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hpl2:tutorials:script:page [2012/07/19 08:49] 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. |
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- | First you'll need the sound, 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) | + | 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 in **.ogg ** format, If your soundfiles are formatted as **.MP3**, **.WAV** or anything else, you may use the said above the said above programs to convert them to an **//.// ogg** file format. | + | 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 script file is called **tutorial.txt**, and the sound is **door.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 ===== | ||
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===== 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[]=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. |
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- | 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="<font 9pt:normal/auto;;rgb(255, 0, 0);;inherit>door.ogg</font> " /> | + | <Sound File="door.ogg" /> |
</Main> | </Main> | ||
</SOUNDS> | </SOUNDS> | ||
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</SOUNDENTITY> | </SOUNDENTITY> | ||
</code> | </code> | ||
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Maybe you're asking, what the hell is all of this? I will explain : | Maybe you're asking, what the hell is all of this? I will explain : | ||
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<**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 :)) | <**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 :)) | ||
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<**SOUNDS** > is the sound what it will play | <**SOUNDS** > is the sound what it will play | ||
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<**Main** > is the main sound it will play, i don't know if there exist other categories for that. But use it | <**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. | |
- | <**Sound File** =" //YourFileName//.ogg" /> is the sound file it will play, if you add multiple sound files, it will play the sounds randomly. //(Random has to be "1" in **PROPERTIES**)// | + | |
<**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**) | <**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**) | ||
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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) | 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) | ||
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====== Custom Music ====== | ====== Custom Music ====== | ||
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- | If 1 **is //__not__ // specified**, track 0 will play. If 1**//__is__ //specified**, ONLY "1" will play.\\ | + | 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!) | (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!) | ||
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\\ | \\ | ||
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> | + | <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> |