--- Vago/trunk/Vago/help/XMLSNDD.html 2013/03/31 19:02:16 771 +++ s10k/Vago/help/XMLSNDD.html 2017/12/30 13:43:28 1092 @@ -1,16 +1,18 @@ - - -XML:SNDD - OniGalore - - - - - - - - - - - + + - - + - +} - -
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- XML:SNDD +

+ XML:SNDD

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From OniGalore
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From OniGalore
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+ Jump to: navigation, + search
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SNDD : Sound Data +
+ + - - - - +
SNDD : Sound Data -
modding hints -
  • XML documentations sometimes feature <Oni Version"...">.
    New onisplit (v0.9.56.0 or above) uses <Oni> tag. -
  • See HERE if you don't know how to convert an oni file into XML and vice versa. -
  • See HERE if you are searching for more general information such as how to handle object coordinates. -
  • See HERE for some typical modding errors. +
+
XML modding tips +
  • See HERE to start learning about XML modding. +
  • See HERE if you are searching for information on how to handle object coordinates. +
  • See HERE for some typical modding errors and their causes.
XML.png + XML.png
XML -

PSUI << Other file types >> TRAC -

switch to OBD page +

XML +

PSUI << Other file types >> TRAC +

switch to OBD page

- - -
+ + + - -
Unfinished building-60px.jpg + Unfinished building-60px.jpg -

This page is unfinished. Can you fill in any missing information?
If it is not clear which part of the page is unfinished, ask on the talk page. +

+

This page is unfinished. Can you fill in any missing information?
If it is not clear which part of the page is unfinished, ask on the talk page.

- - -
More OSBD .grp / .amb information could be useful and .imp is completely left out so far. -

The xml code on this page is based on onisplit v0.9.61.0 + + +
More OSBD .grp / .amb information could be useful and .imp is completely left out so far. +

The xml code on this page is based on onisplit v0.9.61.0

-

Contents

 [hide
-
    -
  • 1 Source file creation
  • -
  • 2 Oni file creation -
      -
    • 2.1 via Excel macro
    • -
    • 2.2 via batch files
    • -
    • 2.3 via command lines
    • +

      Contents

       [hide
      +
      -


      +


      -
      How do I get sounds into Oni? +
      How do I get sounds into Oni?
      -

      In order to make your sounds available on both sides - pc and mac - you need to create them twice (one time from a wav source and another time from an aif/aifc/afc source). -


      +

      In order to make your sounds available on both sides - pc and mac - you need to create them twice (one time from a wav source and another time from an aif/aifc/afc source). +


      -

      Source file creation

      -

      These are the requirements of your source file(s). +

      [edit] Source file creation

      +

      These are the properties of the source files you want to create.

      - - -
      PC retail + + + - - - + -
      PC retail MAC + MAC
      -
      .wav -
      22.05KHz (mono / stereo) or 44.1KHz (mono) -
      uncompressed (PCM) or compressed (MS-ADPCM) +
      +
      .wav +
      22.05KHz (mono / stereo) or 44.1KHz (mono) +
      16-bit uncompressed (PCM) or compressed (MS-ADPCM)
      -
      .aif / .aifc / .afc -
      22.05KHz (mono / stereo) -
      compressed (ima4) +
      +
      .aif / .aifc / .afc +
      22.05KHz (mono / stereo) +
      compressed (ima4)
      -


      +


      To create suitable files you could use audacity and its ffmpeg Export Library.

