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How to make custom sounds?
Posted: Fri Jul 17, 2015 5:35 am
by barronvonburp
How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 6:09 am
by Isaac
barronvonburp wrote:How to Implement, and how long can they be.
(what format is needed and etc information about sound files)
www.grimrock.net/modding_log1/creating-custom-assets/
Bottom of the page.
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 6:44 am
by barronvonburp
This did not help me at all.
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?
Posted: Fri Jul 17, 2015 7:17 am
by Isaac
barronvonburp wrote:
This did not help me at all.
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)
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?)
*The link given is the official AH advice on how to make sounds.
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 7:21 am
by barronvonburp
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?
Posted: Fri Jul 17, 2015 7:29 am
by Isaac
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
I would make the dungeon first... complete it ~or mostly so; then decide on what custom sound effects that you need.
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,
}
The last sound effects I recall making, were a drawn sword, and a sliding stone-on-stone effect, for a golem. The sword I recorded by sliding a metal ruler along the edge of a compressed air tank, and the stone I recorded sliding a brick along the side of a cinder block.
(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.)
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 7:40 am
by barronvonburp
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.
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 7:45 am
by Isaac
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.
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.

Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 7:52 am
by barronvonburp
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.
Re: How to make custom sounds?
Posted: Fri Jul 17, 2015 8:24 am
by Isaac
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.