Contraptions Design Specification

Section 5.3.x : Sound Design

By Kenneth Manta

Boom! Kerplunk! Chica Chica Chica!




Contraptions still uses the old sound lib!!!

Game Sounds

NameDescriptionFile NameVariable NamePitchStatusWhere Used
''"Data\\ThrustFinal.ogg"SFX[0]?CompleteJet::TurnOn(0.5,1.0,looping)
'used for miniguns'"Data\\Me1.ogg"SFX[1]0.4CompleteEditShip::ControlAssigned
'thud'"Data\\Me2.ogg"SFX[2]?CompleteSelectOpponentMode::DeleteShip(3,0.3f,2.0f)
'Clear'"Data\\Me3.ogg"SFX[3]0.6fCompleteClear Keys
'Drip'"Data\\Me4.ogg"SFX[4]?CompleteSelectOpponentMode::MoveOpponentLeft(5,0.4f,0.8f)
WhistleUp'Whistle up'"Data\\Me5.ogg"SFX[5]0.6CompleteCEditMode::ReplaceWidgetKey,AddWidgetKey,TraceWidgetPower,EditWidgetType
'sparks'"Data\\Me6.ogg"SFX[6]?Complete
''"Data\\Me7.ogg"SFX[7]?CompleteMinigun::Fire(0.2f,1.0f)
'none'"Data\\Me8.ogg"SFX[8]?Complete
'Splatterthud'"Data\\Me9.ogg"SFX[9]?CompleteUsed in GenerateSmoke(when an object hits another) (0.5,0.5)LevelSelectMode::LevelSelected NextSound(0.5,0.5) ; Commpander.Damage(1.0,2.0)
'Weird sucking click'"Data\\Me10.ogg"SFX[10]?Complete
'Straw suck'"Data\\Me11.ogg"SFX[11]?CompleteTractor,Repel::BindSound(0.15,0.5/1.0,looping)
'Rubber bounce'"Data\\Me12.ogg"SFX[12]1.0CompleteUsed for zap pulse. Currently Disabled.
''"Data\\J3_47.ogg"SFX[13]CompleteZapper::Zap(0.2f,0.8f) RayGun::Ray(0.2f,0.5f)
'click'"Data\\J3_34_1.ogg"SFX[14]0.6CompleteMenu sounds. 'ChangeModifier' and more. Used a lot.; HappyDance?!; SelectOpponentMode::DuelMenu,AddShip(0.8)
''"Data\\J3_34_2.ogg"SFX[15]?Complete
'Clear whoa'"Data\\J3_32.ogg"SFX[16]0.5CompleteCEditMode::New Ship,DeleteShip
'pop'"Data\\J3_48.ogg"SFX[17]0.3CompleteCEditMode::PlaceWidget,DisplayShipInfo,MakeWidgetSelectionPane; ModeMode NextOption PrevSound(0.3)
Large Explosion'Boom'"Data\\Jf_14_1.ogg"SFX[18]CompleteGenerateShrapnel, ParticalCannon::TurnOn(0.1f*(float)Info/400.0,0.8f)
'Light Bang'"Data\\Jf_16.ogg"SFX[19]1.0CompleteNitro+Plastique::Destroy, CocoLauncher::Launch(0.8f,0.4f) Gun::Fire(0.2,0.8) Antiair(0.5,0.4)
Fetus Die1''"Data\\FetusDie1.ogg"SFX[20]P0.5-1.5 G1.5-2.1Complete
Fetus Die2''"Data\\FetusDie2.ogg"SFX[21]/\CompleteRandomly plays fetus 1-4
Fetus Die3''"Data\\FetusDie3.ogg"SFX[22]/\Complete
Fetus Die4''"Data\\FetusDie4.ogg"SFX[23]/\Complete
''"Data\\Respawn1.ogg"SFX[24]?Complete
''"Data\\Respawn2.ogg"SFX[25]?CompleteSync::Respawn(1.1,0.45)
------Unused
';//Squish'"Data\\Me13.ogg"not used?Complete
';'"Data\\Jf.ogg"not used?Complete
';'"Data\\Jf.ogg"not used?Complete

Music Tracks

NameFilenameStatus
Title MusicData/Title.oggGood Enough
Levels/ThumpLoop.oggIncomplete, Usable, looped
Levels/Jii.oggIncomplete, Usable, looped
Levels/Sonar.oggIncomplete, unusable, unlooped
Levels/Dark.oggIncomplete, unusable, unlooped
Levels/Decimate.oggCould use some work, Usable, Looped

Obsolete sounds

Victory.Load("data\\beep1.mp3",3); Fire.Load("data\\Bang2.mp3",3);//Cocolauncher, particle cannon. Hit.Load("data\\Bang1.mp3",3);//Molten ball Bing.Load("data\\Bing.mp3",3);//Played on black hole and armor

Notes

Possibly make a GUI bind sound to event.

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