Difference between revisions of "Sound Descriptor"

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imported>Qazaaq
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*'''Descriptor Type:'''
*'''Descriptor Type:'''
*'''Notes:'''
*'''Notes:'''
*'''Auditioning''
*'''Auditioning'''
**'''Play:'''
**'''Play:'''
**'''Stop:'''
**'''Stop:'''
Line 32: Line 32:
**'''dB Variance:'''
**'''dB Variance:'''
**{{Template:Editor:Property:Priority}}
**{{Template:Editor:Property:Priority}}
**'''Alternate For...:'''
**'''Alternate For:'''
**'''Monitor Sends'''
**'''Monitor Sends'''
***'''Small Rumble'''
***'''Small Rumble:'''
***'''Big Rumble'''
***'''Big Rumble:'''
***'''Sidechain'''
***'''Sidechain:'''
*{{Template:Editor:Property:Conditions}}
*{{Template:Editor:Property:Conditions}}
{{ClearFloats}}
{{ClearFloats}}

Revision as of 02:03, 2 November 2017

Type: SNDR
Papyrus: Sound Script

The Sound Descriptor object is found within the Object Window under the Audio Category.

Editor Dialog

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:
  • Notes:
  • Auditioning
    • Play:
    • Stop:
    • Distance:

Standard

Sound Descriptor Standard Editor.png
  • Sound
    • Category:
    • Output Model:
    • Conditions:
    • Static Attenuation (dB):
    • Looping
      • None:
      • Loop:
      • Envelope Fast:
      • Envelope Slow:
    • % Frequency Shift:
    • % Frequency Variance:
    • dB Variance:
    • Priority: Controls the precedence for this object.
    • Alternate For:
    • Monitor Sends
      • Small Rumble:
      • Big Rumble:
      • Sidechain:
  • Conditions: The Conditions must be met.

Compound

Sound Descriptor Compound Editor.png
  • Descriptors:
    • Add:
    • Remove:

AutoWeapon

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

See Also