Adding a sound to your age

Revision as of 20:26, 20 January 2008 by Nadnerb (Talk | contribs) (Creating an emitter)

With the newest plugin version, we now have the ability to use our own sounds in our ages. Our ability to manipulate those sounds is at this point rather limited. This is what we can do as of now:

  • create an ambient loop that will play at equal volume everywhere in an age
  • create a looping sound that eminates from a particular point and can be heard up to a defined distance from the emitter

Things we will be able to do in the future, but cannot yet:

  • confine sounds to a region using softvolumes
  • start and stop sounds using logic triggers. (clickables, detector regions, python)


Creating an emitter

Place the cursor where you want your emitter object to be. Use [space] > Add > Empty to create a new empty. In the editing panel (F9), change it's name to something useful. This will be the point from which your sound will emit, if you choose to make it a 3D sound. If it will not be a 3d sound, then you don't really need to place it anywhere specific.

Create an AlcScript with the name of your emitter. You may omit the "| 3d" if you want a constant sound, and the "loop |" if you want the sound to only play once and then stop. "start" sets your sound to start automatically on link in, but it appears that it will do this anyway.

<Name of emitter object>:
    type: soundemit
    sound:
        flags: loop | start | 3d
        file: psnlMusicPlayer (name of the wav file you imported)
        volume: 1
        type: <SoundFX, Ambience, BackgroundMusic, GUISound, NPCVoices>
        channel: <right, left>
        maxfdist: 250 (farthest distance from the emitter the sound can be heard. Only affects 3d sounds)
        minfdist: 50 (inside this distance, the sound is full volume. Only affects 3d sounds)

Add your sound file to blender

Export

This tutorial not yet finished. -Nad