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.
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?
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.
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.