SoundSet

From JKHub Wiki
Jump to navigation Jump to search

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[edit]

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[edit]

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[edit]

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[edit]

Modders can add new soundsets by editing the sound.txt file.

See also[edit]