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Paradox-01 (talk | contribs) m (update on onisplit's (v56) ONCC <SoundConstants>) |
Paradox-01 (talk | contribs) m (improvments here and there) |
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{{finish}} | {{finish}} | ||
{| border=0 cellspacing=20 cellpadding=0 align=center | |||
| More OSBD .grp / .amb information could be good and .imp is completly left out so far. | |||
|} | |||
{{XMLModdingHints}} | |||
{| border=0 cellspacing=20 cellpadding=0 align=center | |||
| The xml code on this page is based on onisplit '''v0.9.61.0''' | |||
|} | |||
__TOC__ | __TOC__ | ||
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==Oni file creation== | ==Oni file creation== | ||
===via Excel macro=== | |||
{| border=0 cellspacing=20 cellpadding=0 align=right | |||
| macro GUI<br>[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/VBA/sound_setup_assistant.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/VBA/sound_setup_assistant_tn.png] | |||
|} | |||
You can use this [http://dl.dropbox.com/u/139715/OniGalore/SNDD_OSBD_macro.zip macro] to create single sounds with fwe clicks. | |||
It generates the OSBD (.amb + .grp) and SNDD file. | |||
No need to buy Windows version of Excel. The trail version will also do it. | |||
===via batch files=== | ===via batch files=== | ||
Get them [http://dl.dropbox.com/u/139715/OniGalore/sound_creation_via_batch_files.zip HERE], includes a short readme. | Get them [http://dl.dropbox.com/u/139715/OniGalore/sound_creation_via_batch_files.zip HERE], includes a short readme. | ||
===via command lines=== | ===via command lines=== | ||
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===OSBDfile. | ===OSBDfile.amb.xml=== | ||
The .amb file can be called from BSL or from area-fixed sound object. (See level-specific file [[#BINACJBOSound.xml|BINACJBOSound.xml]].) | |||
( | The .amb file links to .grp file(s). | ||
* <Priority> | |||
: Low | |||
: Normal | |||
: High | |||
: Highest | |||
* <Flags> | |||
: InterruptTracksOnStop - this flag must be set if you want to use BSL command ''sound_music_stop'' | |||
: PlayOnce | |||
: CanPan | |||
* <BaseTrack1> - this links to the .grp file (for example: <font color=#AAAAAA>OSBD</font>nyan<font color=#AAAAAA>.grp.oni</font>), file prefix and suffix aren't used | |||
( | (OSBDfile.grp.xml, OSBDfile.amb.xml, BINACJBOSound.xml are actully showing the code from the [http://mods.oni2.net/node/177 <font color=#FF0000>'''nyan</font> cat mod'''].) | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
<AmbientSound> | <AmbientSound> | ||
<Priority>Normal</Priority> | <Priority>Normal</Priority> | ||
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</Volume> | </Volume> | ||
<DetailTrack></DetailTrack> | <DetailTrack></DetailTrack> | ||
'''<BaseTrack1>nyan</BaseTrack1>''' | |||
<BaseTrack2></BaseTrack2> | <BaseTrack2></BaseTrack2> | ||
<InSound></InSound> | <InSound></InSound> | ||
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<MinOcclusion>0</MinOcclusion> | <MinOcclusion>0</MinOcclusion> | ||
</AmbientSound> | </AmbientSound> | ||
</Oni> | |||
===OSBDfile.grp.xml=== | |||
In case you want to create a simple sound file you can basically copy the code and change the red marked stuff. | |||
* <Flags> | |||
: PreventRepeat - forces to play different sounds if more than one permutation is present | |||
* <NumberOfChannels> - here you tell Oni if your sound file is "1" (22.05 kHz, mono) or "2" (22.05 kHz, stereo; (PC-only:) 44.1 kHz, mono), if you set the wrong value the music will sound distorted | |||
* <Sound> - this is the sound file (for example: <font color=#AAAAAA>SNDD</font>nyan<font color=#AAAAAA>.oni</font>), file prefix and suffix aren't used | |||
<?xml version="1.0" encoding="utf-8"?> | |||
<Oni> | |||
<SoundGroup> | |||
<Volume>1</Volume> | |||
<Pitch>1</Pitch> | |||
<Flags>PreventRepeat</Flags> | |||
<NumberOfChannels><font color=#FF0000>'''2'''</font></NumberOfChannels> | |||
<Permutations> | |||
<Permutation> | |||
<Weight>10</Weight> | |||
<Volume> | |||
<Min>1</Min> | |||
<Max>1</Max> | |||
</Volume> | |||
<Pitch> | |||
<Min>1</Min> | |||
<Max>1</Max> | |||
</Pitch> | |||
<Sound><font color=#FF0000>'''nyan'''</font></Sound> | |||
</Permutation> | |||
