User Tools

Site Tools


hpl2:tutorials:script:page

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
hpl2:tutorials:script:page [2012/03/16 19:12]
stepper [**Having the sounds**]
hpl2:tutorials:script:page [2014/11/01 22:22] (current)
romulator [Making the sound work in Amnesia] Removed some php code.
Line 2: Line 2:
  
  
-Hello! Stepper321 here, i'm gonna learn you how to add custom sounds, maybe some of you know already, maybe some of you don't.+Hello! Stepper321 ​(And friends) ​here, i'm gonna teach you how to add custom sounds!
  
  
-===== %%*%%%%*%%Having the sounds%%*%%%%*%% ​=====+===== Having the sounds =====
  
  
-   First you'll need the sound, you can do this by using [[http://​audacity.sourceforge.net/​download/​|Audacity]] or [[http://​www.sonycreativesoftware.com/​download/​trials/​vegaspro|Sony Vegas]].+First you'll need sound-editting program, you can do this by using [[http://​www.erightsoft.com/​S6Kg1.html|SUPER]] (Recommended) ​[[http://​audacity.sourceforge.net/​download/​|Audacity]] or [[http://​www.sonycreativesoftware.com/​download/​trials/​vegaspro|Sony Vegas]] ​(Not free)
  
  
-   The sounds need to be// %%*%%//.ogg filesso if you got the files that are// %%*%%//.mp3 or// %%*%%//.wav or anything else, use Audacity or Sony Vegas to convert ​them to// %%*%%//.ogg files (//%%*%%// is the sound file.).+The sounds need to be in **.ogg ** formatIf your soundfiles ​are formatted as **.MP3**, **.WAV** or anything else, you may use one of the said above programs ​to convert ​your soundfile of choice ​to an **//​.// ​ogg** file format.
  
  
-For my example, my file is called tutorial.ogg+For my example, my script ​file is called ​**tutorial.txt**, and the sound is **door.ogg**.
  
-===== **Placing the sounds in the right folder**  ​===== +===== Placing the sounds in the right folder =====
-  You need to go to your custom story folder and create a new folder called: "​sounds"​ and in that folder an: "​extrasounds"​ folder. In there you place the tutorial.ogg file.+
  
  
-===== **Making the sound work in Amnesia**  ​===== +You need to go to your custom story folder and create a new folder called: “sounds” and in that folder an: “extrasounds” folder. In there you place the tutorial.ogg file.\\  
-  Create an %%*%%.txt file and name it the name of your sound (Doesn'​t matter what name you give it.) and open it with any Text Editor you use. I use Notepad++. I name my file tutorial.txt. +(**You can name it what ever you want.**) 
- +===== Making the sound work in Amnesia =====
- +
-  In the file, you can edit everything you will see soon to your own spefication and sound file name, since my sound file name tutorial.ogg there, if you want the files to be randomly chosen, i will that later.+
  
 +Create a **.txt** file and name it the name of your sound'​s Script, open it with any Text Editor you use. I use [[http://​wiki.frictionalgames.com/​hpl2/​third_party_tools/​text/​notepad?​s[]=notepad|Notepad++]]. I named my file __**tutorial**__**.txt**.
  
 +In the file, you can edit quite a few things, and among them is..//​Adding your sound-file into the script!// And since my sound file is __**door**__**.ogg**,​ It shall go to the **MAIN** section. Random soundfiles will be covered later on.
 <​code>​ <​code>​
 <​SOUNDENTITY>​ <​SOUNDENTITY>​
-  ​<​SOUNDS>​ + <​SOUNDS>​ 
-   <​Main>​ +   ​<​Main>​ 
-   <Sound File="​door.ogg"​ /> +      <Sound File="​door.ogg"​ /> 
-   </​Main>​ +   </​Main>​ 
-  </​SOUNDS>​ +   ​</​SOUNDS>​ 
-  <​PROPERTIES Volume="​5"​ MinDistance="​1"​ MaxDistance="​50"​ Random="​0"​ Interval="​0"​ FadeEnd="​False"​ FadeStart="​False"​ Stream="​False"​ Loop="​False"​ Use3D="​false"​ Blockable="​False"​ BlockVolumeMul="​0.7"​ Priority="​5"​ />+   ​<​PROPERTIES Volume="​5"​ MinDistance="​1"​ MaxDistance="​50"​ Random="​0"​ Interval="​0"​ FadeEnd="​False"​ FadeStart="​False"​ Stream="​False"​ Loop="​False"​ Use3D="​false"​ Blockable="​False"​ BlockVolumeMul="​0.7"​ Priority="​5"​ />
 </​SOUNDENTITY>​ </​SOUNDENTITY>​
 </​code>​ </​code>​
  
 +Maybe you're asking, what the hell is all of this? I will explain :
  
- Maybe your asking, what the hell is all this? I will explain+<​**SOUNDENTITY** > is the start of the sound file to know what it will play, it can only have one. (Like the extra_english file you have normally in your Custom Story :))
  
 +<​**SOUNDS** > is the sound what it will play
  
- <SOUNDENTITY> is the start of the sound file to know what it will play, it can only have one. (Like the extra_english file you have normally in your Custom Story :))+<**Main** ​> is the main sound it will play, i don't know if there exist other categories for that. But use it
  
 +<**Sound File** =" //​YourFileName//​.ogg"​ /> is the sound file it will play, if you add multiple sound files, it will play the sounds randomly.
  