      - - -
      + + + - - - - + - - - - + - - - - + - - - - + - - - + - -
      PC version +PC version Mac version +Mac version
      audacity +
      audacity link +link link +link
      ffmpeg Export Library +
      ffmpeg Export Library link +link link +link
      mirror links +
      mirror links audacity (1.3 beta) + library +audacity (1.3 beta) + library audacity (1.3 beta) + library +audacity (1.3 beta) + library
      installation +
      installation After you installed Audacity and the library goto Edit > Preferences... > Libraries - click on Locate... button and find the installed library file. +After you installed Audacity and the library goto Edit > Preferences... > Libraries - click on Locate... button and find the installed library file.
      source file creation +
      source file creation wav for PC oni file -


      -Open your sound file then goto File > Export... > Save As: yourfile.wav; Format: Custom FFmpeg Export; Options... > wav; pcm_s16le; Sample Rate: 22050; OK and save the file
      (adpcm_ms doesn't work with Audacity 1.3 Beta) -

      Audacity_wav_tn.png +

      wav for PC oni file +


      +Open your sound file then goto File > Export... > Save As: yourfile.wav; Format: Custom FFmpeg Export; Options... > wav; pcm_s16le; Sample Rate: 22050; OK and save the file
      (adpcm_ms doesn't work with Audacity 1.3 Beta) +

      Audacity_wav_tn.png

      aif for Mac oni file -


      -Open your sound file then goto File > Export... > Save As: yourfile.aif; Format: Custom FFmpeg Export; Options... > aiff; adpcm_ima_qt; Sample Rate: 22050; OK and save the file -

      Audacity_tn.png +

      aif for Mac oni file +


      +Open your sound file then goto File > Export... > Save As: yourfile.aif; Format: Custom FFmpeg Export; Options... > aiff; adpcm_ima_qt; Sample Rate: 22050; OK and save the file +

      Audacity_tn.png

      -


      +


      -

      Oni file creation

      -

      via Excel macro

      - - -
      macro GUI
      sound_setup_assistant_tn.png -
      -

      You can use this macro to create single sounds with few clicks. -

      It lets you generate the OSBD (.amb + .grp) and SNDD file in one go. -

      No need to buy Windows version of Excel. The trail version will also do it. -


      +

      [edit] Oni file creation

      +

      [edit] via Vago

      +

      Installation:

      -

      via batch files

      -

      Get them HERE, includes a short readme. -


      +

      +

      Usage: Oni/AE/Tools/VagoGUI/Vago.exe

      -

      via command lines

      -

      For those who want to do it on their own. -

      onisplit +

      • Target Platform: choose the desired mode +
      • Tools > Sound Wizard +
      +


      -
      -create output_directory_MAC input_directory/*.aif -
      -create output_directory_PC input_directory/*.wav -
      -create output_directory input_directory/*.xml +

      [edit] via batch file

      +

      Get them HERE, includes a short readme. +


      +

      +

      [edit] via command line

      +

      For those who want to do it on their own. +

      onisplit +

      +
      -create output_directory_MAC input_directory/*.aif +
      -create output_directory_PC input_directory/*.wav +
      -create output_directory input_directory/*.xml
      -

      For fast xml text changes and naming give them all yourfile as name if you have only one sound: +

      For fast xml text changes and naming give them all yourfile as name if you have only one sound:

      -
      SNDDyourfile.oni -
      OSBDyourfile.grp.oni -
      OSBDyourfile.amb.oni +
      SNDDyourfile.oni +
      OSBDyourfile.grp.oni +
      OSBDyourfile.amb.oni
      -


      -

      -

      OSBD information

      -

      when use what +


      -
      • OSBD*.amb -
        • music (call OSBD from BSL) -
        • sound dialogs (call OSBD from BSL) -
        • BINA3RAP <AmbientSound> (action type) -
        • BINACJBOSound.xml (area-fixed sounds) -
        • TRIG <ActiveSound> -
        • TURR <ActiveSound> +

