SoundDef system functions.
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SoundDef system functions.
SoundDefs
Nuclide mimics the sound defintion spec from id Tech 4 somewhat, albeit with some changes/enhancements. We call them soundDefs.
The elevator pitch**: To allow for more control over the sounds than what was previously allowed in id Tech engines we also allow designers to drop sounds into the game without having to set some common parameters every time.
Instead of directly calling which .wav or .ogg file to play, we tell it to play the single name of a sound def. For example: c1_sentry_loader_in* which can be located in any text file ending with the .sndshd file extension inside the sound/ directory.
c1_sentry_loader_in
{
dist_min 10
dist_max 25
no_occlusion
volume 0.25
sample sound/movers/comm1/sentry_loader_in.wav
}
- dist_min / dist_max sets the radius where the sound fades out. The sound is at maximum volume inside 'dist_min' radius, and it completely silent after 'dist_max' radius.
- The no_occlusion key tells the engine not to take level geometry in to account when calculating volume.
- 'volume' is the volume inside the inner radius of the sound.
- The last line sets the actual sound file to play.
Let's take a look at another one:
emetal_impacts
{
dist_min 5
dist_max 45
volume 0.5
sample sound/impact/ambient_impacts/emetal_01.wav
sample sound/impact/ambient_impacts/emetal_02.wav
sample sound/impact/ambient_impacts/emetal_03.wav
sample sound/impact/ambient_impacts/emetal_04.wav
sample sound/impact/ambient_impacts/emetal_05.wav
}
This one has multiple sound files specified, which means that Nuclide will randomly choose one to play.
Commands
| | |
| Key | Value | Description |
| attenuation | idle/static/none/normal | Changes the sound's attenuation, aka playback radius/distance. This essentially just changes dist_max. |
| dist_min | <float> | Sets the minimum playback distance in quake units. |
| dist_max | <float> | Sets the maximum playback distance in quake units. |
| volume | <float> | Sets the playback volume. 0.0 - 1.0 range. |
| shakes | <float> | Will shake the screen with an intensity specified. Play around with this, 256 is a good starting value. |
| pitch | <float> | Will set a specific pitch change. 0.0 - 2.0 range most commonly, but there's wiggle room. |
| pitch_min | <float> | Will set a minimum pitch instead of an exact one. This means it'll play a random pitch between min and max. |
| pitch_max | <float> | Will set a maximum pitch instead of an exact one. This means it'll play a random pitch between min and max. |
| offset | <float> | Sound sample offset in seconds. |
| looping | none | Sound set to force loop, regardless of sound markers in file. |
| nodups | none | Don't play duplicate samples in sequence. |
| global | none | Play samples everywhere. |
| private | none | Play samples privately onto the entity that it gets played on. |
| no_reverb | none | Disable any EAX on samples in this def. |
| omnidirectional | none | Samples won't play from any particular direction. |
| follow | none | Samples will move alongside the entity it's being played on |
| footstep | none | Determines sample volume based upon the speed of the entity. |
| distshader | <string> | Which sound def to play to everyone who is out of playback reach of this one. |
| sample | <string> | Adds a sample to play to the list. Will only play one at a time. |
Power to the developer
Unlike the implementation in id Tech 4, all of the sound defs handling is done in the game-logic and is therefore exposed to all developers. Some mods may want to hook AI callbacks into the system, or create visual effects when commands are called by a sound def. The possibilities are endless!
|
| struct | sound_t |
| | A sound sample of a sentences.txt word sequence. More...
