| 1 | Using 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 | |
| 36 | Code 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]] |
| 54 | then 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]] |
| 81 | human_unit actor says:[[BR]] |
| 82 | {{{ |
| 83 | walk on grass: use human_footstep_grass from audio_group.xml |
| 84 | }}} |
| 85 | [[BR]] |
| 86 | or |
| 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]] |
| 114 | animal_cow actor says: |
| 115 | [[BR]] |
| 116 | {{{ |
| 117 | walk on grass: use cow_footstep_grass from audio_group.xml |
| 118 | }}} |
| 119 | [[BR]] |
| 120 | And 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]] |
| 175 | human_lumbering actor says: |
| 176 | {{{ |
| 177 | resource gather lumber: use human_lumbering from audio_group.xml |
| 178 | }}} |
| 179 | |
| 180 | Further Info here:[[BR]] |
| 181 | |
| 182 | [http://www.wildfiregames.com/forum/index.php?showtopic=8323 Managing Audio Parameters] |