          [edit] OSBD information

          +

          OSBD files are stored globally (in level0_Final). +

          when use what +

          +
          • OSBD*.amb +
            • music (call OSBD from BSL) +
            • sound dialogs (call OSBD from BSL) +
            • BINA3RAP <AmbientSound> (action type) +
            • BINACJBOSound.xml (area-fixed sounds) +
            • TRIG <ActiveSound> +
            • TURR <ActiveSound>
          -
          • OSBD*.imp -
            • BINA3RAP <FlyBySoundName> and <ImpulseSound> (action type) -
            • BINA/ONIE <Sound><Name> -
            • BINADBAS <Sound> -
            • ONCC hurt sounds (also indirectly with chr_pain) and <SoundConstants> -
            • ONWC <EmptyWeaponSound> -
            • TRAM <Sound><Name> -
            • TRIG <TriggerSound> +
              • OSBD*.imp +
                • BINA3RAP <FlyBySoundName> and <ImpulseSound> (action type) +
                • BINA/ONIE <Sound><Name> +
                • BINADBAS <Sound> +
                • ONCC hurt sounds (also indirectly with chr_pain) and <SoundConstants> +
                • ONWC <EmptyWeaponSound> +
                • TRAM <Sound><Name> +
                • TRIG <TriggerSound>
              -


              -details on music +


              +details on music

              -
              OSBD_newmusic.amb.oni (The main file, links to the group, intro and ending files) -
              OSBD_newmusic.grp.oni (Contain links to the music files) -
              OSBD_newmusic_in.grp.oni (Links to intro part of the music - Optional) -
              OSBD_newmusic_out.grp.oni (Links to the ending of the music - Optional) -
              SNDD_newmusic1.oni (The individual music files - Its best to break up the music into segments of perhaps 30 secs to a minute each - Oni may crash or become sluggish if you use a single file for the music -- EdT) (What are the limits? --Paradox-01) +
              OSBD_newmusic.amb.oni (The main file, links to the group, intro and ending files) +
              OSBD_newmusic.grp.oni (Contain links to the music files) +
              OSBD_newmusic_in.grp.oni (Links to intro part of the music - Optional) +
              OSBD_newmusic_out.grp.oni (Links to the ending of the music - Optional) +
              SNDD_newmusic1.oni (The individual music files - Its best to break up the music into segments of perhaps 30 secs to a minute each - Oni may crash or become sluggish if you use a single file for the music -- EdT) (What are the limits? --Paradox-01) +
              +

              Music parts between intro and outro are played in a random order. +

              Why would Bungie have wanted random parts? A fair guess can be made with the songs' purpose: giving fights more atmosphere. But every player finishes the enemies in a different time: one wins in 2 minutes, the other in 6 minutes, etc. So 1) modular parts seem perfect to delay the outro part when it's necessary and 2) a random order adds more variety (making the loop less boring). +

              grp files have a <Weight> tag under <Permutation>. Permutation should have something to do how music parts get repeated. However, it's not clear what influence <Weight> has on the repetitions. Is it like TRAC's <Weight> used for probability? +

              +

              [edit] OSBDfile.imp.xml

              +

              What is an impulse? Looking at the XML it seems unique in its spacial features: <Volume><Angle> / <Volume><MinAttenuation> / <ImpactVelocity> / <MinOcclusion> +

              Hypothesis: +

              +
              1. Impulses are preferably used by moving sources. +
              2. They cannot be stopped by BSL once triggered to play. +
              3. AI can hear them +
              4. Minimum and maximum volume angle seems to be always 360 degrees. Maybe artifact properties since sound should propagate through space in all directions and area of effect is mostly made by their volume distance. +
              5. File structure is always the same. +
              +


              +

              + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
              tag + type + description +
              <ImpulseSound> + - + +
              <Group> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <Priority> + flag + When are these different flags used? +
              Low (default impact related? (ONIE concrete) + shell (ammunition)?) +
              Normal (AI, animation and impact related?) +
              High (OSBDtrigger_hit.imp.xml only?) +
              Highest (OSBDkonoko_gruesome_death.imp.xml only?)
              -


              +

              <Volume> + - + +
              <Distance> + - + +
              <Min> + float + between min radius (distance) and sound origin the sound volume is equally strong +
              <Max> + float + between max and min radius (distance) there's a transition of the sound volume, greater distance than max makes the sound unhearable +
              <Angle> + - + Space angle? Does this work like the <Distance> tag? +
              <Min> + - + +
              <Max> + - + +
              <AlternateImpulse> + - + +
              <Treshold> + int32 + +
              <Impulse> + char[32] + OSBDname.imp.oni, file prefix and suffix aren't used +
              <ImpactVelocity> + float + +
              <MinOcclusion> + float + +
              +


