How to make custom sounds?
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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
How to make custom sounds?
How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
(what format is needed and etc information about sound files)
Re: How to make custom sounds?
www.grimrock.net/modding_log1/creating-custom-assets/barronvonburp wrote:How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
Bottom of the page.
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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
Re: How to make custom sounds?
This did not help me at all.Isaac wrote:http://www.grimrock.net/modding_log1/cr ... om-assets/barronvonburp wrote:How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
Bottom of the page.
I am asking here because it didn't help me before when i wen't looking for it on my own.
(Edit: It did tell me what samples were used)
Re: How to make custom sounds?
What [exactly] are you asking about then? (Tools? Formats? Defining sounds? The difference between 2D and 3D sounds? Or is it Foley techniques you are wanting?)barronvonburp wrote:This did not help me at all.Isaac wrote:http://www.grimrock.net/modding_log1/cr ... om-assets/barronvonburp wrote:How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
Bottom of the page.
I am asking here because it didn't help me before when i wen't looking for it on my own.
(Edit: It did tell me what samples were used)
*The link given is the official AH advice on how to make sounds.
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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
Re: How to make custom sounds?
I admit I wasn't very clear, but I would like information on all of them, I'm very new to making dungeons, scripting, and etcetera
Re: How to make custom sounds?
I would make the dungeon first... complete it ~or mostly so; then decide on what custom sound effects that you need.barronvonburp wrote:I admit I wasn't very clear, but I would like information on all of them, I'm very new to making dungeons, scripting, and etcetera
To record your own, you need a decent external microphone; (laptop mics aren't usually very good, and can pick up interior case noise).
You will need some audio editing software; 'Audacity' is free and capable.
To add a custom sound (that you have recorded) to the game, you define it in the sounds.lua script; and add the sound file to your mod_assets/sounds folder. Set the 'filename' to the location of your sound file, and set the name .
Code: Select all
defineSound{
name = "custom_sound",
filename = "mod_assets/sounds/custom_sound_01.wav",
loop = false,
volume = 1,
}(If you want to record the sound of cracking leather being handled ~like for armor... Fill a sock with a half cup of cornstarch, put it on, and flex your toes next to the mic.)
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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
Re: How to make custom sounds?
What about ambient tracks (I mean the repeating loops that you can choose in the properties tab of a level)
I really only intend on making boss music and the like.
I really only intend on making boss music and the like.
Re: How to make custom sounds?
If you have the music, then add it to your project folder, define it (see above post); and use the UI for the Bossfight to assign the track.barronvonburp wrote:What about ambient tracks (I mean the repeating loops that you can choose in the properties tab of a level)
I really only intend on making boss music and the like.

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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
Re: How to make custom sounds?
defineSound{ attempt to call global 'definesound' (a nil value)
name = "Wah_Boss",
filename = "mod_assets/sounds/Waaah.ogg",
loop = true,
volume = 1,
}
I have no clue what caused this, nor how defining it will allow me to use it in the bossfight music.
name = "Wah_Boss",
filename = "mod_assets/sounds/Waaah.ogg",
loop = true,
volume = 1,
}
I have no clue what caused this, nor how defining it will allow me to use it in the bossfight music.
Re: How to make custom sounds?
Did you place the defineSound block in the 'mod_assets/scripts/sounds.lua' file?
*It cannot be placed in a script_entity on the map.
** Defining it, makes it a loaded asset; that makes it show up in the list of available sounds for the BossFight.
*It cannot be placed in a script_entity on the map.
** Defining it, makes it a loaded asset; that makes it show up in the list of available sounds for the BossFight.