XML:BINA/SABD: Difference between revisions
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{{XML_BINA_Header | prev=PAR3 | type=SABD | next=TMBD | name= | {{XML_BINA_Header | prev=PAR3 | type=SABD | next=TMBD | name=SoundAnims}} | ||
== | ==General information== | ||
* The | * The XML code on this page is compatible with OniSplit '''v0.9.61.0''' | ||
* BINA'''DBAS'''*.oni files are '''global'''. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat) | * BINA'''DBAS'''*.oni files are '''global'''. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.) | ||
* | * SABD collections determine what sound plays when a character performs an animation or a specific type of animation. | ||
* Only three files hold actual content: | * Only three files hold actual content: | ||
:: BINADBASAny.oni | :: '''BINADBASAny.oni''' | ||
:: BINADBASKonoko.oni | :: '''BINADBASKonoko.oni''' | ||
:: BINADBASShinatama_Zombie.oni | :: BINADBASShinatama_Zombie.oni ("SHINZOMwalk1" animation only) | ||
==Sound-picking mechanism== | |||
ONCC -> ONCV name | |||
+ | |||
BINADBAS <SoundAnimation Variant="''VariantName''" /> | |||
= | |||
sound pool (possible choices are narrowed by available anim name, type, and modifier?) | |||
Damage modifier might be the same as in ONIE. | |||
* Heavy hurt sound: 15 HP or more. | |||
* Medium hurt sound: 10-14 HP. | |||
* Light hurt sound: less than 10 HP | |||
==Tag hierarchy== | |||
== | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! | ! Animation | ||
! | ! Modifier is Any | ||
! | ! Modifier is not Any | ||
|- | |- | ||
|valign="top"| | |valign="top"| | ||
Line 48: | Line 55: | ||
|} | |} | ||
==Tag explanations== | |||
== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=200px| XML tag | !width=200px| XML tag | ||
!width=100px| | !width=100px| Content type | ||
! | ! Description | ||
|- | |- | ||
|valign=top| <SoundAnimation Variant="..."> | |valign=top| <SoundAnimation Variant="..."> | ||
Line 112: | Line 118: | ||
: Crouch (?, "never used") | : Crouch (?, "never used") | ||
: Jump (?, "never used") | : Jump (?, "never used") | ||
: <strike>Any</strike> (not used here because it is the default in XML, see [[# | : <strike>Any</strike> (not used here because it is the default in XML, see [[#Tag hierarchy|tag hierarchy]]) | ||
|- | |- | ||
| <Frame> | | <Frame> |
Latest revision as of 01:56, 5 April 2021
SABD : SoundAnims | ||
---|---|---|
XML
AKEV << Other file types >> CONS PAR3 << Other BINA >> TMBD |
General information
- The XML code on this page is compatible with OniSplit v0.9.61.0
- BINADBAS*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
- SABD collections determine what sound plays when a character performs an animation or a specific type of animation.
- Only three files hold actual content:
- BINADBASAny.oni
- BINADBASKonoko.oni
- BINADBASShinatama_Zombie.oni ("SHINZOMwalk1" animation only)
Sound-picking mechanism
ONCC -> ONCV name + BINADBAS <SoundAnimation Variant="VariantName" /> = sound pool (possible choices are narrowed by available anim name, type, and modifier?)
Damage modifier might be the same as in ONIE.
- Heavy hurt sound: 15 HP or more.
- Medium hurt sound: 10-14 HP.
- Light hurt sound: less than 10 HP
Tag hierarchy
Animation | Modifier is Any | Modifier is not Any |
---|---|---|
<Assignment> <Target> <Animation>...</Animation> <Frame>...</Frame> </Target> <Sound>...</Sound> </Assignment> |
<Assignment> <Target> <Type>...</Type> <Frame>...</Frame> </Target> <Sound>...</Sound> </Assignment> |
<Assignment> <Target> <Type>...</Type> <Modifier>...</Modifier> <Frame>...</Frame> </Target> <Sound>...</Sound> </Assignment> |
Tag explanations
XML tag | Content type | Description |
---|---|---|
<SoundAnimation Variant="..."> | char[32] | ONCVfile_name.oni (without file suffix .oni) |
<Assignment> | - | |
<Target> | - | |
<Animation> | char[32] | TRAMfile_name.oni (without file suffix .oni) |
<Type> | flag | ? = not double checked, the other flags can be found in exported files
|
<Modifier> | flag |
|
<Frame> | integer | Sound will be played at this animation frame. |
<Sound> | char[32] | OSBDfile_name.imp.oni (without file suffix .oni) |