              -

              OSBDfile.amb.xml

              -

              In case you want to create a simple sound file you can basically copy the code and change the red marked stuff. -

              (OSBDfile.grp.xml, OSBDfile.amb.xml, BINACJBOSound.xml are actully showing the code from the nyan cat mod.) -


              -The .amb file can be called from BSL or from area-fixed sound object. (See level-specific file BINACJBOSound.xml.) -

              The .amb file links to .grp file(s). +

              [edit] OSBDfile.amb.xml

              +

              In case you want to create a simple sound file you can basically copy the code and change the red marked stuff in the examples.

              -
              • <Priority> -
              -
              Low -
              Normal -
              High -
              Highest +
              OSBDfile.grp.xml, OSBDfile.amb.xml, BINACJBOSound.xml are showing the code from the nyan cat mod.
              -
              • <Flags> -
              -
              InterruptTracksOnStop - this flag must be set if you want to use BSL command sound_music_stop -
              PlayOnce -
              CanPan +


              +

              + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
              tag + type + description +
              <AmbientSound> + - + +
              <Priority> + flag + +
              Low +
              Normal +
              High +
              Highest
              -
              • <BaseTrack1> - this links to the .grp file (for example: OSBDnyan.grp.oni), file prefix and suffix aren't used -
              -
              <?xml version="1.0" encoding="utf-8"?>
              +
              <Flags> + flag + +
              InterruptTracksOnStop - this flag must be set if you want to use BSL command sound_music_stop +
              PlayOnce +
              CanPan +
              +
              <DetailTrackProperties> + - + +
              <SphereRadius> + float + +
              <ElapsedTime> + - + +
              <Min> + float + +
              <Max> + float + +
              <Volume> + - + +
              <Distance> + - + +
              <Min> + float + +
              <Max> + float + +
              <DetailTrack> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <BaseTrack1> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <BaseTrack2> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <InSound> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <OutSound> + char[32] + OSBDname.grp.oni, file prefix and suffix aren't used +
              <Treshold> + int32 + +
              <MinOcclusion> + float + +
              +


              +An example: +

              +
              <?xml version="1.0" encoding="utf-8"?>
               <Oni>
                  <AmbientSound>
                      <Priority>Normal</Priority>
              @@ -320,7 +598,7 @@ The .amb file can be called from BSL or
                          </Distance>
                      </Volume>
                      <DetailTrack></DetailTrack>
              -       <BaseTrack1>nyan</BaseTrack1>
              +       <BaseTrack1>nyan</BaseTrack1>
                      <BaseTrack2></BaseTrack2>
                      <InSound></InSound>
                      <OutSound></OutSound>
              @@ -329,17 +607,149 @@ The .amb file can be called from BSL or
                  </AmbientSound>
               </Oni>
               
              -


              +


              -

              OSBDfile.grp.xml

              -
              • <Flags> -
              -
              PreventRepeat - forces to play different sounds if more than one permutations are present +

