Every game needs sound effects to create the best possible player experience.
Audio files are played during a variety of in-game situations and this is how
they are set up in OpenMW. Some are user-definable, while a lot of them are
hard-coded to specific names.
hardcoded to specific names.
Supported Formats
@ -18,7 +18,7 @@ For sound effects we suggest using 16-bit ``.wav`` files.
Sound File, Sound, Sound Gen
****************************
* `Sound File` record in OpenMW-CS is the audio file on the disk. When files are placed in ``data/sounds`` and its subfolders, OpenMW-CS will list them in a table. `Sound File` records aren't used directly in OpenMW-CS but must first be assigned to a `Sound` record.
* `Sound File` record in OpenMW-CS is the audio file on the disk. When files are placed in ``data/sound`` and its subfolders, OpenMW-CS will list them in a table. `Sound File` records aren't used directly in OpenMW-CS but must first be assigned to a `Sound` record.
* `Sound` is the record that can be assigned to other records in OpenMW-CS. It needs a `Sound File` assigned, has volume, min range, and max range properties.
* `Sound Generator` record is used for creature animation events (groan, get hit, die, footsteps). It takes the `Sound` record and defines what creature uses this effect and when.
@ -29,7 +29,7 @@ Sound File, Sound, Sound Gen
Hardcoded Effects
*****************
The following sound effects are hard-coded. They require a properly named `Sound` record and will then be used in their relevant in-game situations.
The following sound effects are hardcoded. They require a properly named `Sound` record and will then be used in their relevant in-game situations.
Ambient
=======
@ -148,6 +148,10 @@ Combat
- Start of a crossbow attack
* - ``crossbowshoot``
- A crossbow is released and fires a bolt
* - ``hand to hand hit``
- Hitting a valid target with fists
* - ``hand to hand hit 2``
- Hitting a valid target with fists
* - ``heavy armor hit``
- A character wearing heavy armour is hit
* - ``light armor hit``
@ -158,10 +162,6 @@ Combat
- An attack misses
* - ``weapon swish``
- Melee weapon attack. The sound is modulated based on attack strength.
* - ``hand to hand hit``
- Hitting a valid target with fists
* - ``hand to hand hit 2``
- Hitting a valid target with fists
UI
@ -191,7 +191,7 @@ Movement
========
Movement sounds apply to the player and NPCs, together reffered to as characters.
Each sound is played in a specific in-game situation and most require a corresponding textkey.
Each sound is played in a specific in-game situation and requires a textkey.
* When the sound name ends in ``left`` it plays when ``soundgen: left`` occurs.
* When the sound name ends in ``right`` it plays when ``soundgen: right`` occurs.
@ -207,10 +207,6 @@ Each sound is played in a specific in-game situation and most require a correspo
- When a character lands on the ground
* - ``defaultlandwater``
- When a character lands in water
* - ``swim left``
- When swimming
* - ``swim right``
- When swimming
* - ``footbareleft``
- While walking, running, or sneaking on land and not wearing armour
* - ``footbareright``
@ -231,6 +227,10 @@ Each sound is played in a specific in-game situation and most require a correspo
- While walking, running, or sneaking in shallow water
* - ``footwaterright``
- While walking, running, or sneaking in shallow water
* - ``swim left``
- When swimming
* - ``swim right``
- When swimming
Interactions
@ -267,13 +267,9 @@ Interactions
* - ``repair fail``
- Repair attempt of an item fails
* - ``spellmake fail``
- Creating a new spell is successful
* - ``spellmake success``
- Attempt at creating a new spell fails
* - ``drink``
- The player consumes a potion
* - ``swallow``
- The player consumes an ingredient
* - ``spellmake success``
- Creating a new spell is successful
Misc
@ -284,15 +280,19 @@ Misc
:header-rows:1
* - `Sound` name
- Situation used
* - ``torch out``
- When the currently equipped torch is extinguished
* - ``skillraise``
- When a skill is raised.
- Situation used
* - ``drink``
- The player consumes a potion
* - ``drown``
- Looping while the player is underwater and out of breath
- Looping while the player is underwater and out of breath
* - ``health damage``
- When a character or creature takes damage
* - ``skillraise``
- When a skill is raised
* - ``swallow``
- The player consumes an ingredient
* - ``torch out``
- When the currently equipped torch is extinguished