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Breeze
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Does anyone know the limitations or what we can do with sound? can we add mp3 files and have them as backgrnd music as we pass certain areas within the map

Can we add or change the sounds of fopotsteps depending on surfaces ?

How much can we play here and how?

Any answer is a good answer as this area of the map editor is unchartered for me

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Does anyone know the limitations or what we can do with sound? can we add mp3 files and have them as backgrnd music as we pass certain areas within the map

Can we add or change the sounds of fopotsteps depending on surfaces ?

How much can we play here and how?

Any answer is a good answer as this area of the map editor is unchartered for me

desmond will give a better answer, but here is my opinion:

1-yes but most likely you'll need a wav into a .bank

2-yes (it's done in the game so you can..)

3-too early in the morning..I need a coffee to understand this question :wacko:

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Can we add mp3 files and have them as backgrnd music as we pass certain areas within the map

Yes, this is done in the game (for example, by the "sniper hideout" house in sector E of the Shanty Town DOM map). You can exchange the songs that are played now (by the group Ill Niño) or add new ones to the "playlist" of that virtual "radio". Adding your own sound sources (such as a bird in a tree or a radio inside a building) is easy as tic-tac-toe.

Can we add or change the sounds of fopotsteps depending on surfaces ?

All objects or areas are tagged with a certain material, which decides what effect/sound is played when you shoot at it, and what sound is played when you walk on it. It is completely possible to add new materials (such as snow) to the list of materials, and start tagging objects with that material.

he tricky thing, I think, would be to create unique effects to be played when you shoot at that material. The sound is a minor issue - it's no problem adding new sounds that become "available" for the engine to play, the tricky thing is to connect that sound with a certain effect (shooting or walking on a certain surface type) and have the game play the sound when it's needed. Other GRIN members can help you out with this better than I can.

I guess I'll have to write a little guide on how to create wave banks, sound banks and .bank-files.

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The group is "Ill Niño" :D

Can you please describe in detail how to add sounds as easy as tic tac toe, I am struggling with this, I would like to add background noise like mortar fire, tanks heli's and or even music in a urabn envirement.

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Ok, here goes...

Basics: You fly around in the editor with the W A S D buttons on your keyboard, and press space bar to lock position and use your mouse to edit stuff. While flying, the mouse wheel can be used to alter the speed.

In the editor, select the "sound" layer from the layed drop-down menu.

Decide what kind of sound sourcce you want to begin with - if you are about to place a lot of the same sound sources, such as birds in trees, you want to place all the birds on the entire map before you go on and place the next type of sound source, which could be crickets, or frogs, or whatever.

So, let's say you've decided to place birds on the map - create your first sound source by "flying" with the camera close to where you want the sound source (preferably, facing a tree on a few meters distance).

Click the right mouse button to spawn the sound source (it is represented in the editor by two cones pointing their tips at each other - in profile they resemble a bow tie). The sound source that is currently selected is always green, and all others are red.

Click on the little floating window that says "name:" and under it, "cue:". Mark the empty box right of the word "cue", and write the name of the sound you want that sound source to play. It can be any sound that is available in the game (even a gunshot, or the sound of metal scrap falling to the ground) but if the cue isn't set to be looping, the sound will only be played once - when the mission begins - and never again.

Cues I created intended for use as envitonmental sounds are the following:

"birds"

"birds_night"

"crickets"

"frogs"

"factory" (muffled machinery noise)

"radio"

"foliage" (occasional foliage rustle and creaking branches)

"foliage_loop" (continuous breeze through foliage)

"tunnel" (muffled rumble to create a feeling of being in an underground construction (not a natural cave))

"rooftop" (occasional, random noises such as tin cans tipping over, hinges creaking, and wind blasts over roof tops - place these high up so the player never gets too close to them)

...however, if you want to, you can connect any looping cue to an environmental sound source, like an air conditioner buzzing, or a sewer drainage gurgling - although the objects that are supposed to play these sounds (that is, the air conditioners, and the sewer drainage) already have them connected to them so when you spawn such an object into the map, the object's specific sound will play from that object.

Maybe, however, you want something that is not an air conditioner to sound like and air conditioner - then you have to place that sound yourself, manually in the editor, as I am currently describing. Just find out by browsing through the xml files what sounds are available and suitable (as I said before, only looping sounds are suitable as environmental sounds).

