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XML:SNDD: Difference between revisions

1,806 bytes added ,  19 August 2011
m
update on onisplit's (v56) ONCC <SoundConstants>
m (wasn't aware that onisplit GUI don't create SNDD from aif source, offering now a batch alternative)
m (update on onisplit's (v56) ONCC <SoundConstants>)
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__TOC__
__TOC__
{{XMLModdingHints}}


: '''''How do I get sounds into Oni?'''''
: '''''How do I get sounds into Oni?'''''
Line 224: Line 227:
| <String>
| <String>
| 0
| 0
| '''taunt(s)'''
| '''taunt(s)''' - refers to <TauntProbability> in xml file made by onisplit 56(+)
|-
|-
| <String>
| <String>
| 1
| 1
| being surprised by a sound
| AI being surprised by a sound - <AlertProbability>
|-
|-
| <String>
| <String>
| 2
| 2
| being surprised by an enemy
| AI being surprised by an enemy - <StartleProbability>
|-
|-
| <String>
| <String>
| 3
| 3
| death taunt (when enemy / player dies)
| (AI only?) death taunt (when enemy / player dies) - <CheckBodyProbability>
|-
|-
| <String>
| <String>
| 4
| 4
| sound when character lost track of enemy
| sound when character lost track of enemy - <PursueProbability>
|-
|-
| <String>
| <String>
| 5
| 5
| being afraid (E.g. "Dont't hurt me.")
| being afraid (E.g. "Dont't hurt me.") - <CoverProbability>
|-
|-
| <String>
| <String>
| 6
| 6
| '''sound of ######punch_heavy.oni''', super punches don't have sound IDs
| '''sound of ######punch_heavy.oni''', super punches don't have sound IDs - <SuperPunchSound>
|-
|-
| <String>
| <String>
| 7
| 7
| '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs
| '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs - <SuperKickSound>
|-
|-
| <String>
| <String>
| 8
| 8
| AI specialty, Mukade use it for his devil star attack
| AI specialty, Mukade use it for his devil star attack - <Super3Sound>
|-
|-
| <String>
| <String>
| <font color=#777777>9</font>
| <font color=#777777>9</font>
| <font color=#777777>unsued</font>
| <font color=#777777>unsued - <Super4Sound></font>
|}
|}




===step 2: preparing the ONCC===
===step 2: preparing the ONCC===
{{divhide|onisplit 52 (-)}}
Search for <SoundProbabilities> and set a value. The "<Int8>" tags have the same ID as the "<string>" tags in the table above.
Search for <SoundProbabilities> and set a value. The "<Int8>" tags have the same ID as the "<string>" tags in the table above.


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             <String></String>
             <String></String>
         </Sounds>
         </Sounds>
{{divhide|end}}


{{divhide|onisplit 56 (+)}}
Search for <SoundConstants> and set a value between 0 and 100. 100 will make the engine play a sound always the taunt animation is played.
Let's compare with Konoko (and in the following steps especially the with her taunt files.)
In ONCCkonoko_generic.xml it looks like this:


            <SoundConstants>
                <TauntProbability>100</TauntProbability>
                <AlertProbability>0</AlertProbability>
                <StartleProbability>0</StartleProbability>
                <CheckBodyProbability>0</CheckBodyProbability>
                <PursueProbability>0</PursueProbability>
                <CoverProbability>0</CoverProbability>
                <SuperPunchProbability>100</SuperPunchProbability>
                <SuperKickProbability>100</SuperKickProbability>
                <Super3Probability>0</Super3Probability>
                <Super4Probability>0</Super4Probability>
                <TauntSound>c17_99_28konoko</TauntSound>
                <AlertSound></AlertSound>
                <StartleSound></StartleSound>
                <CheckBodySound></CheckBodySound>
                <PursueSound></PursueSound>
                <CoverSound></CoverSound>
                <SuperPunchSound>c18_79_14konoko</SuperPunchSound>
                <SuperKickSound>c18_79_15konoko</SuperKickSound>
                <Super3Sound></Super3Sound>
                <Super4Sound></Super4Sound>
            </SoundConstants>
{{divhide|end}}


===step 3: preparing the OSBD.amb===
===step 3: preparing the OSBD.amb===
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