mirror of
https://github.com/dhewm/iddevnet.git
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113 lines
5 KiB
HTML
113 lines
5 KiB
HTML
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0047)https://www.iddevnet.com/doom3/editor_sound.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [The Sound Editor]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : The Sound Editor</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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The sound editor can be opened by typing "editSounds" in the console. It
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will probably take a while to load, because it is scanning and loading a
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bunch of sounds, be patient. The sound editor was designed for a sound guy
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(non-level designer) to run around the levels and create a spooky aureal
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experience, so it works independant of radiant.
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</p><p>
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When the sound editor is up, you can switch to the game easily by clicking
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"Switch to Game" but when the game is up, you can't exactly mouse over
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to the sound editor. There are a few ways of switching back, but the easiest
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is to bind a key to "editSounds" (type "bind <key> editSounds" in
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the console).
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</p><p>
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<img src="images/editor_sound_a.png" align="right">
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At first glance, the sound editor is kind of daunting, but it's really
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not all that complex when you get down to it. The bare minimum you need
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to do to make a sound play in the world is click the 'Drop Speaker...' button
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(near the bottom). This will place a speaker in front of you. Next browse
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the tree in the middle and double click on a sound (I'm fond of loop_fan_1
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in the sound/fans.sndshd file). Technically that's all you need to get
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a sound emitter in the game, but there are obviously other things you can do.
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</p><p>
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To move sounds around in the world, use the y+ y- x+ x- z+ z- buttons in
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the top-right of the window. It may seem like a clunky interface, but it
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actually starts to feel right after using it for a bit (you can just click
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on a sound, move it left a few units and go on your way).
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</p><p>
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A lot of the options present in the window can also be changed in the sound
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shader. If the value is set to 0 in the editor, then it uses the value in
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the sound shader. This means if a sound shader has shakes, then setting "shakes"
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to 0 in the editor will not disable the shakes. This also means if a flag
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is turned on in the sound shader, it cannot be turned off in the editor. Keep
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this in mind if a sound is looping even though "Looping" is not checked.
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</p><p>
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Here's a brief description of all the check boxes you can check:
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</p><table class="datatable">
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<tbody><tr><td>Occlusion</td><td>Don't flow through portals, only use straight line</td>
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</tr><tr><td>Omnidirectional</td><td>Fall off with distance, but play same volume in all speakers</td>
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</tr><tr><td>Looping</td><td>Repeat the sound continuously</td>
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</tr><tr><td>Plain</td><td>- Unused -</td>
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</tr><tr><td>Triggered</td><td>Don't start playing until the entity is triggered</td>
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</tr><tr><td>Unclamped</td><td>Don't clamp calculated volumes at 1.0</td>
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</tr></tbody></table>
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<p>
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The "Trigger" button will trigger the selected entity. Useful for testing the
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sound on an entity that needs to be triggered first.
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</p><p>
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The group name, and groups selection box lets you group multiple sounds together
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for ease in searching and selection (in theory) I don't think anyone actually
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ended up using that feature though, which makes me think it doesn't work right.
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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