So, to have the sound source you just placed in the tree (remember?) play the sound of a bird, write birds in the text field right of "cue" in that floating window. To have it play the sound of a cricket, write cricket - well, you catch the drift...

Now, all sounds you place after this sound (flying around, occasionally stopping by a tree, hitting the space bar to lock position, right click with the mouse to place a sound source in that tree, then hit space bar again and fly to the next tree...) will have the name of the last sound you entered in the "cue" field - in this example it's "birds". This is why you want to place all the sound sources that are to play the same sound in one session, instead of placing a bird sound here, a cricket sound there, a factory sound here, another cricket there... this would take a lot of time because you'll have to reedit the string of text in the "cue" field all the time, to match whatever sound source you're placing at the time.

So, in short - decide to first place all of one sound source before going to the next type of sound and placing all the sound sources connected to that sound. Then, create the first sound source of the next "cluster" of sound sources you are about to

The sound sources will automatically be named "sound1", "sound2", "sound3" etc. It might be a good idea to rename them so that you have them as "bird1", "bird2", etc. even though you need to do this manually in the text block right of "name:" in the floating window.

Important to notice is that these "specifics" (the static sound sources you place manually in the editor, or are connected to a certain object) aren't the only sounds that are supposed to constitute the environmental sound of the map - there are two other types of sounds that do their part as well, and together they create a richer audio atmosphere.

First off, there are the "backdrop loops". Each map set (city, historical, shanty...) has its own set of environmental "backdrop loops", setting the underlying mood for that map type.

When you start from scratch on a new map in the editor, you have to choose what set to create the map from, and if you choose for example "shanty", three shanty "backdrop loops" are automatically placed on the empty map in a triangle shape.

You should always make sure that the accessable parts of the map don't go outside this triangle shape - if you want to make a big map you should move the environmental loop sound sources and make the triangle they constitute larger, always making sure its area covers all the parts of the map the player can go to - you might want to rename the three sound sources right away so that you can find them in the list and highlight them (green) to move them later on, if you find your map becomes bigger and bigger.

In other words, the player should never be able to go outside the triangular shape made up of the three environmental sound sources, because it will sound weird if he does so. The environmental loops are supposed to always be around the player, and the always play quite generic and distant sounds so that you don't hear them loop so easily. They are meant to provide a backdrop; a little wind, maybe a little bit of distant firefights and explosions - making sure the world never goes completely quiet.

Secondly there's the "occasionals". These are sound sources that are automatically spawned every few seconds (maybe 10) on a distance of 75 meter from the player. They play one sound, and then disappear. These are the sound sources play the kind of sounds that aren't as generic as the sounds played by the "backdrop loops" (ie distant fire fights), but not as location specific as the "specifics" (ie buzz from an AC, frogs near a pond).

The "occasionals" play sounds of stuff that are supposed to create the feeling of a living city close to the player, but that the player never gets to see; ie dogs barking, cars driving away, dumpster lids dropping in an alley an aeroplane flying by in the distance.

These sounds will play all over a map, and they will never stop. This poses a problem if you want to create a map that has both a city part and a forrest (or similar) part. I had this problem on mission 6, where you move from the forrest into the military compound. I solved this by creating a set of "military" backdrop sounds, that was very very generic (almost wind only), and make up for the lack of characer in the backdrop sounds by placing a lot of birds and crickets in the forrest, and a lot of factory noises and rooftop sound sources around the military compound.

The "backdrop sound" and "occasionals" are supposed to be automatically incorporated into a map, as you choose which "set" to build the map from - so you don't alter these in the editor (apart from the placing of the three "backdrop sound" sources.

However, it is important that you as a map designer are aware of these two sound factors (that is, the "backgdrop sounds" and the "occasionals") and know what parts they play in the creating of the audio atmosphere, so that you can place the "specifics" with better wisdom. Remember, sound is very important.

At this point, you can only place sound sources that trigger sounds which are already in the game, you cannot create your own sounds and add to the game, creating you own sets of audio environments (neither "specifics", "occasionals" or "backdrops").

