help with audio Author dragonbait Gnomicron Joined: 10 Apr 2006 Posts: 431 Back to top Message PostPosted: Sun Jul 15, 2007 6:24 am Post subject: help with audio Reply with quote I have some .WAV files that I'd like to use with Xoram's Tower mod. I went ahead and read the README.audio file and the oneshot audio thread on the mods discussion section, and looked into Rickstavern's Tale's of the North Audio files. Which is basically the only info I can find about setting up audio for DW. I know I will need config files, .DAT files, .OGG files , .WAV files, but am lost on how I would get this to work. Does anyone know enough about this and have some time to run through a quick tutorial? Would be much appreciated. Smile _________________ Chewie get us out of here! View user's profile Send private message Visit poster's website Author Rickstavern Orker Joined: 22 Feb 2005 Posts: 74 Back to top Message PostPosted: Wed Jul 18, 2007 2:00 pm Post subject: Reply with quote I'll try to explain the different areas that you need to edit. You need to build a dat file for your audio theme. Create this new file in the audio/config directory. The content will lay out the various background sounds for that map. Code: #Environment audio config for my map main audio/music/env/music.ogg rand audio/effects/sound1.wav 20 rand audio/effects/sound2.wav 10 rand audio/effects/sound3.wav 15 The main audio is a continuous loop that provides the primary background atmophere for the level. The random sounds will, of course, play randomly based upon the frequency that you give them. The frequency is the number at the end of those line and is a chance out of 1000. An intro sound can also be defined that will play once when the configuration is first loaded. Following the intro it will proceed directly to the main audio. Once your sound files are in the proper directory and you have your data files built then you must edit the map files to use your audio setup. If you look through the maps you will notice an area defined as: Code: audio/config 3 myaudio1.dat 0 myaudio2.dat 6 myaudio3.dat 19 The number at the end of the first line defines the number of following lines used for audio configuration. Each line will reference one of your dat files and the start time based upon a 24 hour clock. The first dat will be played starting at midnight (hour zero). The second begins at 6am and the last at 7pm. This is typically used to provide different sounds for day and night. That's pretty much it. Probably the best example of this that I had in my mod was the hedge maze as it used two different sound sets. If you want to create oneshot audio to use in your scripts... well that stuff wasn't documented by the devs. I'll have to write a follow-up to explain it. View user's profile Send private message Visit poster's website Author dragonbait Gnomicron Joined: 10 Apr 2006 Posts: 431 Back to top Message PostPosted: Thu Jul 19, 2007 6:46 pm Post subject: Reply with quote thanks for posting a tutorial! Smile I was confused thinking that I'd need to type into a command prompt like when using the texmake and picmake programs to create the .DAT file, but I justed saved the file with a .DAT file extension, so i'll try it out further sometime on the weekend and report back later with my progress. Cool _________________ Chewie get us out of here! View user's profile Send private message Visit poster's website Author dragonbait Gnomicron Joined: 10 Apr 2006 Posts: 431 Back to top Message PostPosted: Sat Jul 21, 2007 5:45 pm Post subject: Reply with quote OK here is what I have so far... I created a .DAT file called test.dat and placed in into the audio/config folder. test.dat code= Code: #Environment audio config for my map main audio/music/env/music.ogg rand audio/effects/laughter.wav 20 rand audio/effects/no.wav 10 rand audio/effects/back_in_ren.wav 15 and placed laughter.wav, no.wav, back_in_ren.wav, files in the audio/effects folder. created a config file. code= Code: xtmain 25 25 pics/walls/xtwall5.dat NULL pics/other/xoram2.dat maps/xtwalls.cfg maps/xtmaincells.cfg maps/xtevents.cfg maps/xtmon.cfg SPECLITE 0.0 0.0 0.0 0.0 1.0 1.0 1.0 audio/config 1 test.dat 19 SPECCELL 20 16 0 RANDITEMS 10 Mage_Hood 3 Ruby 16 Boomerang 9 Obsidian_Arrows_(20) 20 Long_Bow 19 Sprite_Wand 15 Helm 13 Eelskin_Gloves 12 Eelskin_Armor 10 War_Boots 11 #col 10 11 Ewall 10 12 Ewall 10 13 Ewall 10 14 Ewall 10 15 Ewall #col1 11 10 Nwall 11 11 NEdoor 11 14 Ndoor 11 15 NwallEdoor #col2 12 10 Nwall 12 13 tEdoor 12 15 Nwall 12 16 Ewall #col3 13 10 Nwall 13 12 tNdoor 13 13 tNEdoor 13 16 NdoorEwall #col4 14 10 Nwall 14 11 Edoor 14 15 NwallEdoor #col5 15 10 Nwall 15 11 NdoorEwall 15 12 Ewall 15 13 Ewall 15 14 NdoorEwall 15 15 NEwall # 16 11 tEwall 16 13 tEwall 17 10 tNwall 17 11 tEwall 17 13 tNEwall 18 11 tNEwall 18 12 tNdoorWSEwall 18 13 tEwall 19 10 tNwall 19 11 tNEwall 19 12 tNwall 19 13 tNEwall the main piece of code here is Code: audio/config 1 test.dat 19 Gave it a run through but no sound. I figure it has something to do with the .ogg file which i haven't done anything with so far. How should I create the .ogg file and what goes into that? Sorry if I'm asking a newbie question. I'm a newbie at the audio thing. Confused _________________ Chewie get us out of here! View user's profile Send private message Visit poster's website Author Rickstavern Orker Joined: 22 Feb 2005 Posts: 74 Back to top Message PostPosted: Sun Jul 22, 2007 12:01 pm Post subject: Reply with quote You are close to having it work. Code: audio/config 1 test.dat 19 change the time from 19 to 0. This will change the start time for the sound theme to midnight, which is technically the beginning of the day. Code: #Environment audio config for my map main audio/music/env/music.ogg rand audio/effects/laughter.wav 20 rand audio/effects/no.wav 10 rand audio/effects/back_in_ren.wav 15 Remove the main audio line if you do not have a file for this yet. the "main" line defines the looping background sound. Don't be confused by the sample file extension. It can be any format, but .ogg was just used by the developers are their format of choice. View user's profile Send private message Visit poster's website Author dragonbait Gnomicron Joined: 10 Apr 2006 Posts: 431 Back to top Message PostPosted: Mon Jul 23, 2007 9:00 am Post subject: Reply with quote I see. Random sound is working now. Smile If you can go into "oneshot audio" for use in scripts that would be great! Very Happy _________________ Chewie get us out of here! View user's profile Send private message Visit poster's website