Difference between revisions of "Sound"
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imported>Dev akm (How to change mesh animation sounds note by XMarksTheSpot) |
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'''ID:''' The name of the sound. Sounds can be directly associated with some object types, such as containers, doors, creatures, and [[Magic Effects]], using TESCS. They can also be indirectly associated with some objects via the mesh file (some meshes have a sound associated with a certain material name or animation state). The Sound ID is also used when compiling scripts that play a sound (i.e., using [[PlaySound]]). | '''ID:''' The name of the sound. Sounds can be directly associated with some object types, such as containers, doors, creatures, and [[Magic Effects]], using TESCS. They can also be indirectly associated with some objects via the mesh file (some meshes have a sound associated with a certain material name or animation state). The Sound ID is also used when compiling scripts that play a sound (i.e., using [[PlaySound]]). | ||
To change a sound that's linked via a mesh animation, you'll need a tool like [[NifSkope]]. Open the .kf | To change a sound that's linked via a mesh animation, you'll need a tool like [[NifSkope]]. Open the animation .kf file (e.g., idle.kf) or in some cases the mesh itself (if the animation is embedded in the .nif) and look for a NiTextKeyExtraData node. In it you'll find a list of strings associated with time values. Look for entries containing 'Sound: SoundID' (e.g., Sound: ENDDragonWingFlap01). These entries make the game play that Sound ID at the specified time in the animation cycle. | ||
'''Add Sound File:''' Click this button in order to select the file that this sound will point to (the file that will be played when this sound is called in the game). | '''Add Sound File:''' Click this button in order to select the file that this sound will point to (the file that will be played when this sound is called in the game). |