Author Topic: Sound packaging  (Read 490 times)

I wanted to make some sounds to use with events: ontrigger->self->playsound
So I've got a couple of questions regarding the making of the sounds:

1) Do the sounds have to be in .wav, or can they be in .mid as well?

2) Are there any restrictions to the sound file? (Only mono, under a certain filesize/length etc)

3) Last but not at least; how do I make them work ingame? I especially found the server.cs file to be tricky. What should be written in there?

If someone could give me a detailed explanation/link, that would be much appreciated.



I'm pretty sure they have to be in .wav
There might be a sound limit tho. But its probably really big. So it shouldn't be a worry.

And also, take a look at the folder of those sounds. Ex: Sound_Synth4
You just take a look at it, and make stuff in your folder thats related, and called the same stuff. Idk about the server.cs... For mine I copied it from the same type of File. For you I just recommend copying server.cs from another sound folder in Blockland.

Wait hold on, take back about copying the server.cs. I don't know what to put in there. But heres what the Synth4 server.cs looks like. Hope it helps.

Quote
//Server-side, 3D sound datablocks of the menu notes so you can build a piano

datablock AudioProfile(Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_00.wav";
   description = AudioClosest3d;
   preload = false;
};


datablock AudioProfile(Synth_01_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_01.wav";
};
datablock AudioProfile(Synth_02_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_02.wav";
};
datablock AudioProfile(Synth_03_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_03.wav";
};
datablock AudioProfile(Synth_04_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_04.wav";
};
datablock AudioProfile(Synth_05_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_05.wav";
};
datablock AudioProfile(Synth_06_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_06.wav";
};
datablock AudioProfile(Synth_07_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_07.wav";
};
datablock AudioProfile(Synth_08_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_08.wav";
};
datablock AudioProfile(Synth_09_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_09.wav";
};
datablock AudioProfile(Synth_10_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_10.wav";
};
datablock AudioProfile(Synth_11_Sound: Synth_00_Sound)
{
   filename = "base/data/sound/notes/Synth 4/Synth4_11.wav";
};[\quote]