Surface Sounds: Difference between revisions

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(For more detail on default classes of sounds available, use a config explorer or the '''ALLINONE config''' available from Dev-Heaven.)
==Surface sound definitions for 3D models==
===Source of other references===
For more detail on default classes of sounds available, use a config explorer or the '''ALLINONE config''' available from Dev-Heaven.


===Where Used===
The faces used in the ROADWAY LODs in 3d models provides at least 2 functions.
The faces used in the ROADWAY LODs in 3d models provides at least 2 functions.
(This is very similar to how surface sounds are defined for Terrains also)
(This is very similar to how surface sounds are defined for Terrains also)
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Second, defines the sound that surface generates when it for example is walked on.
Second, defines the sound that surface generates when it for example is walked on.


===The Surfaces===
The later is defined in '''CfgSurfaces''' and then directly ascociated with a "Man" character via class '''SoundEnvironExt''' in class '''CAManBase'''.
The later is defined in '''CfgSurfaces''' and then directly ascociated with a "Man" character via class '''SoundEnvironExt''' in class '''CAManBase'''.


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</code>
</code>


 
===The Surface Parameters===
The important parameters are the
The important parameters are the
<code>files =
<code>files =
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A hint of what the sound is is usually possible from the '''soundEnviron''' parameter.
A hint of what the sound is is usually possible from the '''soundEnviron''' parameter.


===The Surface / Face Texture===
'''When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound.'''
'''When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound.'''


EG
EG
<code>files = "plechprolis*";</code>
<code>files = "plechprolis*";</code>
(soundEnviron = "steel"; ).
 
(soundEnviron = "steel"; )
 
Is trigger via the default texture;.
Is trigger via the default texture;.
'''ca\buildings\data\plechprolis.pac'''
'''ca\buildings\data\plechprolis.pac'''


Note the use of the * (star). This works as it looks, as a wild-card for file names.
Note the use of the * (star). This works as it looks, as a wild-card for file names.


===The Sound File Definitions===
The actual sound file(s) played (for Man class) come from the '''SoundEnvironExt''' definitions.
The actual sound file(s) played (for Man class) come from the '''SoundEnvironExt''' definitions.
i.e. for "steel" as above;
i.e. for "steel" as above;
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</code>
</code>


'''Related Threads'''
===Related BIF Threads===
http://forums.bistudio.com/showthread.php?127296-different-sounds-inside-a-building
 
[http://forums.bistudio.com/showthread.php?127296-different-sounds-inside-a-building]


http://forums.bistudio.com/showthread.php?85582-Adding-footstep-sounds
[http://forums.bistudio.com/showthread.php?85582-Adding-footstep-sounds]


http://forums.bistudio.com/showthread.php?69228-Custom-sounds
[http://forums.bistudio.com/showthread.php?69228-Custom-sounds]


http://forums.bistudio.com/showthread.php?68338-Roads-and-their-proper-sounds
[http://forums.bistudio.com/showthread.php?68338-Roads-and-their-proper-sounds]


http://forums.bistudio.com/showthread.php?67191-List-of-soundEnviron
[http://forums.bistudio.com/showthread.php?67191-List-of-soundEnviron]


http://forums.bistudio.com/showthread.php?65081-Sound-(-forest-and-snow-)
[http://forums.bistudio.com/showthread.php?65081-Sound-(-forest-and-snow-)]




'''Side note'''
===Vehicle Sounds Side Note===
Surface sounds for vehicles are defined within each vehicle class via sound classes like [B]TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut[/B] etc etc
Surface sounds for vehicles are defined within each vehicle class via sound classes like [B]TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut[/B] etc etc

Revision as of 06:20, 2 September 2012

Surface sound definitions for 3D models

Source of other references

For more detail on default classes of sounds available, use a config explorer or the ALLINONE config available from Dev-Heaven.

Where Used

The faces used in the ROADWAY LODs in 3d models provides at least 2 functions. (This is very similar to how surface sounds are defined for Terrains also) First, defining what the game engine considers a floor or roadway, so things dont fall through Second, defines the sound that surface generates when it for example is walked on.

The Surfaces

The later is defined in CfgSurfaces and then directly ascociated with a "Man" character via class SoundEnvironExt in class CAManBase.

Modder and Terrain makers can either use the default definitions or add classes. As the default definitions are over 1000 lines, heres are samples instead; class CfgSurfaces { ... ... class Water { access = 2; files = "more_anim*"; rough = 0; dust = 0; soundEnviron = "water"; friction = 0.9; restitution = 0; isWater = 1; character = "Empty"; impact = "default_Mat"; }; class Roadway: Default { access = 2; files = "silnice*"; rough = 0.005; dust = 0.01; soundEnviron = "road"; character = "Empty"; }; class Parkety: Default { access = 2; files = "parkety*"; rough = 0.005; dust = 0.001; soundEnviron = "parkety"; character = "Empty"; }; class Lepenka: Default { access = 2; files = "lepenka*"; rough = 0.001; dust = 0.001; soundEnviron = "lepenka"; character = "Empty"; }; ... ... class Asfalt: Roadway { access = 2; files = "asfalt*"; rough = 0.01; dust = 0.05; soundEnviron = "road"; character = "Empty"; }; class Cesta: Roadway { access = 2; files = "cesta*"; rough = 0.08; dust = 0.15; soundEnviron = "dirt"; character = "Empty"; }; class Sterk: Default { access = 2; files = "sterk*"; rough = 0.08; dust = 0.15; soundEnviron = "gravel"; character = "Empty"; }; ... ... class Metal: Default { access = 2; files = "plechprolis*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Plech: Default { access = 2; files = "plech*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Iron: Default { access = 2; files = "ocel*"; rough = 0.1; dust = 0.1; soundEnviron = "metal"; character = "Empty"; impact = "Impact_Metal"; }; class Wave_plate: Default { access = 2; files = "vlnityplech*"; rough = 0.1; dust = 0.1; soundEnviron = "wave_plate"; character = "Empty"; impact = "Impact_Metal"; }; class Beton: Default { access = 2; files = "kameny"; rough = 0.1; dust = 0.1; soundEnviron = "concrete_ext"; character = "Empty"; }; class Carpet: Default { access = 2; files = "dum_mesto_koberec*"; rough = 0.1; dust = 0.1; soundEnviron = "carpet"; character = "Empty"; }; ... ...

The Surface Parameters

The important parameters are the files = soundEnviron = This is the file name of the texture that the sound will be associated with. A hint of what the sound is is usually possible from the soundEnviron parameter.

The Surface / Face Texture

When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound.

EG files = "plechprolis*";

(soundEnviron = "steel"; )

Is trigger via the default texture;.

ca\buildings\data\plechprolis.pac

Note the use of the * (star). This works as it looks, as a wild-card for file names.

The Sound File Definitions

The actual sound file(s) played (for Man class) come from the SoundEnvironExt definitions. i.e. for "steel" as above; steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........

Default classes for sound files. class SoundEnvironExt { normalExt[] = normal[] = road[] = rock[] = water[] = gravel[] = gravel2[] = sand[] = drygrass[] = grass[] = forest[] = mud[] = wood[] = wood_int[] = carpet[] = concrete_int[] = concrete_ext[] = metal[] = steel[] = hallway[] = dirt[] = parkety[] = wave_plate[] = lepenka[] = };

Related BIF Threads

[1]

[2]

[3]

[4]

[5]

[6]


Vehicle Sounds Side Note

Surface sounds for vehicles are defined within each vehicle class via sound classes like [B]TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut[/B] etc etc