</Permutations> | |||
</SoundGroup> | |||
</Oni> | </Oni> | ||
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* <MinRadius> - between min radius and sound origin (<Position>) is the sound volume equally strong | * <MinRadius> - between min radius and sound origin (<Position>) is the sound volume equally strong | ||
* <MaxRadius> - between max and min radius is a transition of the sound volume | * <MaxRadius> - between max and min radius is a transition of the sound volume | ||
< | <SNDG Id="8805"> | ||
<Header> | <Header> | ||
<Flags> | <Flags></Flags> | ||
<Position>125 10 2231</Position> | <Position>125 10 2231</Position> | ||
<Rotation>0 0 0</Rotation> | <Rotation>0 0 0</Rotation> | ||
</Header> | </Header> | ||
<OSD> | <OSD> | ||
<Class><font color=#FF0000>'''nyan'''</font | <Class><font color=#FF0000>'''nyan'''</font></Class> | ||
<Sphere> | <Sphere> | ||
<MinRadius>7</MinRadius> | <MinRadius>7</MinRadius> | ||
<MaxRadius>21</MaxRadius> | <MaxRadius>21</MaxRadius> | ||
</Sphere> | </Sphere> | ||
<Volume> | <Volume>0.75</Volume> | ||
<Pitch>1</Pitch> | <Pitch>1</Pitch> | ||
</OSD> | </OSD> | ||
</ | </SNDG> | ||
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{| | {| | ||
{{table}} | {{table}} | ||
!colspan= | !colspan=2| TRAM <Vocalization> IDs refer to these ONCC SoundConstants tags | ||
|- | |- | ||
|width=30px| ID | |width=30px| ID | ||
| link to ... | | link to ... | ||
|- | |- | ||
| 0 | | 0 | ||
| '''taunt(s)''' | | <TauntProbability> - '''taunt(s)''' | ||
|- | |- | ||
| 1 | | 1 | ||
| AI being surprised by a sound | | <AlertProbability> - AI being surprised by a sound | ||
|- | |- | ||
| 2 | | 2 | ||
| AI being surprised by an enemy | | <StartleProbability> - AI being surprised by an enemy | ||
|- | |- | ||
| 3 | | 3 | ||
| (AI only?) death taunt (when enemy / player dies) | | <CheckBodyProbability> - (AI only?) death taunt (when enemy / player dies) | ||
|- | |- | ||
| 4 | | 4 | ||
| sound when character lost track of enemy | | <PursueProbability> - sound when character lost track of enemy | ||
|- | |- | ||
| 5 | | 5 | ||
| being afraid (E.g. "Dont't hurt me.") | | <CoverProbability> - being afraid (E.g. "Dont't hurt me.") | ||
|- | |- | ||
| 6 | | 6 | ||
| '''sound of ######punch_heavy.oni''', super punches don't have sound IDs | | <SuperPunchSound> - '''sound of ######punch_heavy.oni''', super punches don't have sound IDs | ||
|- | |- | ||
| 7 | | 7 | ||
| '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs | | <SuperKickSound> - '''sound of ######kick_heavy.oni''', super kicks don't have sound IDs | ||
|- | |- | ||
| 8 | | 8 | ||
| AI specialty, Mukade use it for his devil star attack | | <Super3Sound> - AI specialty, Mukade use it for his devil star attack | ||
|- | |- | ||
| <font color=#777777>9</font> | | <font color=#777777>9</font> | ||
| <font color=#777777> | | <font color=#777777><Super4Sound> - unsued</font> | ||
|} | |} | ||
===step 2: preparing the ONCC=== | ===step 2: preparing the ONCC=== | ||
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. | 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. | ||
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<Super4Sound></Super4Sound> | <Super4Sound></Super4Sound> | ||
</SoundConstants> | </SoundConstants> | ||
===step 3: preparing the OSBD.amb=== | ===step 3: preparing the OSBD.amb=== | ||
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Do you see the <BaseTrack1> tag? In this case it holds the link <font color=#AAAAAA>OSBD</font>c17_99_28konoko<font color=#AAAAAA>.grp.oni</font>. | Do you see the <BaseTrack1> tag? In this case it holds the link <font color=#AAAAAA>OSBD</font>c17_99_28konoko<font color=#AAAAAA>.grp.oni</font>. | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
<AmbientSound> | <AmbientSound> | ||
<Priority>Highest</Priority> | <Priority>Highest</Priority> | ||
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<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
<SoundGroup> | <SoundGroup> | ||
<Volume>1</Volume> | <Volume>1</Volume> | ||
<Pitch>1</Pitch> | <Pitch>1</Pitch> | ||
< | <Flags>PreventRepeat</Flags> | ||
<NumberOfChannels>1</NumberOfChannels> | <NumberOfChannels>1</NumberOfChannels> | ||
<Permutations> | <Permutations> |
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