Nuclide
Software Development Kit for id Tech
Sound: soundDef

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!