Modding:Sounds: Difference between revisions
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imported>CaptainTechnicality54384 (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...") |
m (Teamtoto moved page Modding/Sounds to Modding:Sounds) |
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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 | ||
<syntaxhighlight lang="xml"> | |||
<?xml version="1.0" encoding="utf-8"?> | |||
<objects> | |||
<object Name="Desert Rifle" Load="Merge"> | |||
<tag Name="ReloadSound" Value="mysound1"></tag> | |||
</object> | |||
</objects> | |||
</syntaxhighlight> | |||
<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> | |||
</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.
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 |
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