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Custom sounds
Custom sounds








  1. #Custom sounds how to#
  2. #Custom sounds movie#
  3. #Custom sounds mod#
  4. #Custom sounds full#

Specifying “default” in this field will play the default notification sound on the device. You must specify a protocol URL that directs to the location of the sound file in the app within the Sound field in the push composer. Your sound must be hosted locally within the app. Step 2: Providing the dashboard with a protocol URL for the sound If a custom sound is over that limit, the default system sound is played instead.

#Custom sounds movie#

You can inspect a sound to determine its data format by opening it in QuickTime Player and choosing Show Movie Inspector from the Movie menu.Ĭustom sounds must be under 30 seconds when played.

#Custom sounds mod#

That's pretty much all there is to it! Just remember to save the files, recompile the mod and enable it ingame.Afconvert /System/Library/Sounds/Submarine.aiff ~/Desktop/sub.caf -d ima4 -f caff -v

#Custom sounds full#

"-1" will play the sound at full volume, not localizing it to game space. The second and third argument specify the location at which to play the sound. If our sound had been attached to an NPC, the number would be "3" or "4".

custom sounds

The "2" is because item sounds are of type 2, and our sound has been loaded with the item sounds. Main.PlaySound(2,-1,-1,SoundHandler.soundID) Let's assume that after putting a sound on an item earlier, you know want to play the sound somewhere else (randomly when NPCs are wandering around, for example). This may require "dummy" items or NPCs to be used to load sounds you will only play outside of these contexts. This is accomplished in the same way you get other custom types that don't have a "byName" method (tiles,walls) the sound has to be used by an item or NPC (specified in their. You should be able to call your custom sounds programatically, so you can play them whenever you want. Choose one of the higher options from the list. If the sound is too fast, the sample rate is too low and needs to be raised. In Audacity, this is displayed in the lower left hand corner. If, upon hearing your sound in game, it seems to be playing at the wrong speed (likely too fast) this means you need to adjust the sound's sample rate (also known as 'bit rate').

  • For the sound played on death, add soundKilledName=mySoundName.
  • For the sound played on hit, add soundHitName=mySoundName.
  • Please note that you should have useSound or useSoundName, but not both.
  • Do not add ".wav" to the end, "mySoundName" will work, " mySoundName.wav" will not.
  • Open the item's ini file and add the line useSoundName=mySoundName.
  • For the sake of this tutorial, let's assume your file is called "mySoundName.wav" wav" file, otherwise the game will not recognize it! If you are unsure, you should be able to check the encoding and other details in one of the audio programs listed above. They MUST be saved as a " PCM 44,100 kHz 16 -bit Stereo. Next, place the sound effects in this folder.
  • C:\My Documents\My Games\Terraria\ModPacks\\Sound\.
  • In either case, create a folder in the mod folder called "Sound".

    custom sounds

    The very first step, as usual, is to create your mod's folder in the ModPack directory, or alternatively, use an existing mod.

    custom sounds

  • If you are creating your own sounds, you will need some form of audio editor.
  • You require at least tConfig v0.17.0 or later, although it is recommended you have the latest version, available here: v0.38.
  • #Custom sounds how to#

  • This tutorial assumes you already know how to work with mods.
  • This tutorial will cover how to add sound first to an item, and then to an NPC. This tutorial will teach you how to add custom sound effects for items and monsters.










    Custom sounds