              [edit] OSBDfile.grp.xml

              + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
              tag + type + description +
              <SoundGroup> + - + +
              <Volume> + float + +
              <Pitch> + float + +
              <Flags> + flag + PreventRepeat - forces to play different sounds if there are more than one permutations +
              <NumberOfChannels> + int32 + Here you tell Oni if your sound file is mono or stereo. Windows' 44.1 kHz is an exception. + + + + + + + + + + +
              + 22.05 kHz, mono + 22.05 kHz, stereo + 44.1 kHz, mono (PC-only) +
              NumberOfChannels + 1 + 2 + 2 +
              +
              consequences of wrong imports
              +
              if grp's <NumberOfChannels> is 1 and sound file is 22.05 kHz, stereo then the sound won't get played +
              if grp's <NumberOfChannels> is 1 and sound file is 44.1 kHz, mono then the sound will play distorted
              -
              • <NumberOfChannels> - here you tell Oni if your sound file is "1" (22.05 kHz, mono) or "2" (22.05 kHz, stereo; (PC-only:) 44.1 kHz, mono), if you set the wrong value the music will sound distorted -
              • <Sound> - this is the sound file (for example: SNDDnyan.oni), file prefix and suffix aren't used -
              -
              <?xml version="1.0" encoding="utf-8"?>
              +
              <Permutations> + - + int32 array for the <Permutation> tags. +
              <Permutation> + - + +
              <Weight> + int32 + +
              <Volume> + - + +
              <Min> + float + +
              <Max> + float + +
              <Pitch> + - + +
              <Min> + float + +
              <Max> + float + +
              <Sound> + char[32] + SNDDname.oni, file prefix and suffix aren't used +
              +


              +An example: +

              +
              <?xml version="1.0" encoding="utf-8"?>
               <Oni>
                  <SoundGroup>
                      <Volume>1</Volume>
              @@ -357,39 +767,141 @@ The .amb file can be called from BSL or
                                  <Min>1</Min>
                                  <Max>1</Max>
                              </Pitch>
              -               <Sound>nyan</Sound>
              +               <Sound>nyan</Sound>
                          </Permutation>
                      </Permutations>
                  </SoundGroup>
               </Oni>
               
              -


              +


              -

              BINACJBOSound.xml

              -

              This is for area-fixed sounds. +

              [edit] BINACJBOSound.xml

              +

              This is for area-fixed sounds. +


              -
              • <Position> - here you tell Oni where you want the sound to be located -
              • <Class> - this is the amb sound file (for example: SNDDnyan.amb.oni), file prefix and suffix aren't used -
              • <Sphere> -
              -
              • <MinRadius> - between min radius and sound origin (<Position>) is the sound volume equally strong -
              • <MaxRadius> - between max and min radius is a transition of the sound volume -
              -
              -
              • <Box> - alternative to <Sphere> -
              -
              • <Min>X1 Y1 Z1</Min> -
              • <Max>X2 Y2 Z2</Max> -
              + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
              tag + type + description +
              <Objects> + - + This tag marks the file as BINACJBO. +
              <SNDG Id="..."> + integer + This tag marks the file as a sound list. ID doesn't matter at import time. +
              <Header> + - + +
              <Flags> + flag + Ignore it. Those flags were used in the past. +
              None +
              Locked +
              PlacedInGame +
              Temporary +
              Gunk
              -
                     <SNDG Id="8805">
              +
              <Position> + float x3 + here you tell Oni where you want the sound to be located +
              <Rotation> + float x3 + Not really important. +
              <OSD> + - + +
              <Class> + char[32] + SNDDname.amb.oni, file prefix and suffix aren't used +
              <Sphere> + - + +
              <MinRadius> + float + between min radius and sound origin (<Position>) the sound volume is equally strong +
              <MaxRadius> + float + between max and min radius there is a transition of the sound volume, greater distance than max makes the sound unhearable +
              <Box> + - + alternative to <Sphere> +
              <Min> + float x3 + X1 Y1 Z1 +
              <Max> + float x3 + X2 Y2 Z2 +
              +


              +An example: +

              +
                     <SNDG Id="8805">
                          <Header>
                              <Flags></Flags>
              -               <Position>125 10 2231</Position>
              +               <Position>125 10 2231</Position>
                              <Rotation>0 0 0</Rotation>
                          </Header>
                          <OSD>
              -               <Class>nyan</Class>
              +               <Class>nyan</Class>
                              <Sphere>
                                  <MinRadius>7</MinRadius>
                                  <MaxRadius>21</MaxRadius>
              @@ -399,18 +911,18 @@ The .amb file can be called from BSL or
                          </OSD>
                      </SNDG>
               
