Soundbank logic (WormsDC)

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Revision as of 08:18, 18 June 2009 by Squirminator2k (Talk | contribs) (New page: {{ParentArticle|Game logic}} ''Worms: The Directors Cut'' is somewhat unique in the way it handles soundbanks, partially thanks to the manner the Amiga handles file extensions - o...)

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Worms: The Directors Cut is somewhat unique in the way it handles soundbanks, partially thanks to the manner the Amiga handles file extensions - or rather, how it doesn't handle them. Instead of having various filenames for event instances (e.g. "ByeBye" and "OhDear" both being optional sounds to play when a worm removes itself from play), there's one set filename and a numerical extension (e.g. "ByeBye.1" and "ByeBye.2"). The consequence of this is that you can have a potentially limitless number of sound files for any given instance - your only limit is the size of your Amiga's RAM.

Additionally, some sound files are suffixed with 2M. This is usually a lower-quality version of a preexisting file to be played in the event the game is loaded onto an Amiga with 2MB of Chip RAM or less. The "AirStrike", "Baa", "BlowTorch", "Communicator", "Drill", "Explosion", "Hallelujah", "Moo", "oooff", "oooww", "Teleport" and "Twang" sound files all have 2M variants, with the "oooff" and "oooww" files being the only such files with an additional numerical file extension "e.g. "oooww.1" and "oooww2M.1").

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