- <SOUNDSis the sound what it will play+<**PROPERTIES** ​Are all the options you may use to decide how the sound will behave in-game, like **MinDistance** is what distance you have to be in to hear it, since 1 is the players exact size, You will hear the sound perfectly if you stand on it. Beyond that, you will be able to hear the sound until the distance specified in **MaxDistance**,​ I don't know exactly but I think that "​1"​ distance is a meter, excuse me if i'm wrong :). (Probably an inch, a person 1 meter in width? **Needs to be confirmed**)
  
 +Well thats it! You now created your very own sound! Use it with PlaySoundAtEntity(syntax) in your custom level-script;​ (check [[http://​wiki.frictionalgames.com/​hpl2/​amnesia/​script_functions|Engine scripts]] to know what syntax to use)
  
- <​Main>​ is the main sound it will play, i don't know if there exist other categories for that. But use it+====== Custom Music ======
  
  
- <​Sound File="​%%*%%.ogg"​ /> is the sound file it will play, if you add multiple sound files, ​it will play the sounds randomly.+Custom musics are exactly ​the same steps as the custom sounds. But you won't need an .snt file created as long as you do it with PlayMusic(syntax);​ or at the credits.
  
  
- <​PROPERTIES>​ Are all the properties that will come, like MinDistance is what distance you have to be in to hear it, since 1 is the players exact size, you will hear the sound any time when in the area of 1 till the      number specified in MaxDistance,​ i don't know exactly but 1 distance is a meter, excuse me if i'm wrong :). +Prepare your .ogg file with the same steps as the Custom Sounds.
- +
- +
-Well thats it! You now created your very own sound! Use it with PlaySoundAtEntity(syntax);​ (check Engine scripts to know what syntax to use) +
- +
- +
-====== Custom Music ====== +
- +
- +
-Custom musics are exactly ​the same steps as the custom sounds. But you won't need an .snt file created as long as you do it with PlayMusic(syntax);​ or at the credits.+
  
  
-Prepare your .ogg file with the same steps as the Custom Sounds+Create a new folder called "​music"​ and in the '​music'​ folder one that's called "​extramusic"​ put it in there(**Again, you may name it whatevas you want**)
  
  
-Create a new folder called "​music"​ and in the '​music'​ folder one that's called "​extramusic"​ put it in there.+Now use **PlayMusic** (Syntex); (check [[http://​wiki.frictionalgames.com/​hpl2/​amnesia/​script_functions|Engine scripts]] to know what syntax to use)
  
  
-Now use PlayMusic(syntax); (check Engine scripts to know what syntax to use)+Now maybe you're thinking that you could use this **like** a sound effect? Well [[http://​i0.kym-cdn.com/​photos/​images/​original/​000/​262/​501/​be7.gif|NOPE]]. Music has only two "​layers" ​(Priorities). 0 and 1. I.E: only**one can play at once.** ​
  
  
-Now maybe your thinking that you could use this like a sound effect? Well noit will override all musics that are inSo all musics ​will be gone.+If 1 **is //__not__ // specified**track 0 will playIf 1**//__is__ // specified**,​ ONLY "​1" ​will play.\\  
 +(You can use that to suddenly or smoothly fade-stop a track in it's place, initiate a different track for your scene, and than resume the previous track. Pretty much what happens when a grunt chases you; only that is automatic!)
  
  
 \\  \\ 
-Send suggestions for tutorials to my forum account by Personal Messaging me at this link: [[http://​www.frictionalgames.com/​forum/​user-17976.html|Stepper321'​s personal forum account]].+Send suggestions for tutorials to my forum account by Personal Messaging me at this link: [[http://​www.frictionalgames.com/​forum/​user-17976.html|Stepper321'​s personal forum account]].\\  
 +<font 8px:​normal/​Arial;;​inherit;;​inherit >​(Everything is in good will, Stepper, your guide was quite incoherent. Cheers for the initiative ~Yer wiki-friends.)</​font>​
  
hpl2/tutorials/script/page.1331925155.txt.gz · Last modified: 2012/03/16 19:12 by stepper