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===SoundItem Properties===
===SoundItem Properties===


* '''<code>gain</code>''' - type: <code>float</code> - default: <code>1.0</code>
{{tag
: This varies the loudness, > <code>1.0</code> is louder, < <code>1.0</code>  is quieter. <code>0.0</code> is silent.
|name = gain
* '''<code>gainmod</code>''' - type: <code>float</code> - default: <code>0.0</code>
|type = float
: If > <code>0.0</code> then this adds a random amount to <code>gain</code> each time the sound is played. Clamped between <code>0.0</code> and <code>1.0</code>. The result is in the range '''['''(<code>gain</code> * (1 + <code>gainMod</code>))''',''' (<code>gain</code> * (1 - <code>gainMod</code>))''']'''.
|default = 1.0
* '''<code>pitch</code>''' - type: <code>float</code> - default: <code>1.0</code>
|description = This varies the loudness, > <code>1.0</code> is louder, < <code>1.0</code>  is quieter. <code>0.0</code> is silent.}}
: Varies the pitch of the sound, > <code>1.0</code> is higher pitched, < <code>1.0</code> is lower.
 
* '''<code>pitchmod</code>''' - type: <code>float</code> - default: <code>0.0</code>
{{tag
: If > <code>0.0</code> then this adds a random amount to <code>pitch</code> each time the sound is played. Clamped between <code>0.0</code> and <code>1.0</code>. The result is in the range '''['''(<code>pitch</code> * (1 + <code>pitchMod</code>))''',''' (<code>pitch</code> * (1 - <code>pitchMod</code>))''']'''.
|name = gainmod
* '''<code>dopplerscale</code>''' - type: <code>float</code> - default: <code>1.0</code>
|type = float
: How unit and camera speed affects the pitch of the sound, to exaggerate it, use values > <code>1.0</code>. Use <code>0.0</code> to completely disable the effect.
|default = 0.0
* '''<code>priority</code>''' - type: <code>int</code> - default: <code>0</code>
|description = If > <code>0.0</code> then this adds a random amount to <code>gain</code> each time the sound is played. Clamped between <code>0.0</code> and <code>1.0</code>. The result is in the range '''['''(<code>gain</code> * (1 + <code>gainMod</code>))''',''' (<code>gain</code> * (1 - <code>gainMod</code>))''']'''.}}
: When lots of sounds are played, sounds with lower <code>priority</code> are more likely to get cut off. A <code>priority</code> > <code>0</code> will never be cut of (priorities can be negative).
 
* '''<code>maxconcurrent</code>''' - type: <code>int</code> - default: <code>16</code>
{{tag
: How many copies of this sound can be played at once?
|name = pitch
* '''<code>maxdist</code>''' - type: <code>float</code> - default: <code>FLT_MAX</code>
|type = float
: The cut-off distance (in [[elmos]]) at which this sound will no longer be played.
|default = 1.0
* '''<code>rolloff</code>''' - type: <code>float</code> - default: <code>1.0</code>
|description = Varies the pitch of the sound, > <code>1.0</code> is higher pitched, < <code>1.0</code> is lower.}}
: How fast the sound becomes quieter with distance. <code>0.0</code> means always the same loudness regardless of distance.
 
* '''<code>in3d</code>''' - type: <code>bool</code> - default: <code>true</code>
{{tag
: Non-3d sounds always came out of the front-speakers (or the centre one). 3d sounds are, well, in 3d.
|name = pitchmod
* '''<code>looptime</code>''' - type: <code>int</code> - default: <code>0</code>
|type = float
: The time in milliseconds the sound should loop for.
|default = 0.0
|description = If > <code>0.0</code> then this adds a random amount to <code>pitch</code> each time the sound is played. Clamped between <code>0.0</code> and <code>1.0</code>. The result is in the range '''['''(<code>pitch</code> * (1 + <code>pitchMod</code>))''',''' (<code>pitch</code> * (1 - <code>pitchMod</code>))''']'''.}}
 
{{tag
|name = dopplerscale
|type = float
|default = 1.0
|description = How unit and camera speed affects the pitch of the sound, to exaggerate it, use values > <code>1.0</code>. Use <code>0.0</code> to completely disable the effect.}}
 
{{tag
|name = priority
|type = int
|default = 0
|description = When lots of sounds are played, sounds with lower <code>priority</code> are more likely to get cut off. A <code>priority</code> > <code>0</code> will never be cut of (priorities can be negative).}}
 
{{tag
|name = maxconcurrent
|type = int
|default = 16
|description = How many copies of this sound can be played at once?}}
 
