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). | + | 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== | ||
+ | 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 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
Contents
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]