This tutorial explains how to define custom sounds schemas. All names are without the enclosing quotes unless otherwise noted. Custom schemas for ambient
sounds 2. Create a subdirectory of your main
Thief directory named 'schema' Download the following files and
extract to the directory you just created:
// This is a comment 4. Open DromEd, and type 'reload_schemas' at the command prompt. Type 'play_schema myschema' to test your sound. Note this constitutes a change to the gamsys, and thus you will have to save the gamsys. 5. Create an ambient sound as you normally would, and set the Schema to 'myschema' A description of the schema tags follows: archetype AMBIENTS - The archetype of the current schema in the Object Hierarchy. schema myschema - Defines the name of the current schema. mono_loop 0 0 - 'As is' will continualy loop the specified schemas. It works in miliseconds so you could use mono_loop 5000 7000 which would loop the next sound within 5 to 7 seconds of the previous. In other words there would be a 5 to 7 second pause between each sound. If you wanted there to be an absolute pause, say 5 seconds, you could use mono_loop 5000 5000. (thanks DarkAngel) poly_loop 0 0 - exact usage unkown. volume -500 - The relative volume of the schema. It's a negative value, the closer to positive 1 it is, the louder it is. Custom schemas for
conversations 1. Create a plain text file in the
schema directory, 'myconv.spc' with the following
content:
2. Add the following line to myschema.sch:
This line is a bit confusing, so let's
break it down: 3. Open DromEd if necessary, and type 'reload_schemas' at the command prompt. Type 'play_schema myschema' to test your sound. 4. Create a conversation. If you need
help on this, follow this
tutorial. For the first argument, use 'myconv'. Second argument
is 'LineNo 1'. Set the actor's voice to
'vcustom'. The problem with the above method is the inability to have an AI use the existing voices with the new schemas. There is, however, an easy to solution to this problem. Instead of using the voice, 'vcustom' in the conversation information line, use the name of the original voice. For example, if I wanted to have a guard with the original voice, 'guard1' and a new conversation line, I'd put 'guard1' in place of 'vcustom' and set the AI's Speech>Voice property to 'guard1' |