This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
hpl2:tutorials:script:page [2012/07/19 08:14] solipsist [Making the sound work in Amnesia] |
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 teach you how to add custom sounds, maybe some of you already know, 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 a 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<nowiki> *</nowiki>.ogg files, so if you got the files that are<nowiki> *</nowiki>.mp3 or<nowiki> *</nowiki>.wav or anything else, use Audacity or Sony Vegas to convert them to<nowiki> *</nowiki>.ogg files (<nowiki>*</nowiki> is the sound file.). | + | The sounds need to be in **.ogg ** format, If 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. | + | 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.\\ |
- | + | (**You can name it what ever you want.**) | |
===== Making the sound work in Amnesia ===== | ===== Making the sound work in Amnesia ===== | ||
+ | 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**. | ||
- | 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%5B%5D=notepad|Notepad++]]. I name 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. |
- | + | ||
- | + | ||
- | In the file, you can edit quite a few things, which among them is..//Adding your sound-file into the scrip// //t! // And since my sound file name 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" /> | ||
Line 39: | Line 37: | ||
</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. | ||
- | <SOUNDS> is 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 | + | |
- | + | ||
- | + | ||
- | <Sound File="<nowiki>*</nowiki>.ogg" /> is the sound file it will play, if you add multiple sound files, it will play the sounds randomly. | + | |
- | + | ||
- | + | ||
- | <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 :). | + | |
- | + | ||
- | + | ||
- | 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 Music ====== | ||
Line 69: | Line 60: | ||
- | Create a new folder called "music" and in the 'music' folder one that's called "extramusic" put it in there. | + | 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**) |
+ | |||
+ | |||
+ | 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 no, it will override all musics that are in. So all musics will be gone. | + | If 1 **is //__not__ // specified**, track 0 will play. If 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> | ||