Difference between revisions of "Sound Descriptor"

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== Notes ==
== Notes ==


* 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
* Sound Descriptors are hardcoded to pull from <code>Data\Sounds\FX</code>. 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: <code>Data\Sounds\FX\MyCoolVaultModPrefix\AMB\Interiors\Vault\MyCoolVaultModPrefix_AMB_Int_Vault_Bed_Main_A_01.wav</code>
* 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.
* When archiving, as long as the <code>.WAV</code> file is 44100 Hz 16-bit PCM, the Creation Kit will compress to <code>.XWM</code>, 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.)
* Do not compress sound archives, <code>.XWM</code> 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.)


== See Also ==
== See Also ==