Sound Descriptor

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Revision as of 13:10, 8 February 2024 by Oddlittleturtle (talk | contribs) (→‎Notes: added some notes)
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Type: SNDR
Papyrus: Sound Script

The Sound Descriptor object is found within the Object Window under the Audio Category. Sound Descriptors define all sounds in the game. There are three different types, Standard, Compound, and AutoWeapon.

Editor Dialog[edit | edit source]

Sound Descriptor Editor.png
  • 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: Preview of the sound.
    • 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.
    • Push to Game: (Only shows up if Version Control is enabled.)

Standard[edit | edit source]

Sound Descriptor Standard Editor.png

There are two ways to add a new sound, you can Right-Click in the dialogue > New or you can drag the sound into the dialogue. To remove the sound, select the sound path, then Right-Click > Delete.

  • Sound: List of file paths to the sounds. Can only be .WAV format. Creation Kit will compress to game-readable .XWM when packed into archives.
    • Category: Choose a Sound Category for your Sound Descriptor.
    • Output Model: Choose a Sound Output Model for your Sound Descriptor.
    • Conditions: If checked, sound will only play if the conditions on the Conditions Tab are met.
    • Static Attenuation (dB): Adjusts the maximum volume relative to the volume of the source file defined in the Sound tab.
    • Looping
      • None: If selected, this sound is not a looping sound.
      • Loop: If selected, this sound is classified as a looping sound and will loop continuously.
      • 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: Volume variance each time the sound plays.
    • Priority: Controls the precedence for this object.
    • Alternate For:
    • Monitor Sends
      • Small Rumble:
      • Big Rumble:
      • Sidechain:
  • Conditions: The Conditions must be met.

Compound[edit | edit source]

Sound Descriptor Compound Editor.png

Creates a list of Sound Descriptors that can be used as an all new Sound Descriptor.

  • Descriptors: List of Sound Descriptors by Editor ID.
    • 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[edit | edit source]

Sound Descriptor AutoWeapon Editor.png
  • Rates of Fire:
    • Base Descriptor:
    • RoF (RPM):
    • File:

Notes[edit | edit source]

  • Sound Descriptors are hardcoded to pull from Data\Sounds\FX. A good modding practice would be to store your new sound files under your mod file name or your namespace and use the same naming conventions the developers used for the vanilla files. Example: Data\Sounds\FX\MyCoolVaultModPrefix\AMB\Interiors\Vault\MyCoolVaultModPrefix_AMB_Int_Vault_Bed_Main_A_01.wav
  • When archiving, as long as the .WAV file is 44100 Hz 16-bit PCM, the Creation Kit will compress to .XWM, which is the compressed, lossless format the game reads.
  • Do not compress sound archives, .XWM is already compressed and is a lossless format used for storing high-quality audio. The game will ignore them and not play them. (Which is why Fallout4 - Misc.BA2 is not compressed. It contains Codsworth's sound files.)
  • Use caution when renaming sound IDs, as NIFs and HKX files (animation files) sometimes reference them to play sounds during weapon use. To change sounds played in these files, you will need to open the HKX files with an app that allows you to. Other sounds are tied to the materials on the object's collision. Collision is compressed in Fallout 4 and not available to edit Nifskope.
  • Sounds should always be WAV 44100 Hz 16-bit PCM or the engine may not play them. Sounds meant to emit from game objects or are meant to be played in the game world should be mono otherwise they may not function correctly and play at full volume, regardless of distance.

See Also[edit | edit source]