Last:

Design philosophies and guidelines regarding placing of environmental sounds

Simon Viklund, 12th of Feb 2006

  • Birds should only be placed in leaf trees (that is, not in palm trees) - this is because the birds are never seen. The foliage of a leaf tree would better “hide†a bird, and then the Player isn't as annoyed by the fact that he can't see the birds.
  • Not more than one bird per tree - but do not put a bird in every tree. I have placed about 80-90 bird sound sources on each map - use this number as a ruler. Too many sound sources will flood the audio atmosphere, and a sound card can't handle so many sounds at once anyway, so placing too many sound sources is just working in vain.
  • Crickets should be placed wherever there are birds - but not below the same trees that have birds in them. Place the crickets on lawns (near a brushed 3d grass sprite) or below palm trees. I have put about 120 of cricket sound sources on each map - use this number as a ruler.
  • Frogs should only be placed near sewer entrances - where you would expect to hear frogs, but not see them. Do not place frogs where the Player will expect to see them, e.g. by the edge of a pond where he can walk close by.
  • Avoid placing any animal sound near a blown up building, helicopter pad or other location where something noisy has happened/happens frequently that would scare away the animals and insects. These areas should really come across as "dead", catering for a dynamic soundscape. Have some thought behind the placing of sound.
  • Factory sounds are placed in all factory buildings that have smoke coming out of them. Try to put the factory sound in the middle of the building's 3d model, so that the Player can't walk around the building and hear the noise inside play louder at any point.
  • Only place radio sounds in a maximum of two buildings per map - and make sure they're far apart. If it is an industrial map, do not place the radio in a building that already has a sound (ie, a factory with smoke coming out of it), but try to place the radio where there are not many environmental sounds in the vicinity. Always spread out sounds, use few sound sources economically rather than lavish.
  • Every once in a while, fly high above the map you're working on, and try to spot the areas which lack sounds. Use your imagination and put more sounds here - maybe there are not trees there, but you can put a bird on top of a building instead. The Player should't be able to walk anywhere where there are no environmental sounds.
  • If many sounds are to be placed in the same area - e.g. birds in a grove of trees - try to spread the birds and not put them in a straight "line". Since you know the maps and the missions, imagine the Player walking through the area and place the sound sources so that he is surrounded by the sounds.
  • Place sounds even in the buildings and trees, etc, that are outside the area in which the Player is allowed to move. It is important that the Player can hear sounds coming from outside the mission map - giving the feeling of there being a world outside - otherwise the world seems dead, fake, a simple backdrop.
  • Hot tip: Name all sound sources! All crickets should be named "cricket1", "cricket2" etc. This makes it possible to easily see in the world.xml file how many of each sound have been placed in the map. It also makes it a lot easier to troubleshoot if you find e.g. a factory that plays the sound of a frog, or similar problems.

I hope that helps.

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...I have a question... :rolleyes:

I'm workin on this..

wood%20test%2001.jpg

and I'would like to add breaking branches sounds when you enter the wood (there are a lot of small bushes..) do you think that it 'll be to heavy to compute if I add a linked sound to the collision routine for each bush? :wacko:

or should I create a few hidden walkable area and make them work like "buttons" to generate the branch sound?

everything else works fine...I have plenty of happy birds and crickets in that wood :grin1:

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...I have a question... :rolleyes:

I'm workin on this..

wood%20test%2001.jpg

and I'would like to add breaking branches sounds when you enter the wood (there are a lot of small bushes..) do you think that it 'll be to heavy to compute if I add a linked sound to the collision routine for each bush? :wacko:

or should I create a few hidden walkable area and make them work like "buttons" to generate the branch sound?

everything else works fine...I have plenty of happy birds and crickets in that wood :grin1:

hey, adding "collision sounds" to collision bodies is as desmond said, easy as tic tac toe, I dont have the game installed right now so I cant write a guide on it but ill do it as soon as I install the game here. in the mean time you can open up the pot_plant_small unit for example and look at how its bodies are set up, it has properties like "collision_filter" and "collision_effect" and "silent_time" or something similar, these are used to play effects when an object collides with something.

"collision_filter" or however it is called in the game sets a min_speed at wich an effect will be played

for example collision_filter="30" collission_effect="shards" silent_time="10"

(the names of the properties are more than probably quite off since I dont have it all in my head..)

sets up the collision body so that when it hits something else or something else hits it at a speed higher than 30

(30 what? who KNOWS!I dont ...hehe, youll have to play with this setting until you are satisfied)

it playes an effect called "shards" and that could be a sound effect or a particle effect, in your case the sound of branches crunching" and then "silent-time" sets how many seconds should pass before you allow the game to play that effect again so it doesnt just loop and act weird..)

hope this helps for now, but look in pot_plant_small or pot_plant_big for a more excact reference!!

