Using the folder heirarchy tree to establish these high level groups. [[BR]] [[BR]] '''At the top-permost pop-permost sound file level:'''[[BR]] {{{ interface human resource attack soundscapes fauna }}} [[BR]] '''Defaults set for these default classses could include:'''[[BR]] {{{ 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 :) }}} [[BR]] '''Some examples given the proposed scheme:'''[[BR]] 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 }}} [[BR]] 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 }}} [[BR]] human_unit actor says:[[BR]] {{{ walk on grass: use human_footstep_grass from audio_group.xml }}} [[BR]] or [[BR]] {{{ 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 }}} [[BR]] animal_cow actor says: [[BR]] {{{ walk on grass: use cow_footstep_grass from audio_group.xml }}} [[BR]] And with a little deeper implentation: [[BR]] '''audio_class.xml'''[[BR]] {{{ 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 }}} [[BR]] '''audio_group.xml'''[[BR]] {{{ 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 }}} [[BR]] human_lumbering actor says: {{{ resource gather lumber: use human_lumbering from audio_group.xml }}} Further Info here:[[BR]] [http://www.wildfiregames.com/forum/index.php?showtopic=8323 Managing Audio Parameters]