              -


              +


              -

              sound-related BSL commands

              - -


              -sound_music_stop soundtrack - can only be used if .amb file has the InterruptTracksOnStop flag
              -sound_music_stop soundtrack 1 - soundtrack stop after 1 second while it gets quieter -

              You need a custom function if you want to fade out a soundtrack over more than one seconds. It could look like this: +

              [edit] sound-related BSL commands

              + +


              +sound_music_stop soundtrack - can only be used if .amb file has the InterruptTracksOnStop flag
              +sound_music_stop soundtrack 1 - soundtrack stop after 1 second while it gets quieter +

              You need a custom function if you want to fade out a soundtrack over more than one seconds. It could look like this:

              -
              var float x = 1;
              +
              var float x = 1;
               var int y = 0;
               
               # don't test this function with the console, it could happen that the function stops working after 4 cycles
              @@ -432,97 +944,97 @@ func fade_music
               	}
               }
               
              -


              -


              +


              +


              -

              OCF thread about new music

              -

              How to register sounds to characters

              -

              ... such as sounds of heavy attacks and taunts. -


              -Let's see how sounds become picked up:
              Schemata: +

              [edit] OCF thread about new music

              +

              [edit] How to register sounds to characters

              +

              ... such as sounds of heavy attacks and taunts. +


              +Let's see how sounds become picked up:
              Schemata:

              -
              TRAM -> ONCC -> OSBD.amb -> OSBD.grp -> SNDD +
              TRAM -> ONCC -> OSBD.amb -> OSBD.grp -> SNDD
              -

              Explanation: +

              Explanation:

              -
              • The character performs a move / attack whereby the TRAM file holds a sound ID (<Vocalization>). -
              • A link (OSBD.amb name) in ONCC file becomes looked up based on the sound ID.
                Note that the ONCC file has also a probability value that decides whether a sound becomes played or not. -
              • The game engine looks into OSBD.amb and follows the link into OSBD.grp. -
              • OSBD.grp can hold multiple links to SNDD files. That's why Konoko can have multiple taunt sounds. +
                • The character performs a move / attack whereby the TRAM file holds a sound ID (<Vocalization>). +
                • A link (OSBD.amb name) in ONCC file becomes looked up based on the sound ID.
                  Note that the ONCC file has also a probability value that decides whether a sound becomes played or not. +
                • The game engine looks into OSBD.amb and follows the link into OSBD.grp. +
                • OSBD.grp can hold multiple links to SNDD files. That's why Konoko can have multiple taunt sounds.
                -


                -

                -

                step 1: preparing the TRAM

                -

                Search for <Vocalization> in the TRAM file and give it an ID according to the following table. -


                +


                - - -
                TRAM <Vocalization> IDs refer to these ONCC SoundConstants tags +

                [edit] step 1: preparing the TRAM

                +

                Search for <Vocalization> in the TRAM file and give it an ID according to the following table. +


                +

                + + + - - + - - - + - - - + - - - + - - - + - - - + - - - + - - - + - - - + - - - + - - - + -
                TRAM <Vocalization> IDs refer to these ONCC SoundConstants tags
                ID +
                ID link to ... + link to ...
                0 +
                0 <TauntProbability> - taunt(s) + <TauntProbability> - taunt(s)
                1 +
                1 <AlertProbability> - AI being surprised by a sound + <AlertProbability> - AI being surprised by a sound
                2 +
                2 <StartleProbability> - AI being surprised by an enemy + <StartleProbability> - AI being surprised by an enemy
                3 +
                3 <CheckBodyProbability> - (AI only?) death taunt (when enemy / player dies) + <CheckBodyProbability> - (AI only?) death taunt (when enemy / player dies)
                4 +
                4 <PursueProbability> - sound when character lost track of enemy + <PursueProbability> - sound when character lost track of enemy
                5 +
                5 <CoverProbability> - being afraid (E.g. "Dont't hurt me.") + <CoverProbability> - being afraid (E.g. "Dont't hurt me.")
                6 +
                6 <SuperPunchSound> - sound of ######punch_heavy.oni, super punches don't have sound IDs + <SuperPunchSound> - sound of ######punch_heavy.oni, super punches don't have sound IDs
                7 +
                7 <SuperKickSound> - sound of ######kick_heavy.oni, super kicks don't have sound IDs + <SuperKickSound> - sound of ######kick_heavy.oni, super kicks don't have sound IDs
                8 +
                8 <Super3Sound> - AI specialty, Mukade use it for his devil star attack + <Super3Sound> - AI specialty, Mukade use it for his devil star attack (TRAMNINCOMfireball)
                9 +
                9 <Super4Sound> - unused + <Super4Sound> - unused
                -


