Scrivener07 / BGS-Handbook

Scrivener's modding journal and research notes for games made by Bethesda Game Studios.
https://scrivener07.github.io/BGS-Handbook/
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Audio Reference #16

Open Scrivener07 opened 1 year ago

Scrivener07 commented 1 year ago

This is a focus on audio related topics missing across both games. Once we have a picture of what is missing it is likely each heading will evolve into its own issue.

Audio: Acoustic Space

https://falloutck.uesp.net/wiki/Acoustic_Space

Incomplete and doesn't really give any examples of how to use, specifically isInterior type acoustics.

Previous Games’ References: https://geck.bethsoft.com/index.php?title=Acoustic_Space https://ck.uesp.net/wiki/Acoustic_Space

Audio: Animation Tag Set

https://falloutck.uesp.net/wiki/Animation_Tag_Set

Incomplete. More information required. Related to Papyrus Push(). https://falloutck.uesp.net/Push_-_SoundCategorySnapshot

Audio: Effect Chain

https://falloutck.uesp.net/wiki/Effect_Chain Incomplete. Used by Sound Output Models. https://falloutck.uesp.net/wiki/Sound_Output_Model

Audio: Music Track

https://falloutck.uesp.net/wiki/Music_Track Incomplete.

Previous Games’ Reference: https://ck.uesp.net/wiki/Music_Track

Audio: Music Type

https://falloutck.uesp.net/wiki/Music_Type Incomplete.

Previous Games’ Reference: https://ck.uesp.net/wiki/Music_Type

Audio: Reverb Parameters

https://falloutck.uesp.net/wiki/Reverb_Parameters Incomplete. Used by Acoustic Spaces, Sound Keyword Mapping

Previous Games’ Reference: https://ck.uesp.net/wiki/Reverb_Parameters

Audio: Sound Category

https://falloutck.uesp.net/wiki/Sound_Category Incomplete. Used on Sound Descriptors

Previous Games’ reference https://ck.uesp.net/wiki/Sound_Category

Audio: Sound Descriptor

https://falloutck.uesp.net/wiki/Sound_Descriptor Incomplete. Types expansion: AutoWeapon, Compound, Standard AutoWeapon defines the Compound can create new sounds from already defined sounds. Useful for PlayStation mods where external files are not allowed and on Xbox where file size is at a premium due to reserved space restrictions. Other practical uses: blahblah

Sound descriptors use the following objects: Sound Category, Sound Output Model

Note: As of FO4 version 1.10.162.0, when packing archives for upload to Bethesda for Xbox (as of this writing not yet tested for PC), .wavs compressed to .xwm if ffpeg installed (as of this writing have not had a clean install without .ffpeg to test - to do: verify information with other authors without ffpeg installed). If talk pages on xWiki, information for talk pages?

Previous Games’ Reference https://ck.uesp.net/wiki/Sound_Descriptor Note: Type not supported for Skyrim, but supported for Fallout 4

Audio: Sound Keyword Mapping

https://falloutck.uesp.net/wiki/Sound_Keyword_Mapping

Used for weapons’ keywords defined on weapons and object template modifications. Sound Descriptors defined for list of Sound Keywords. Also can define VATS sound descriptor and trailing sounds if different from Primary sound. Keywords must be defined as Sound Types on the Keyword form. Reverb Descriptors have six classes that can be defined and appear in the drop down menu.

(needs better wording. 5 am)

Note: Keywords different for Skyrim and do not have categories that FO4 has. No previous games to reference for information.