Sound Descriptor
Revision as of 04:58, 13 April 2012 by imported>Proleric
An individual sound or set of sounds, plus their playback parameters.
- ID unique name for the sound
- Descriptor Type (not currently supported)
- Sound one or more sounds that will be played or randomly picked from to play when this sound is called. Custom files must be on the path that the CK expects, e.g. Data\Sound\FX\MyFolder for a sound effect
- Conditions conditions to determine playback of the sound
- Category the Sound Category to which this sound belongs
- Output Model defines additional playback parameters according to a template
- Static Attenuation (dB) attenuate the sound's playback by this much in dBFS
- dB Variance sets a negative range of values in dBFS that the sound can be attenuated over for each playback instance. For example, if Static Attenuation is -12dB and dB Variance is 6, playback will be between -12 and -18 dBFS, randomized.
- Looping:
- None the sound is a 'one shot' and does not loop
- Loop the sound is a traditional loop (the file must end with _LP) and its playback will be looped from the start of the file to the end
- Envelope Fast the sound is a metadata loop (the file must end with _LPM and contain sustaining loop points within the file) and will play its attack portion and then loop indefinitely between its loop points. Playback will immediately jump to the file's release portion when the sound is done playing.
- Envelope Slow the sound is a metadata loop (the file must end with _LPM and contain sustaining loop points within the file) and will play its attack portion and then loop indefinitely between its loop points. Playback will continue uninterrupted to the end of the file when the sound is done playing.
- % Frequency Shift static frequency/pitch shift to apply to the sound, positive or negative, during playback
- % Frequency Variance variable frequency/pitch shift (in absolute value, thus positive and negative) during playback
- Alternate For... if another sound cannot be loaded into memory and played in time (e.g. with a time-sensitive event such as a weapon impact), play this sound as an alternate instead. NOTE: setting up a sound as an alternate means that the sound will be kept in memory at all times, so this should only be used sparingly.
- Priority: determines a sound's priority as it relates to memory and disk i/o. Sounds that can be ignored during periods of heavy system activity (e.g. large battles) or are otherwise not time-sensitive should be given low priorities.
- Rumble Send: how much of the sound's level (amplitude) determines rumble motor usage in applicable hand held controllers for both the Small and Big controller motors.