Modding:Sounds: Difference between revisions

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(Created page with "Category:Modding Sounds can be added in the /sounds folder of a mod. Supported types: wav, mp3, aiff, ogg For example on windows you'd have sound files in this location f...")
 
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[[Category:Modding]]
[[Category:Modding]]{{Modding Info}}
Sounds can be added in the /sounds folder of a mod. Supported types: wav, mp3, aiff, ogg
Sounds can be added in the /sounds folder of a mod. Supported types: wav, mp3, aiff, ogg


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Sample ObjectBlueprints.xml adding a ReloadSound to the Desert Rifle object
Sample ObjectBlueprints.xml adding a ReloadSound to the Desert Rifle object
<?xml version="1.0" encoding="utf-8"?>
<syntaxhighlight lang="xml">
<objects>
<?xml version="1.0" encoding="utf-8"?>
    <object Name="Desert Rifle" Load="Merge">
<objects>
        <tag Name="ReloadSound" Value="mysound1"></tag>
  <object Name="Desert Rifle" Load="Merge">
    </object>
      <tag Name="ReloadSound" Value="mysound1"></tag>
</objects>
  </object>
</objects>
</syntaxhighlight>


<object Name="Argyve" Load="Merge">
<syntaxhighlight lang="xml">
<object Name="Argyve" Load="Merge">
   <part Name="AmbientSoundGenerator" Sounds="Clink1,Clink2,Clink3,Spark1,Spark2"></part>
   <part Name="AmbientSoundGenerator" Sounds="Clink1,Clink2,Clink3,Spark1,Spark2"></part>
</object>
</object>
</syntaxhighlight>
=Supported Sound Tags=
=Supported Sound Tags=
{|class="wikitable tablesorter tablesorter-default stickyTableHeaders"
{|class="wikitable tablesorter tablesorter-default stickyTableHeaders"
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|Watervine farmer sound effects
|Watervine farmer sound effects
|}
|}
{{Modding Navbox}}

Latest revision as of 23:05, 22 November 2019

This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.

Sounds can be added in the /sounds folder of a mod. Supported types: wav, mp3, aiff, ogg

For example on windows you'd have sound files in this location for a mod called "MyCoolMod":

C:\Users\Brian\AppData\LocalLow\Freehold Games\CavesOfQud\Mods\MyCoolMod\Sounds\mysound1.wav

Sounds are currently exposed on the AmbientSoundGenerator part, OpenSound and CloseSound tag of the Door part and ReloadSound tag of the MagazineAmmoLoader part.

Sample ObjectBlueprints.xml adding a ReloadSound to the Desert Rifle object

<?xml version="1.0" encoding="utf-8"?>
<objects>
   <object Name="Desert Rifle" Load="Merge">
       <tag Name="ReloadSound" Value="mysound1"></tag>
   </object>
</objects>
<object Name="Argyve" Load="Merge">
  <part Name="AmbientSoundGenerator" Sounds="Clink1,Clink2,Clink3,Spark1,Spark2"></part>
</object>

Supported Sound Tags

Tag Description
ReloadSound used by MagazineAmmoLoader when a gun is reloaded
OpenSound used by Door part when a door is opened
CloseSound used by Door part when a door is closed

Other Sound File Names

Filename Description
SplashStep1 Walking through a liquid
WoodDoorOpen Default door open
WoodDoorClose Default door close
FirearmReload Default firearm reload
sub_bass_mouseover1 Default button mouseover
Clink1,Clink2,Clink3,Spark1,Spark2 Argyve's hut sound effects
Chop1,Chop2 Watervine farmer sound effects