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hope this helps for now, but look in pot_plant_small or pot_plant_big for a more excact reference!!

it helps a lot, thx wille :grin1:

just want to clarify that it plays an effect , so you have to create an effect with a sound in it..look in the effects folder for examples!:)

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Breeze, stated in my tutorials in the download section, all the properties for models are stored .xml format in the objects folder.

if you open up /data/objects/props/pot_plant for example you will see that there is an xml file in there with the name pot_plant_small.xml

open that up and have a looksie while reading the tutorials:)

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  • 2 weeks later...

Sorry, I just found out the "tunnel" sound isn't implemented into the game. Bummer. It will come with the next patch, along with some new sounds of wave splashes and seagulls.

The environment "profile" of a map is decided in the .dsf file for that map.

On the 23rd line of the .dsf file, there is a line that looks like this:

Global.mission_ambience_soundbank := "ambience_###_sound";

Where ### represents either of these:

city_day

city_night

historical_day

industrial_day

military_war

park_night

shanty_morning

shanty_war

Each of those "profiles" have their own unique setup of environmental loops (the "generic_loop01" ..02 and ..03 sounds you should place in a triangle shape around the map) and "occasionals". The occasionals of city_day, for example, concist of car horns, cars driving off, aero planes passing by in the distance, and the occasional dog barking, while shanty_morning, for example, has more dogs, cats, cocks, flies and creaking doors - it's all obvious.

This next patch, I'm adding shore_day to this list, which contains the sound of the ocean in one direction ("generic_loop01"), and a lot of birds (seagulls).

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wow cool :grin1:

now we have a complete sound profiles spectrum :)

(what? :blink: you missed one? :huh: oh yeah a desertic set :o yep good idea :shifty: )

Cool Derert.... Hot Desert.......

No seriously I like the sea and seagull's but do we have access to a sand & a beach scene ??why I brought this up, Do we have a water static or prop..??? or is it left to the imagination to imagine there is an ocean lapping at a beach or harbour front ??

viii

p.s. what is hanger glass ? and where would you use it... ?

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wow cool :grin1:

now we have a complete sound profiles spectrum :)

(what? :blink: you missed one? :huh: oh yeah a desertic set :o yep good idea :shifty: )

Haha, you just want that for your GRAW:BLACK mod. :rolleyes:

No seriously I like the sea and seagull's but do we have access to a sand & a beach scene ??why I brought this up, Do we have a water static or prop..??? or is it left to the imagination to imagine there is an ocean lapping at a beach or harbour front ??

viii

p.s. what is hanger glass ? and where would you use it... ?

You'll see and hear water in the next map pack.

BTW, what is a hanger glass?

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wow cool :grin1:

now we have a complete sound profiles spectrum :)

(what? :blink: you missed one? :huh: oh yeah a desertic set :o yep good idea :shifty: )

Haha, you just want that for your GRAW:BLACK mod. :rolleyes:

No seriously I like the sea and seagull's but do we have access to a sand & a beach scene ??why I brought this up, Do we have a water static or prop..??? or is it left to the imagination to imagine there is an ocean lapping at a beach or harbour front ??

viii

p.s. what is hanger glass ? and where would you use it... ?

You'll see and hear water in the next map pack.

BTW, what is a hanger glass?

I look forward to map pack v1.0 with baited breath..... :thumbsup:

ind_hanger_glass & ind_hanger_glass02 are props from the GRAW EDITOR

with no apparent function. Alone with one called Water ???

and which GRIN is the correct one to post questions regarding PROPS, from the editor ?

thanks for the reply dez.

p.s. I still love your sounds.

http://www.ghostrecon.net/forums/index.php?showtopic=34769

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I know little about props.

Sorry I assumed you was the Sound Guru. Ok, my question , off topic of course was

what are the functions of:-

ind_hanger_glass & glass_02 ??

and the prop 'water' ??

I see/find no apparent use..... although I want to have water in my maps with water sounds like in the sewer, but above ground.

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Ok, to clarify:

I didn't mean "I know a little about props"

I meant "I know very little about props"

...as in "I know nothing whatsoever about props"

In other words, I won't be able to answer your questions regarding props

I just assumed you asked me since this was "my" thread.

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