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Old 03-11-09, 07:42 AM   #4
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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Summary:

- Create your (ambient) sound loop (wav-file) and place it in the Sound-folder.
- Add a new sound definition to the SH.SDL file. Give it a unique name (use similar naming semantics as the other sound definition, f.ex. 'Ambient.Nuclear'). Point it to the wav-file, and set all the appropriate attributes, like 3D sound properties, volume, loop, etc.
- In the DSD file add a SoundSource controller and in it's properties, reference the unique name specified in the SDL-file (in the 'Name' property, the 'Identifier' is for special purposes and can be left blank). This controller basically 'instantiates' the sound.
- In the DAT-file create an empty and invisible dummy node (or if you have a specific object that is already in the correct place you can also use this node) and position it where you want to 'hear' the sound. If it's an ambient sound or non-3D sound the position doesn't matter (you always hear it at same volume regardless of the position) but if it is a 3D sound then it does, since the sound will be loudest here, and fades off the farther you are away from it.
- Take the id of the dummy node and put it in the 'parent id' field of the controller you just created in the DSD-file. This ties the 'sound instantiation' to an actual 'location'.

With this info I suggest you first analyze existing (stock) sounds, it will become clear then. It's actually quite easy and takes just a couple of minutes...

That wraps it up.
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