                +


                -

                step 2: preparing the ONCC

                -

                Search for <SoundConstants> and set a value between 0 and 100. 100 will make the engine play a sound always the taunt animation is played. -

                Let's compare with Konoko (and in the following steps especially the with her taunt files.) +

                [edit] step 2: preparing the ONCC

                +

                Search for <SoundConstants> and set a value between 0 and 100. 100 will make the engine play a sound always the taunt animation is played. +

                Let's compare with Konoko (and in the following steps especially the with her taunt files.) In ONCCkonoko_generic.xml it looks like this:

                -
                           <SoundConstants>
                +
                           <SoundConstants>
                                <TauntProbability>100</TauntProbability>
                                <AlertProbability>0</AlertProbability>
                                <StartleProbability>0</StartleProbability>
                @@ -545,14 +1057,14 @@ In ONCCkonoko_generic.xml it looks like
                                <Super4Sound></Super4Sound>
                            </SoundConstants>
                 
                -


                +


                -

                step 3: preparing the OSBD.amb

                -

                You basically need such a file... -

                Do you see the <BaseTrack1> tag? In this case it holds the link OSBDc17_99_28konoko.grp.oni. -


                +

                [edit] step 3: preparing the OSBD.amb

                +

                You basically need such a file... +

                Do you see the <BaseTrack1> tag? In this case it holds the link OSBDc17_99_28konoko.grp.oni. +


                -
                <?xml version="1.0" encoding="utf-8"?>
                +
                <?xml version="1.0" encoding="utf-8"?>
                 <Oni>
                    <AmbientSound>
                        <Priority>Highest</Priority>
                @@ -580,18 +1092,34 @@ In ONCCkonoko_generic.xml it looks like
                    </AmbientSound>
                 </Oni>
                 
                -


                +


                -

                step 4: preparing the OSBD.grp

                -

                Since <NumberOfChannels> is only once presented all the SNDD files must have the same number of channels. +

                [edit] step 4: preparing the OSBD.grp

                +

                Since <NumberOfChannels> is only once presented all the SNDD files must have the same number of channels.

                -
                1 (22.05 kHz, mono) -
                2 (22.05 kHz, stereo) -
                2 (44.1 kHz, mono) [PC-only] -
                -

                (It's possible to speed up sounds with <Pitch>. E.g. Fury's taunt is speeded up by 1.14 to brighten the voice. But in most cases you probably want to keep it as "1".) + + + + + + + + + + +
                + 22.05 kHz, mono + 22.05 kHz, stereo + 44.1 kHz, mono (PC-only) +
                NumberOfChannels + 1 + 2 + 2 +
                +


                +(It's possible to speed up sounds with <Pitch>. E.g. Fury's taunt is speeded up by 1.14 to brighten the voice. But in most cases you probably want to keep it as "1".)

                -
                <?xml version="1.0" encoding="utf-8"?>
                +
                <?xml version="1.0" encoding="utf-8"?>
                 <Oni>
                    <SoundGroup>
                        <Volume>1</Volume>
                @@ -623,45 +1151,45 @@ In ONCCkonoko_generic.xml it looks like
                                </Pitch>
                                <Sound>c17_99_29konoko.aif</Sound>
                            </Permutation>
                -           [...]
                +           [...]
                        </Permutations>
                    </SoundGroup>
                 </Oni>
                 
                -


                +


                As you can see

                -