECTION: ?
     51   SOURCE_RELATIVE: Y
     52}}}
     53[[BR]]
     54then to '''audio_group.xml''' for soundfile(s) and adjustment properties
     55{{{
     56  human_footstep_grass
     57   class=human_footstep_class
     58   {
     59   footstep_01.ogg
     60   footstep_02.ogg
     61   footstep_03.ogg
     62   footstep_04.ogg
     63   footstep_05.ogg
     64   footstep_06.ogg
     65   footstep_07.ogg
     66   footstep_08.ogg
     67   footstep_09.ogg
     68   footstep_10.ogg
     69   footstep_11.ogg
     70   footstep_12.ogg
     71   }
     72  RANDOMIZE FILES IN GROUP: Y
     73  GAIN RANGE UPPER: 0.5
     74  GAIN RANGE LOWER: 0.4
     75  RANDOMIZE GAIN: Y
     76  PITCH RANGE UPPER: 1.2
     77  PITCH RANGE LOWER: 0.8
     78  RANOMIZE PITCH: Y
     79}}}
     80[[BR]]
     81human_unit actor says:[[BR]]
     82{{{
     83 walk on grass: use human_footstep_grass from audio_group.xml
     84}}}
     85[[BR]]
     86or
     87[[BR]]
     88{{{
     89 cow_footstep_grass
     90  class=human_footstep_class
     91  {
     92  footstep_01
     93  footstep_02
     94  footstep_03
     95  footstep_04
     96  footstep_05
     97  footstep_06
     98  footstep_07
     99  footstep_08
     100  footstep_09
     101  footstep_10
     102  footstep_11
     103  footstep_12
     104  }
     105   RANDOMIZE FILES IN GROUP: Y
     106   GAIN RANGE UPPER: 0.5
     107   GAIN RANGE LOWER: 0.4
     108   RANDOMIZE GAIN: Y
     109   PITCH RANGE UPPER: 0.6
     110   PITCH RANGE LOWER: 0.4
     111   RANOMIZE PITCH: Y
     112}}}
     113[[BR]]
     114animal_cow actor says:
     115[[BR]]
     116{{{
     117 walk on grass: use cow_footstep_grass from audio_group.xml
     118}}}
     119[[BR]]
     120And with a little deeper implentation:
     121[[BR]]
     122'''audio_class.xml'''[[BR]]
     123{{{
     124 human_lumbering_class
     125  GAIN: 1.0
     126  LOOPING: N
     127  PITCH: 1.0
     128  MIN_GAIN: 0.0
     129  MAX_GAIN: 1.0
     130  CONE_OUTER_GAIN: 1.0
     131  CONE_INNER_ANGLE: 360
     132  CONE_OUTER_ANGLE: 360
     133  PRIORITY: 60
     134  BUFFER: buffer_*
     135  VELOCITY: (For Doppler Effects*)
     136  DIRECTION: ?
     137  SOURCE_RELATIVE: Y
     138}}}
     139[[BR]]
     140'''audio_group.xml'''[[BR]]
     141{{{
     142 human_lumbering
     143  class=human_lumbering_class
     144   {
     145   chop_01
     146   chop_02
     147   chop_03
     148   chop_04
     149   chop_05
     150   chop_06
     151   chop_07
     152   chop_08
     153   }
     154 RANDOMIZE FILES IN GROUP: Y
     155 PITCH RANGE UPPER: 1.2
     156 PITCH RANGE LOWER: 0.8
     157 RANOMIZE PITCH: Y
     158  {
     159  falling_01
     160  falling_02
     161  falling_03
     162  falling_04
     163  falling_05
     164  }
     165   RANDOMIZE FILES IN GROUP: Y
     166   GAIN RANGE UPPER: 1.0
     167   GAIN RANGE LOWER: 0.5
     168   RANDOMIZE GAIN: Y
     169   PITCH RANGE UPPER: 1.0
     170   PITCH RANGE LOWER: 0.8
     171   RANOMIZE PITCH: Y
     172   INTERMITTENCY: Randomly once every 30-60 seconds
     173}}}
     174[[BR]]
     175human_lumbering actor says:
     176{{{
     177 resource gather lumber: use human_lumbering from audio_group.xml
     178}}}
     179
     180Further Info here:[[BR]]
     181
     182[http://www.wildfiregames.com/forum/index.php?showtopic=8323 Managing Audio Parameters]