Final Fantasy Hacktics

General => Archives => Tethical => Topic started by: Mobius on May 25, 2013, 06:21:34 pm

Title: Sound effects
Post by: Mobius on May 25, 2013, 06:21:34 pm
I've been wondering about sound effects. Which sound file types can be used, and how do you determine the precise exact moment to play a sound when for example, a sword is swung?

Attention to detail is everything. Especially timing, should be customizable to the milliseconds, I might suggest, along with sprite animation speeds.

I used to hunt for all sorts of sound effects back when I used Game Maker. Formats being .wav's sometimes, and for music there be midi's and mp3.
Title: Re: Sound effects
Post by: lirmont on May 25, 2013, 06:29:09 pm
OGG format (can be created from WAV files using a program called Audacity). Hardcoded sound effects can be added via the sprite animator program on a given composited frame. Event-based sound effects can be added in an event context in the game where your game can listen for a specific event to be fired (say, "swing") and play an appropriate sound effect (with reference to type of weapon swung, result of hit/miss/evade/broken, etc). But, the files have to be OGG files; that's what the engine has a bufferer/mixer for.