SoundSet
SoundSets control how sound effects are played in Jedi Outcast and Jedi Academy. They are defined in the sound.txt file, located in the sound directory.
There are 3 types of SoundSets found in sound.txt
General Sets
General Sets are sounds that are played throughout a map. They create a type of ambient environment, for example indoors, outdoors, cave, windy. The General SoundSet can be changed when the player moves between different areas of a map, for example, from an indoor area to an outdoor area.
More than one .wav file can be mixed together in a sound set.
Examples:
;********************* ;windy ;********************* generalSet windy timeBetweenWaves 5 25 subWaves ambience/outdoor windy_a windy_b windy_c windy_d loopedWave ambience/outdoor/windy1_lp volRange 240 255 ;********************* ;yavin_ext_rain ;********************* generalSet yavin_ext_rain timeBetweenWaves 20 50 subWaves ambience/yavin bird1 bird2 bird3 bird4 bird5 bird6 bird7 loopedWave ambience/yavin/yavin_ext_rain volRange 240 250 ;********************* ;cairn_welding ;********************* generalSet cairn_welding timeBetweenWaves 0 0 loopedWave ambience/cairn/cairn_weld volRange 240 250
Local Sets
Local Sets are played in a local area of a map. They are attached to an entity, often a target_speaker.
A "radius" property tells the game engine how far away the sounds should be heard from the entity's position.
Examples:
;********************* ;console5 ;********************* localSet console5 timeBetweenWaves 0 0 loopedWave ambience/cp_05_lp volRange 200 250 radius 200 ;********************* ;traffic ;********************* localSet traffic timeBetweenWaves 10 50 subWaves movers/objects traffic_by_1 traffic_by_2 traffic_by_3 traffic_by_4 traffic_by_5 traffic_by_6 traffic_by_7 loopedWave null volRange 0 0 radius 300 ;********************* ;barmusic ;********************* localSet barmusic timeBetweenWaves 0 0 loopedWave ambience/narshaddaa/cantina_1 volRange 100 255 radius 400
BModel sets
BModel sets define the sounds that play when a mover (eg. a door or elevator) moves. They define the .wav to play when the mover starts moving, while it is moving, and when it stops moving.
Examples:
;********************* ;impdoor2 ;********************* bmodelSet impdoor2 subWaves movers/doors door2start door2move door2stop door2start door2stop ;********************* ;piston ;********************* bmodelSet piston subWaves movers/platforms piston_start piston_move_lp piston_stop piston_start piston_stop
Modding
Modders can add new soundsets by editing the sound.txt file.
See also
- .wav file