Difference between revisions of "User:Qwertyxp2000/Sandbox"

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This page will serve as a guide to creating custom soundbanks. Before making a soundbank, check the [[Soundbank]] page to see a full list of voice clips.
 
This page will serve as a guide to creating custom soundbanks. Before making a soundbank, check the [[Soundbank]] page to see a full list of voice clips.
  
Soundbanks are stored under the '''\DATA\User\Speech''' folder. Each soundbank is categorized by folder, with its folder name determining the name of the soundbank in-game. Each folder contains a collection of standard [[w:Pulse-code_modulation|LPCM]] [[w:wav|RIFF WAVE]] files (extension .wav).
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Soundbanks are stored under the '''\DATA\User\Speech''' folder. Each soundbank is categorized by folder, with its folder name determining the name of the soundbank in-game. Each folder contains a collection of standard [[w:Pulse-code_modulation|LPCM]] [[w:wav|RIFF WAVE]] files (extension .wav). If a certain soundbank sound is missing, the worm will be silent if the respective condition is triggered.
  
 
==Methods==
 
==Methods==
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==Sound Design==
 
==Sound Design==
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Experimenting with sound design is an art.
 +
 +
Some notes to consider when designing sounds:
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* When firing a grenade weapon, the voiceline may cut off early if the charging ends too soon.
 +
* When performing ''Incoming.wav'' or ''Orders.wav'', the strike weapon arrives about 0.8s after the voiceline begins.
 +
* Voicelines ''Runaway.wav'', ''Takecover.wav'', ''Whatthe.wav'', and the special ''Grenade.wav'', always play 1 second before an explosion.
 +
* ''Drop.wav'' has different uses in each second-generation game. In W2, it plays when a crate is dropping down. Since version 3.6.23+ in W:A, this voiceline plays when a delayed weapon becomes available. It is unused in WWP.
 +
 
[insert basic guide of the available sound files] [insert effective design of sound files] [insert tip about using a current folder of pre-existing soundbank WAV files as a basis, and mention renaming files]
 
[insert basic guide of the available sound files] [insert effective design of sound files] [insert tip about using a current folder of pre-existing soundbank WAV files as a basis, and mention renaming files]
  
 
[insert table of soundbanks with relative lengths and quirks regarding each soundbank per game and when interacting with weapons, plus comments about potential appropriate phrases for worms to speak out]
 
[insert table of soundbanks with relative lengths and quirks regarding each soundbank per game and when interacting with weapons, plus comments about potential appropriate phrases for worms to speak out]

Revision as of 10:11, 20 October 2024

Creating a Custom Soundbank

This page will serve as a guide to creating custom soundbanks. Before making a soundbank, check the Soundbank page to see a full list of voice clips.

Soundbanks are stored under the \DATA\User\Speech folder. Each soundbank is categorized by folder, with its folder name determining the name of the soundbank in-game. Each folder contains a collection of standard LPCM RIFF WAVE files (extension .wav). If a certain soundbank sound is missing, the worm will be silent if the respective condition is triggered.

Methods

Method 1: Soundbank Editor

Worms Armageddon has a built-in Soundbank Editor under \User\BankEditor.exe. It has a user interface that allows the input of most of the soundbank files except Hurry.wav.

Method 2: Soundbank Folder, Copy Folder, Rename Sound Files

An easy but tedious method to set up the soundbank files of a certain soundbank is to copy-paste a pre-existing folder, then manually substitute each of the pre-existing sound files with custom sound files.

Sound Design

Experimenting with sound design is an art.

Some notes to consider when designing sounds:

  • When firing a grenade weapon, the voiceline may cut off early if the charging ends too soon.
  • When performing Incoming.wav or Orders.wav, the strike weapon arrives about 0.8s after the voiceline begins.
  • Voicelines Runaway.wav, Takecover.wav, Whatthe.wav, and the special Grenade.wav, always play 1 second before an explosion.
  • Drop.wav has different uses in each second-generation game. In W2, it plays when a crate is dropping down. Since version 3.6.23+ in W:A, this voiceline plays when a delayed weapon becomes available. It is unused in WWP.

[insert basic guide of the available sound files] [insert effective design of sound files] [insert tip about using a current folder of pre-existing soundbank WAV files as a basis, and mention renaming files]

[insert table of soundbanks with relative lengths and quirks regarding each soundbank per game and when interacting with weapons, plus comments about potential appropriate phrases for worms to speak out]

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