Cendar

Soundpacks CDDA

Oct 28th, 2018
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  1. # Soundpacks
  2.  
  3. A soundpack can be installed in the `data/sound` directory. It has to be a subdirectory that contains at least a file named `soundpack.txt`. It can include any number of json files which add any number of sound_effect or playlist.
  4.  
  5. ## soundpack.txt format
  6.  
  7. The `soundpack.txt` file format needs 2 values, a NAME and a VIEW. The NAME value should be unique. The VIEW value will be shown in the options menu. Every line starting with a `#` is a comment line.
  8.  
  9. #Basic provided soundpack
  10. #Name of the soundpack
  11. NAME: basic
  12. #Viewing name of the soundpack
  13. VIEW: Basic
  14.  
  15. (Cendar note: The game accept at least .wav and .ogg - I've read somewhere in the forums that the soundfiles must be in 44100Hz to work correctly)
  16.  
  17. ## Music format
  18.  
  19. (Cendar note: Music can only be added with this format in the musicset.json file (or any other json, could be useful to make different files for different playlists, needs testing))
  20.  
  21. A playlist can be included with a format like this:
  22.  
  23. [
  24. {
  25. "type": "playlist",
  26. "playlists":
  27. [
  28. {
  29. "id" : "title",
  30. "shuffle" : false,
  31. "files" : [
  32. {
  33. "file": "Dark_Days_Ahead_demo_2.wav",
  34. "volume": 128
  35. },
  36. {
  37. "file": "cataclysmthemeREV6.wav",
  38. "volume": 90
  39. }
  40. ]
  41. }
  42. ]
  43. }
  44. ]
  45.  
  46. (Cendar notes:
  47. The only type possible is: "playlist"
  48. You can turn shuffle on or off by changing the shuffle line to false or true)
  49.  
  50. ## SFX format
  51.  
  52. (Cendar note: Sound effects can be included with a format like this in the soundset.json (or any other json, could be useful to make different files for different categories and better workflow, like ambiant.json, guns.json, etc...)
  53.  
  54. [
  55. {
  56. "type": "sound_effect",
  57. "id" : "menu_move",
  58. "volume" : 100,
  59. "files" : [
  60. "nenadsimic_menu_selection_click.wav"
  61. ]
  62. },
  63. {
  64. "type": "sound_effect",
  65. "id" : "fire_gun",
  66. "volume" : 90,
  67. "variant" : "bio_laser_gun",
  68. "files" : [
  69. "guns/energy_generic/weapon_fire_laser.ogg"
  70. ]
  71. }
  72. ]
  73.  
  74. Each sound effect is identified by an id and a variant. If a sound effect is played with a variant that does not exist in the json files, but a variant "default" exists, then the "default" variant is played instead. The file name of the sound effect is relative to the soundpack directory, so if the file name is set to "sfx.wav" and your soundpack is in `data/sound/mypack`, the file must be placed at `data/sound/mypack/sfx.wav`.
  75.  
  76. (Cendar note: The only type possible is: "sound_effect")
  77.  
  78. A full list of sound effect id's and variants is given in the following. Each line in the list has the following format:
  79.  
  80. `id variant1|variant2`
  81.  
  82. Where id describes the id of the sound effect, and a list of variants separated by | follows. When the variants are omitted, the variant "default" is assumed. Where the variants do not represent literal strings, but variables, they will be enclosed in `<` `>`. For instance, `<furniture>` is a placeholder for any valid furniture ID (as in the furniture definition JSON).
  83.  
  84. * `id variant1|variant2|...`
  85. * `menu_move default`
  86. * `menu_error default`
  87. * `footstep default|light|clumsy|bionic`
  88. (Cendar note: the fatigue sounds loops)
  89. * `plmove clear_obstacle|fatigue_m_low|fatigue_m_med|fatigue_m_high|fatigue_f_low|fatigue_f_med|fatigue_f_high|walk_barefoot|walk_grass|walk_dirt|walk_metal|walk_water|walk_tarmac`
  90. * `deal_damage hurt_f|hurt_m`
  91. * `clean_up_at_end death_f|death_m`
  92. * `explosion default|small|huge`
  93. * `open_door <furniture>|<terrain>`
  94. * `close_door <furniture>|<terrain>`
  95. * `bash default`
  96. * `smash wall|door|door_boarded|glass`
  97. * `smash_fail <furniture>`
  98. * `smash_success <furniture>|hit_vehicle`
  99. * `melee_swing default|small_bash|big_bash|small_cutting|big_cutting`
  100. * `melee_hit_metal default|small_bash|big_bash|small_cutting|big_cutting`
  101. * `melee_hit_flesh default|small_bash|big_bash|small_cutting|big_cutting`
  102. * `melee_attack monster_melee_hit`
  103. * `melee_hit <weapon> # note: use weapon id "null" for unarmed attacks`
  104. * `fire_gun <weapon>|brass_eject|bio_lightning_tail`
  105. * `bullet_hit hit_wall|hit_flesh|hit_metal`
  106. * `reload <weapon>`
  107. * `mon_bite bite_hit|bite_miss`
  108. * `mon_death zombie_death|zombie_gibbed`
  109. * `chainsaw_cord chainsaw_on`
  110. * `chainsaw_start chainsaw_on`
  111. * `chainsaw_stop chainsaw_on`
  112. * `chainsaw_idle chainsaw_on`
  113. * `weapon_theme chainsaw_on`
  114. (Cendar note: the danger sounds loops and are played at the same time as music)
  115. * `danger_low default`
  116. * `danger_medium default`
  117. * `danger_high default`
  118. * `danger_extreme default`
  119. * `environment thunder_near|thunder_far|daytime|nighttime|indoors|indoors_rain|underground|WEATHER_DRIZZLE|WEATHER_RAINY|WEATHER_THUNDER|WEATHER_FLURRIES|WEATHER_SNOW|deafness_shock|deafness_tone_start|deafness_tone_light|deafness_tone_medium|deafness_tone_heavy|alarm`
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