{{tag
|name = maxdist
|type = float
|default = MAX_FLOAT
|description = The cut-off distance (in [[elmos]]) at which this sound will no longer be played.}}
 
{{tag
|name = rolloff
|type = float
|default = 1.0
|description = How fast the sound becomes quieter with distance. <code>0.0</code> means always the same loudness regardless of distance.}}
 
{{tag
|name = in3d
|type = bool
|default = true
|description = Non-3d sounds always came out of the front-speakers (or the centre one). 3d sounds are, well, in 3d.}}
 
{{tag
|name = looptime
|type = int
|default = 0
|description = The time in milliseconds the sound should loop for.}}


==Example==
==Example==

Revision as of 14:58, 2 April 2012

Location

sounds.lua is a file in the Gamedata/ directory of a Spring Game.

Purpose

The file is used to define SoundItems. Beside simply "linking" to an audio file, SoundItems can use various tags to alter the playback of the file.

Source

The engine source code which parses the data from this file is viewable here: rts/System/Sound/SoundItem.cpp

Details

Wherever a sound is played in Spring, be it associated with a UnitDef, WeaponDef or via the lua API, a SoundItem is used. If you access a raw sound file, a SoundItem with the defaults is created for you.

Additionally, multiple SoundItems can use one single file with different settings, this is very efficient, as they only use 1 shared buffer.

Reserved SoundItems

The following SoundItems are reserved for specific engine sounds:

  • IncomingChat - Is played when a chat message is received.
  • MultiSelect - Is played when multiple units are selected simultaneously.
  • MapPoint - Is played when a map point is placed by the player or an ally.
  • FailedCommand - Is played when a unit fails to execute a command. e.g. When a unit cannot reach it's destination etc.

SoundItem Properties

float gain  default: 1.0 

This varies the loudness, > 1.0 is louder, < 1.0 is quieter. 0.0 is silent.

float gainmod  default: 0.0 

If > 0.0 then this adds a random amount to gain each time the sound is played. Clamped between 0.0 and 1.0. The result is in the range [(gain * (1 + gainMod)), (gain * (1 - gainMod))].

float pitch  default: 1.0 

Varies the pitch of the sound, > 1.0 is higher pitched, < 1.0 is lower.

float pitchmod  default: 0.0 

If > 0.0 then this adds a random amount to pitch each time the sound is played. Clamped between 0.0 and 1.0. The result is in the range [(pitch * (1 + pitchMod)), (pitch * (1 - pitchMod))].

float dopplerscale  default: 1.0 

How unit and camera speed affects the pitch of the sound, to exaggerate it, use values > 1.0. Use 0.0 to completely disable the effect.

int priority  default: 0 

When lots of sounds are played, sounds with lower priority are more likely to get cut off. A priority > 0 will never be cut of (priorities can be negative).

int maxconcurrent  default: 16 

How many copies of this sound can be played at once?

float maxdist  default: MAX_FLOAT 

The cut-off distance (in elmos) at which this sound will no longer be played.

float rolloff  default: 1.0 

How fast the sound becomes quieter with distance. 0.0 means always the same loudness regardless of distance.

bool in3d  default: true 

Non-3d sounds always came out of the front-speakers (or the centre one). 3d sounds are, well, in 3d.

int looptime  default: 0 

The time in milliseconds the sound should loop for.

Example

default sounds

The following is the default sounds.lua supplied in the base content springcontent.sdz archive, with some of the comments removed (As the information is presented here).

local Sounds = {
  SoundItems = {
    IncomingChat = {
      --- always play on the front speaker(s)
      file = "sounds/beep4.wav",
      in3d = "false",
    },
    MultiSelect = {
      --- always play on the front speaker(s)
      file = "sounds/button9.wav",
      in3d = "false",
    },
    MapPoint = {
      --- respect where the point was set, but don't attenuate in distance
      --- also, when moving the camera, don't pitch it
      file = "sounds/beep6.wav",
      rolloff = 0,
      dopplerscale = 0,
    },
    ExampleSound = {
      --- some things you can do with this file
      --- can be either ogg or wav
      file = "somedir/subdir/soundfile.ogg",
      gain = 1,
      pitch = 1,
      dopplerscale = 1,
      priority = 0,
      maxconcurrent = 16,
      maxdist = 20000,
      rolloff = 1,
      in3d = true,
      looptime = 0,
    },
  },
}

return Sounds

External Examples

cont/base/springcontent/gamedata/sounds.lua - The original default sounds.lua

ZeroK sounds.lua

Further Reading

Information about sounds.lua Information about gainMod and pitchMod