Stendhal Sound: Difference between revisions

Jump to navigation Jump to search
Content deleted Content added
imported>Hendrik Brummermann
m added navigation
imported>AntumDeluge
add asset warning
 
(74 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Navigation for Stendhal Top}}
{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
{{Navigation for Stendhal Contributors}}


{{AssetWarning}}
== Development Meeting ==


=Sound controls in the game=
Work on the sound and music code has been on hold for quite some time now. On the development meeting in November 2009, there had been some discussion which may get it started.
The [[Stendhal_Manual/Controls_and_Game_Settings#Sound|Stendhal Manual]] explains how to mute and unmute sound and music in Stendhal, as well as control the volume of individual groups.


=How to contribute to Stendhal Sounds and Music=
The [[Stendhal Development Meeting 2009-11-22/Result Log/Music|log of the meeting]] contains the information much more recent than the rest of this article.
The rest of this page is about how to contribute to Stendhal Sounds and Music.


Stendhal is an '''open source''' project so artists '''must agree to license''' their sound effects and music under the [http://www.gnu.org/licenses/old-licenses/gpl-2.0.html GPL] license that we use or a compatible license such as public domain. <del>Please note that creative commons is not compatible with the GPL - it is not enough.</del> Creative Commons Zero (CC0), Attribution (CC BY), & Attribution-ShareAlike (CC BY-SA) are compatible with the GPL & recommended for sound effect & music assets. <span style="color:#ff0000; font-weight:bold;">Please note</span> that Creative Commons licenses marked as non-commercial (NC) or no derivatives (ND) are '''NOT''' GPL compatible & assets licensed under such cannot be used with Stendhal.


== Old content ==
== Sound effects ==
Sound effects are played in a number of circumstances, like:
* In world action happens (a round of attack, money is exchanged)
* Creatures with sounds are nearby (wolf howls)
* NPCs with sounds are nearby (Carmen laughs)
* Events for player (level up, achievement)
* GUI interface used (closed bag)
* Periodic ambient sounds (birds tweeting)


We would be happy to add new sound effects for anything similar to the above which doesn't already have one.
{{TODO|Please update this article.}}


=== Sound effects ===
===Format requirements===
Sounds should be submitted as OGGs.
We will need several sound effects (SFX) for stendhal. We need 1 sound for each action of each entity.
Sounds should loop correctly and should be recorded in OGG format.


'''Very important:''' If the original track or software produces a multichannel format or track stems, please also provide those separately as they are considered to be the 'source' of the sound file. Stendhal is an open source game.
We do need SFX for:
# Player
## Move sound ( Walk )
## Attack sound
## Being hit sound
## Dead sound
# Sheep
## Move sound ( Walk )
## Being hit sound
## Eat sound
## Dead sound
## Chat sound ( Beeeee! / Baaaaa! )
# Wolf
## Move sound ( Walk )
## Attack sound
## Being hit sound
## Dead sound
## Chat sound ( Auuuuuuu! )


They can be uploaded to our Patches Tracker http://sourceforge.net/tracker/?func=add&group_id=1111&atid=301111 - please include mention of what the effect is to be used for. If you have your own server environment you can also try creating the xml code necessary to add the game in your own test server, as below.
=== Music ===
We are looking for something cute for this cute looking RPG :)<br>
Something calm, that play on background.


If you have any questions you can chat to the developers in {{irc-arianne}}.
Although you can create faster, more animated music for dungeons.


===Adding sound effects to game===
Music should loop correctly and should be recorded in OGG format.

{{TODO|Complete section on how to add one-off sound effects to zone xml files, and create the SoundSource if necessary}}
From semos.xml as example, these entity entries are added just before the end of the closing </zone> tag for the zone that the sounds should be added too:
<source lang="xml">

<entity x="44" y="9">
<implementation class-name="games.stendhal.server.entity.mapstuff.sound.LoopedAmbientSoundSource">
<parameter name="sound">water-5</parameter>
<parameter name="radius">16</parameter>
<parameter name="volume">120</parameter>
</implementation>
</entity>

<entity x="62" y="127">
<implementation class-name="games.stendhal.server.entity.mapstuff.sound.PeriodicAmbientSoundSource">
<parameter name="sound">woodpecker-1</parameter>
<parameter name="min">3</parameter>
<parameter name="max">15</parameter>
<parameter name="radius">14</parameter>
<parameter name="volume">65</parameter>
</implementation>
</entity>
</source>
A good idea is to look up the zone xml entry for a sound that is used in a similar way to what you are adding. Then see how it is added there.
== Music ==

Please listen to the music already in the game to discover the style which is appropriate. Different zones and areas have a different feeling, so they have a different tone to the music too.

===Format requirements===
Music should loop correctly and should be submitted in OGG format.

'''Very important:''' If the original track or software produces a multichannel format or track stems, please also provide those separately as they are considered to be the 'source' of the sound file. Stendhal is an open source game.

Your music submission should come with a recommendation for which zone you'd like the music to play in.

They can be uploaded to our Patches Tracker http://sourceforge.net/tracker/?func=add&group_id=1111&atid=301111 but there is a size restriction which large files will exceed. Please come to {{irc-arianne}} in this case and ask for help.

If you have your own server environment you can also try creating the xml code necessary to add the game in your own test server, as below.

===Listen to what is already contributed===
You can also listen to already existing music tracks and tell us where they could be used. Here are the links to the files:
* [http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/music/ CVS]
* [https://github.com/arianne/stendhal/blob/master/data/music Git]

Click on one file. On the following page click right on "download" at "Links to HEAD". Save the file on your computer and listen to it with a player which is able to play .ogg - files.

If you have an idea where an existing track could be used, if it isn't already, please go to the Feature Request tracker and create a new tracker entry:
https://sourceforge.net/tracker/?func=add&group_id=1111&atid=351111

Or you can use the 'Discussion' tab at the top of this page, click on 'Discussion' and add your thoughts there.

===Adding music to game===

{{TODO|Complete section on how to add music to zone xml files}}
From semos.xml as example, these entity entries are added just before the end of the closing </zone> tag for the zone that the sounds should be added too:
<source lang="xml">
<entity x="77" y="127">
<implementation class-name="games.stendhal.server.entity.mapstuff.sound.BackgroundMusicSource">
<parameter name="sound">come_to_rest</parameter>
<parameter name="radius">16</parameter>
<parameter name="volume">120</parameter>
</implementation>
</entity>
</source>