SoundSet

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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