wiki:AngerDevSound

Sound Development

This page should collect some basic informations for the sound-guys

Basics

  • please no copyright protected content
  • all current sounds can be replaced
  • we are open for any input, feedback
  • its our target to use self-created sounds - as everything else might end in copyright issues.

Sound FAQ

What is the default sound format in anger?

We are using the .ogg format for all game-sounds

Where are the sounds stored?

You should find all game-related sounds files in

\data\sound

What sounds is anger using currently?

  • landing.ogg (used as landing sounds for all enemies)
  • menuitem.ogg
  • nobullets.ogg (used if player tries to shoot without bullets in weapon)
  • reloadbullets.ogg (reload sound)
  • wind.ogg (ambient wind sound)
  • wp_blast.ogg (weapon: blast)
  • wp_cannon.ogg (autoweapon: cannon)
  • wp_clock.ogg (weapon: slowmotion)
  • wp_frozen.ogg (enemy: freeze_bomb)
  • wp_fw_end.ogg (weapon: firework end)
  • wp_fw_start.ogg (weapon: firework start)
  • wp_kill1.ogg (enemy killed)
  • wp_kill2.ogg (enemy killed)
  • wp_kill3.ogg (enemy killed)
  • wp_kill4.ogg (enemy killed)
  • wp_kill5.ogg (enemy killed)
  • wp_kill6.ogg (enemy killed)
  • wp_protect_close.ogg (weapon: protection_closing)
  • wp_protect_open.ogg (weapon: protection_opening)
  • wp_wind.ogg ( weapon: wind)

How to replace existing sounds?

It's pretty easy to replace existing sounds in anger.

  • Locate the sound in the sound folder \data\sound\
  • Replace x.ogg with your new version of x.ogg

Done.

Can i add new sounds?

Yes - but we need to create the sound event first in the code. So if you would like to add a new sound contact fidel or core and explain the basic idea.

What is the best way to test my sounds?

In short: build a small test-level.

In detail: Take a look at 'location.loc' in the game folder which is human-readable.

This file contains all levels (or how we call it in anger 'campaigns/locations' - each with several 'stages'). It might help to create a local version of that file where you re-write the first location which might look right now like that.

LOCATION:00 - TESTING
briefing:location_briefing.png
weapon:1=1
weapon:2=1
weapon:3=1
weapon:4=1
weapon:5=1
weapon:6=1
weapon:7=1
weapon:8=1

STAGE
tree:100*0.5,120*0.7,300*0.8
skyline:skyline_02
player:450
effect:snow
background:bg_blue
enemy:1*suicide@bottom,0/250-350
enemy:1*normal@player,2000
enemy:1*normal@jink,4000

I guess it might help to explain that example a bit more

LOCATION:00 - TESTING // Locationname - used for location_briefing
briefing:location_briefing.png // background image for location briefing
weapon:1=1 // enables weapon 1 (disable = 0)
weapon:2=1 // enables weapon 2
weapon:3=1 // enables weapon 3
weapon:4=1 // enables weapon 4
weapon:5=1 // enables weapon 5
weapon:6=1 // enables weapon 6
weapon:7=1 // enables weapon 7
weapon:8=1 // enables weapon 8

STAGE // adds a first stage / level to the location / campaign
tree:100*0.5,120*0.7,300*0.8 // draws some trees with different size & positions
skyline:skyline_02 // define skyline background image
player:450 // define player position
effect:snow // weather effect
background:bg_blue // background image
enemy:1*suicide@bottom,0/250-350 // 1 suicide enemy targeting at bottom
enemy:1*normal@player,2000 // 1 normal soldier targeting at player
enemy:1*normal@jink,4000 // 1 jink soldier

Can i use cheats to make testing easier?

For sure you can - see our AngerGameCheatcodes instructions