Adding Sounds II - Guild of Writers Wiki

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# Adding Sounds II

### From Guild of Writers Wiki

## Fading your Sound

Plasma supports FadeIn and FadeOut properties on sound objects. These can make a sound fade gradually. The properties are set in AlcScript on the Sound Emitter object.

            fadein:
                length: <time>
                start: <starting volume>
                end: <ending volume>
                type: <fade type>
                stop: <stop when finished fading>

The fadeout params are identical, but defined under fadeout rather than fadein.

### Length

Length controls how long it takes for the sound to fade in or out. This is a decimal value in number of seconds.

### Start

Starting volume defines the percentage of the volume (as a decimal) to use when fading. For fading in, this value should be 0.0. For fading out, this value should be 1.0.

### End

The final volume of the sound at the end of the effect, expressed as a decimal percentage. For fading in, this value should be 1.0. For fading out, this value should be 0.0.

### Type

Plasma supports three types of fading, these are mathematical equations used internally to produce the fading effect. The three options are

    linear        #Default fade type
    logarithmic   #Fade using logarithms, best for fading in
    exponential   #Fade using exponents, best for fading out

The fade type is defined as a string of text in AlcScript, using the type names above.

### Stop

A boolean value [stop: true] determining whether to stop playing the sound when the effect finishes. This should be set for fadeout effects.

## Making your Sound 3D

3D sounds are setup the same way as other sounds, but include two new params in AlcScript and an additional flag.

            flags:
              - is3dsound
              - <other flags>
            minfdist: <minimum distance>
            maxfdist: <maximum distance>
            type: <sound type>

### Minfdist

This value is the distance before the sound starts to fade out. Keep in mind that this value is in Blender units, and should be quite large.

### Maxfdist

This value is the distance at which the sound can no longer be heard. Keep in mind that this value is in Blender units, and should be quite large.

### Type

This parameter was mentioned in the first Adding Sounds tutorial. For 3-D sound effects, choose soundfx.

## Sound Flags

The available sound flags are:

    is3dsound
    disablelod
    looping
    autostart
    localonly
    loadonlyoncall
    fullydisabled
    dontfade
    incidental

## Controlling your Sound with Regions

You can use a sound region to start and stop a sound emitter. Entering and exiting the region will toggle the sound emitter. To add one, use the scripts window menu Scripts > Add > PyPRP > Add a (Generic) Logic Region to add a region. Then you can either set the text properties:

    regiontype: soundregion
    soundemitter: <Name of sound emitter object>

or use the following AlcScript:

    <Name of sound region>:
        region:
            type: soundregion
            soundemitter: <Name of sound emitter object>

A soundregion can trigger multiple emitters. Use the following AlcScript to create an emitter list.

    <Name of sound region>:
        region:
            type: soundregion
            soundemitters: [<Name of sound emitter object 1>, <Name of sound emitter object 2>]

Note the plural in soundemitters and the use of brackets: [ ]. These brackets are part of the actual AlcScript!

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