Audio3DScripts: Difference between revisions
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===Boolean=== | ===Boolean=== |
Revision as of 19:23, 23 April 2010
The Audio3DScripts file defines attributes for sounds used by 3D sound script operations. These attributes define how and if sound is played at a distance from a source. Most notably, when you are zoomed into a resource (e.g. cows) on the map screen, they are louder the closer you are zoomed in and if they are centered on the screen.
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.
This page is missing information. Do not remove this notice until it is complete.
Tags
Text
Tag Name | Description |
---|---|
ScriptID | The script object name prefixed with AS3D_ followed by the file name. Used in AudioSoundscapeScripts and by Python CyAudioGame.Play3DSound() function. |
SoundID | Implemented in AudioDefines to retrieve the sound file. |
SoundType | Indicates which volume slider to use under Game Option -> Audio. Values are defined in AudioDefines and are prefixed with GAME_. Values are AMBIENCE, INTERFACE, MUSIC, SFX or SPEECH. |
StartPosition | Position to player where the sounds appears to come from when it starts (most effective for surround sound setups.) Values are defined in AudioDefines. Values are NONE, RANDOM, ALL, FRONT, BACK, BACK_LEFT, BACK_RIGHT, LEFT, RIGHT, FRONT_LEFT, FRONT_RIGHT and REARS |
EndPosition | Position to player where the sounds appears to come from when it ends (most effective for surround sound setups.) Values are defined in AudioDefines. Values are NONE, RANDOM, ALL, FRONT, BACK, BACK_LEFT, BACK_RIGHT, LEFT, RIGHT, FRONT_LEFT, FRONT_RIGHT and REARS |
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Boolean
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
Tag Name | Description |
---|---|
bLooping | Indicates whether the sound will "loop", ie: repeat indefinitely. |
bTaperForSoundtracks | unknown. Set to 0. |
Floating
Tag Name | Description |
---|---|
fMinDryLevel | unknown. Set to 1.0. |
fMaxDryLevel | unknown. Set to 1.0. |
fMinWetLevel | unknown. Values between 0.0 - 1.0. |
fMaxWetLevel | unknown. Values between 0.0 - 1.0. |
Example
In the following example of code, please note that there is a specific order of all of the tags. You must list the tags in this order for the game to properly interpret your file.
<Script3DSound> <ScriptID>AS3D_ERROR</ScriptID> <SoundID>SND_ERROR</SoundID> <SoundType>GAME_SFX</SoundType> <iMinVolume>80</iMinVolume> <iMaxVolume>80</iMaxVolume> <iPitchChangeDown>0</iPitchChangeDown> <iPitchChangeUp>0</iPitchChangeUp> <bLooping>0</bLooping> <iMinTimeDelay>0</iMinTimeDelay> <iMaxTimeDelay>0</iMaxTimeDelay> <StartPosition>FRONT</StartPosition> <EndPosition>FRONT</EndPosition> <iMinVelocity>0</iMinVelocity> <iMaxVelocity>0</iMaxVelocity> <iMinDistanceFromListener>0</iMinDistanceFromListener> <iMaxDistanceFromListener>0</iMaxDistanceFromListener> <iMinDistanceForMaxVolume>100000</iMinDistanceForMaxVolume> <iMaxDistanceForMaxVolume>100000</iMaxDistanceForMaxVolume> <iMinCutoffDistance>100000</iMinCutoffDistance> <iMaxCutoffDistance>100000</iMaxCutoffDistance> <bTaperForSoundtracks>0</bTaperForSoundtracks> <iLengthOfSound>0</iLengthOfSound> <fMinDryLevel>1.0</fMinDryLevel> <fMaxDryLevel>1.0</fMaxDryLevel> <fMinWetLevel>0.0</fMinWetLevel> <fMaxWetLevel>0.0</fMaxWetLevel> </Script3DSound>