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| |
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| void | _SndLog (string functionName, string msg) |
| |
| void | _SndEntLog (string className, string functionName, float edictNum, string warnMessage) |
| |
| void | SoundDef_Init (void) |
| | Called by the client inside CSQC_Init(), and on the server inside init().
|
| |
| void | SoundDef_Shutdown (void) |
| | Called by CSQC_Shutdown() and in theory, somewhere on the server.
|
| |
| int | SoundDef_Precache (string sndDef) |
| | Force the precache of a soundDef file.
|
| |
| void | SoundDef_Play (entity targetEntity, int sndChannel, string sndDef) |
| | Play a soundDef on a given target entity.
|
| |
| void | SoundDef_PlayAt (vector worldPos, string sndDef) |
| | Play a soundDef a a given location.
|
| |
| void | SoundDef_PlayLocal (string shader) |
| | Client-side only: Play a sound locally, outside the game world.
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| |
| void | SoundDef_Update (entity targetEntity, int sndChannel, int sndSample, float desiredVolume) |
| | Client-side only: Update the sound parameters on a given entity.
|
| |
| int | SoundDef_GetID (string sndDef) |
| |
| void | SoundDef_Stop (entity target, float chan) |
| | Stops sounds on a given channel, on a target entity.
|
| |
| void | SoundDef_DebugList () |
| | Called by listSoundDef.
|
| |
|
| #define | SndLog(...) |
| | Logs an sound system specific log message.
|
| |
| #define | SndEntLog(...) |
| | Logs an sound specific entity class log message.
|
| |
◆ _SndEntLog()
| void _SndEntLog |
( |
string | className, |
|
|
string | functionName, |
|
|
float | edictNum, |
|
|
string | warnMessage ) |
◆ _SndLog()
| void _SndLog |
( |
string | functionName, |
|
|
string | msg ) |
◆ SoundDef_DebugList()
| void SoundDef_DebugList |
( |
| ) |
|
◆ SoundDef_GetID()
| int SoundDef_GetID |
( |
string | sndDef | ) |
|
◆ SoundDef_Init()
| void SoundDef_Init |
( |
void | | ) |
|
Called by the client inside CSQC_Init(), and on the server inside init().
◆ SoundDef_Play()
| void SoundDef_Play |
( |
entity | targetEntity, |
|
|
int | sndChannel, |
|
|
string | sndDef ) |
Play a soundDef on a given target entity.
◆ SoundDef_PlayAt()
| void SoundDef_PlayAt |
( |
vector | worldPos, |
|
|
string | sndDef ) |
Play a soundDef a a given location.
◆ SoundDef_PlayLocal()
| void SoundDef_PlayLocal |
( |
string | shader | ) |
|
Client-side only: Play a sound locally, outside the game world.
◆ SoundDef_Precache()
| int SoundDef_Precache |
( |
string | sndDef | ) |
|
Force the precache of a soundDef file.
◆ SoundDef_Shutdown()
| void SoundDef_Shutdown |
( |
void | | ) |
|
Called by CSQC_Shutdown() and in theory, somewhere on the server.
◆ SoundDef_Stop()
| void SoundDef_Stop |
( |
entity | target, |
|
|
float | chan ) |
Stops sounds on a given channel, on a target entity.
◆ SoundDef_Update()
| void SoundDef_Update |
( |
entity | targetEntity, |
|
|
int | sndChannel, |
|
|
int | sndSample, |
|
|
float | desiredVolume ) |
Client-side only: Update the sound parameters on a given entity.
◆ SndEntLog
Value:
var logLevel_t autocvar_s_logLevel
Definition soundDef.h:116
void _SndEntLog(string className, string functionName, float edictNum, string warnMessage)
Definition soundDef.h:133
Logs an sound specific entity class log message.
The console variable s_developer has to be 1 for them to be visible.
- Parameters
-
| ... | contains a formatted string containing a description. |
◆ SndLog
Value:
void _SndLog(string functionName, string msg)
Definition soundDef.h:118
Logs an sound system specific log message.
The console variable s_developer has to be 1 for them to be visible.
- Parameters
-
| ... | contains a formatted string containing a description. |
◆ autocvar_s_logLevel
| var logLevel_t autocvar_s_logLevel = LOGLEVEL_DEFAULT |
◆ flags
◆ maxspeed