Sound Descriptor
Revision as of 11:20, 8 February 2024 by Oddlittleturtle (talk | contribs) (→Compound: filled in the blanks. Still needs more data for AutoWeapon)
Type: SNDR
Papyrus: Sound Script
The Sound Descriptor object is found within the Object Window under the Audio Category.
Editor Dialog
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Descriptor Type: Standard, Compound, or AutoWeapon
- Notes: Developer notes. Useful for teams notes.
- Auditioning
- Play: Plays sound as long as a WAV file is in the data folder.
- Stop: Stops sound playing. Looped sounds will continue to play even after closing the dialogue unless you click stop.
- Distance: Simulate distance from player.
Standard
- Sound
- Category:
- Output Model:
- Conditions: If checked, sound will only play if the conditions on the Conditions Tab are met.
- Static Attenuation (dB):
- Looping
- None: No looping sound.
- Loop: If selected, turns sound file into looped sound
- Envelope Fast:
- Envelope Slow:
- % Frequency Shift: Shifts the frequency (pitch) to vary the sound each time it plays.
- % Frequency Variance: Percentage the frequency (pitch) will vary the sound each time it plays.
- dB Variance: Decibel variance (loudness) from original file.
- Priority: Controls the precedence for this object.
- Alternate For:
- Monitor Sends
- Small Rumble:
- Big Rumble:
- Sidechain:
- Conditions: The Conditions must be met.
Compound
Creates a list of Sound Descriptors that is an all new Sound Descriptor.
- Descriptors:
- Add: Click the Add button to bring up the Select Form dialogue to choose from a list of Sound Descriptor Editor IDs.
- Remove: Select a Descriptor and click the Remove button to remove the Descriptor from the list.
AutoWeapon
- Rates of Fire:
- Base Descriptor:
- RoF (RPM):
- File: