Difference between revisions of "Sound Descriptor"

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* 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.
* 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, <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.)
* 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.)
*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 ==
== See Also ==