Jump to content


The Master Plan

  • This topic is locked This topic is locked
2 replies to this topic

#1 pakmannen


    Advanced Member

  • Member
  • PipPipPip
  • 1787 posts

Posted 16 October 2004 - 05:45 PM

The audio part for this mod will be divided in four sections:

1. SFX (Soundeffect)
We have adopted this term for any sound that is played from within the code. That basically means leveldesigner wont have to bother about them. Ex: footsteps, impact sounds, weapon sounds, porcelain-cup-dropped-on-marble sounds etc.

2. Ambient
Sounds which are added by the leveldesigner in order to bring life to the map. Mood enhancers, if you wish. Ex: machines, birds, waterfalls and background music/loops.

3. Voices
Things spoken or expressed by the inhabitants of the world. That includes:
Humans, zombies, belchers, and any other creatures we might come up with.

4. Meta Sounds
Sounds used by the game to convey gameplay information. The pickup-loot sound, menu sounds, mission objective sounds etc.

Wiki link.
To keep file sizes small, the OGG Vorbis format should be used for all ambients and SFX. You can get a free encoder here. Depending on the sound, an aproppriate nominal bitrate should be choosen. As a rule of thumb, use these encoding options:

44100Hz / 96kbps / mono
Use this for SFX and directional ambients.

44100Hz / 160kbps / stereo
Use this for omnidirectional ambients and meta-sounds. This usually means anything that goes to the \ambient or \meta folders (see below). Use your common sense: does the sound really benefit from stereo format?

Wave Form
  • All sounds should start and end at zero amplitude. Other values will create pops.
  • Do not add reverb, echo or phaser effects to directional sounds. SFX should be as dry as possible.
  • Mix at maximum volume, but avoid clipping. Volume can be adjusted in the game.
  • Avoid fade in/outs for looping sounds. Seamless loops are favoured.
  • Avoid downmixing a stereo sound to mono.
  • Avoid pauses at the start and end of a sound.

File Names
The naming of soundfiles should follow roughly this format:
[Gamemeta_] Object [_Subcategory] [_Action [_InteractionObject] [_Iteration]] [_Loop] .ogg


Folder Structure
Wiki link.
Posted Image

The folder structure is mirrored on the ftp in TheDarkMod/sounds

Project management and Design documents
- Soundeffects
- Ambients

  • Pakmannen
  • DarknessFalls
  • Muze
  • mrDischarged
  • Theo (for now)
  • Saxmeister
  • Schatten
  • drewb50
  • comp-music
  • New Horizon
File storage
We are using CVS to share all our modfiles and once you have a finished sound it should be uploaded there. Currently all sounds are commited by myself. For works in progress you can either host the files yourself or use our FTP server.

Edited by Schatten, 08 April 2007 - 05:55 PM.

#2 pakmannen


    Advanced Member

  • Member
  • PipPipPip
  • 1787 posts

Posted 19 October 2005 - 12:31 PM

We are no longer using dotProject for our designdocuments. They are now pinned topics on this forum.

#3 Schatten


    Advanced Member

  • Member
  • PipPipPip
  • 798 posts

Posted 08 April 2007 - 05:53 PM

I've merged this sticky with the one for sound folder and naming conventions.

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users