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creating_sound_data

Ryzom Core Wiki edited this page Jul 8, 2024 · 6 revisions

title: Creating Sound Data description: published: true date: 2023-03-16T22:55:10.976Z tags: editor: markdown dateCreated: 2019-11-27T06:10:39.206Z

Directory Structure

Create a new repository called sound. In this new sound directory, create the following subdirectories:

  • animations,
  • background_sounds,
  • cluster_sound,
  • music,
  • dialog,
  • samplebanks,
  • soundbanks_3d and
  • user_var_binding.

Audio Mixer Configuration

Create a new Georges sheet under the sound directory of type mixer_config, and call it default.mixer_config.

Configure the default priority reserves, these are tracks which will be used only for this priority or higher. Recommended values are 2 for Highest, 4 for High, 6 for Mid and 8 for Low.

Under SampleBanks, enter the sample banks which will always be loaded. These will be the ones not specific to an area, and are basically the ones containing creature samples, player samples and particle effect samples.

The different atmospheric environment background flags are configured under BackgroundFlags. These flags are turned on and off by the game code, and must match the relevant portion of the game code. Configured here are the fade times used when background channels are turned on and off. Recommended value is 10 seconds (10 * 1000 milliseconds).

Sample Banks

Under the samplebanks directory, create a directory for each sample bank you want to create. A sample bank contains multiple .wav files. Try to keep the sample frequency of each wav file at the minimum possible for the type of sound, to reduce audio memory usage. The samples will be loaded per whole samplebank, depending on which specific sample banks are needed for an area ingame.

Music and Dialog

The music and dialog folders must contain only .ogg files. Create subdirectories as needed.

Soundbanks

The soundbanks directory contains the sound Georges sheets. All sound is accessed using these sheets. You can combine multiple samples into one sound to create more complex, or to vary, sound effects.

User variable binding (deprecated in favour of group controllers)

Using user_var_binding sheets you can get direct control of the parameters of sources using specific sound sheets. Note that controlling the parameters using this feature overrides any parameters set directly on the sound source, and that a sound sheet can only be in one user_var_binding. This feature is considered deprecated, and you should use group controllers instead.

Animations

For every .anim file you can create a .sound_anim file (this is not a georges sheet, but a regular xml file) which will be played back and synchronized whenever the relevant animation is being used for a creature entity. For each point in time where a sound is played back in an animation, a marker is set in floating point seconds with the sound name without .sound extension.

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