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
