1 General_XML_Concept
trac edited this page 2008-02-23 03:18:59 +00:00

Using the folder heirarchy tree to establish these high level groups.

At the top-permost pop-permost sound file level:

  interface
  human
  resource
  attack
  soundscapes
  fauna

**Defaults set for these default classses could include:**
``` GAIN: 1.0 LOOPING: N PITCH: 1.0 MIN_GAIN: 0 MAX_GAIN: 1.0 CONE_OUTER_GAIN: 1.0 CONE_INNER_ANGLE: 360 CONE_OUTER_ANGLE: 360 PRIORITY: 60 BUFFER: buffer_* VELOCITY: (For Doppler Effects*) DIRECTION: ? SOURCE_RELATIVE: Y[/code] *Which I am very excited to try out, at least in some instances...although probly not many :) ```

Some examples given the proposed scheme:

Code looks first to determine defaults from audio_class.xml:

  human_footstep_class
   GAIN: 0.5
   LOOPING: N 
   PITCH: 1.0
   MIN_GAIN: 0.0
   MAX_GAIN: 0.5
   CONE_OUTER_GAIN: 1.0
   CONE_INNER_ANGLE: 360
   CONE_OUTER_ANGLE: 360
   PRIORITY: 60
   BUFFER: buffer_01
   VELOCITY: (For Doppler Effects*)
   DIRECTION: ?
   SOURCE_RELATIVE: Y

then to **audio_group.xml** for soundfile(s) and adjustment properties ``` human_footstep_grass class=human_footstep_class { footstep_01.ogg footstep_02.ogg footstep_03.ogg footstep_04.ogg footstep_05.ogg footstep_06.ogg footstep_07.ogg footstep_08.ogg footstep_09.ogg footstep_10.ogg footstep_11.ogg footstep_12.ogg } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 0.5 GAIN RANGE LOWER: 0.4 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 1.2 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y ```
human_unit actor says:
``` walk on grass: use human_footstep_grass from audio_group.xml ```
or
``` cow_footstep_grass class=human_footstep_class { footstep_01 footstep_02 footstep_03 footstep_04 footstep_05 footstep_06 footstep_07 footstep_08 footstep_09 footstep_10 footstep_11 footstep_12 } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 0.5 GAIN RANGE LOWER: 0.4 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 0.6 PITCH RANGE LOWER: 0.4 RANOMIZE PITCH: Y ```
animal_cow actor says:
``` walk on grass: use cow_footstep_grass from audio_group.xml ```
And with a little deeper implentation:
**audio_class.xml**
``` human_lumbering_class GAIN: 1.0 LOOPING: N PITCH: 1.0 MIN_GAIN: 0.0 MAX_GAIN: 1.0 CONE_OUTER_GAIN: 1.0 CONE_INNER_ANGLE: 360 CONE_OUTER_ANGLE: 360 PRIORITY: 60 BUFFER: buffer_* VELOCITY: (For Doppler Effects*) DIRECTION: ? SOURCE_RELATIVE: Y ```
**audio_group.xml**
``` human_lumbering class=human_lumbering_class { chop_01 chop_02 chop_03 chop_04 chop_05 chop_06 chop_07 chop_08 } RANDOMIZE FILES IN GROUP: Y PITCH RANGE UPPER: 1.2 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y { falling_01 falling_02 falling_03 falling_04 falling_05 } RANDOMIZE FILES IN GROUP: Y GAIN RANGE UPPER: 1.0 GAIN RANGE LOWER: 0.5 RANDOMIZE GAIN: Y PITCH RANGE UPPER: 1.0 PITCH RANGE LOWER: 0.8 RANOMIZE PITCH: Y INTERMITTENCY: Randomly once every 30-60 seconds ```
human_lumbering actor says: ``` resource gather lumber: use human_lumbering from audio_group.xml ```

Further Info here:

Managing Audio Parameters