Stendhal Sound: Difference between revisions
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{{Navigation for Stendhal Contributors}} |
{{Navigation for Stendhal Contributors}} |
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{{AssetWarning}} |
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=Sound controls in the game= |
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== Development Meeting == |
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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. |
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=How to contribute to Stendhal Sounds and Music= |
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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. |
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The rest of this page is about how to contribute to Stendhal Sounds and Music. |
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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. |
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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. |
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== Sound effects == |
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Sound effects are played in a number of circumstances, like: |
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* In world action happens (a round of attack, money is exchanged) |
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* Creatures with sounds are nearby (wolf howls) |
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* NPCs with sounds are nearby (Carmen laughs) |
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* Events for player (level up, achievement) |
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* GUI interface used (closed bag) |
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* Periodic ambient sounds (birds tweeting) |
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We would be happy to add new sound effects for anything similar to the above which doesn't already have one. |
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== Old content == |
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===Format requirements=== |
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{{TODO|Please update this article.}} |
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Sounds should be submitted as OGGs. |
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'''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. |
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=== Sound effects === |
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We will need several sound effects (SFX) for stendhal. We need 1 sound for each action of each entity. |
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Sounds should loop correctly and should be recorded in OGG format. |
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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. |
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We do need SFX for: |
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# Player |
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## Move sound ( Walk ) |
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## Attack sound |
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## Being hit sound |
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## Dead sound |
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# Sheep |
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## Move sound ( Walk ) |
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## Being hit sound |
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## Eat sound |
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## Dead sound |
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## Chat sound ( Beeeee! / Baaaaa! ) |
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# Wolf |
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## Move sound ( Walk ) |
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## Attack sound |
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## Being hit sound |
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## Dead sound |
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## Chat sound ( Auuuuuuu! ) |
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If you have any questions you can chat to the developers in {{irc-arianne}}. |
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=== Music === |
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We are looking for something cute for this cute looking RPG :)<br> |
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Something calm, that play on background. |
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===Adding sound effects to game=== |
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Although you can create faster, more animated music for dungeons. |
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{{TODO|Complete section on how to add one-off sound effects to zone xml files, and create the SoundSource if necessary}} |
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Music should loop correctly and should be recorded in OGG format. |
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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: |
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<source lang="xml"> |
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<entity x="44" y="9"> |
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<implementation class-name="games.stendhal.server.entity.mapstuff.sound.LoopedAmbientSoundSource"> |
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<parameter name="sound">water-5</parameter> |
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<parameter name="radius">16</parameter> |
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<parameter name="volume">120</parameter> |
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</implementation> |
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</entity> |
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<entity x="62" y="127"> |
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You can also listen to already existing music tracks and tell us where they could be used. Here is the link to the files: |
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<implementation class-name="games.stendhal.server.entity.mapstuff.sound.PeriodicAmbientSoundSource"> |
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http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/music/ |
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<parameter name="sound">woodpecker-1</parameter> |
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<parameter name="min">3</parameter> |
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<parameter name="max">15</parameter> |
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<parameter name="radius">14</parameter> |
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<parameter name="volume">65</parameter> |
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</implementation> |
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</entity> |
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</source> |
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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. |
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== Music == |
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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. |
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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. |
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===Format requirements=== |
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If you have an idea where a track could be used, please go to the Feature Request tracker and create a new tracker entry: |
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Music should loop correctly and should be submitted in OGG format. |
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https://sourceforge.net/tracker/?func=add&group_id=1111&atid=351111 |
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'''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. |
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Please choose "New Sounds" as Category! |
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Your music submission should come with a recommendation for which zone you'd like the music to play in. |
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You can also write your idea to the list below. |
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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. |
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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. |
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===Listen to what is already contributed=== |
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You can also listen to already existing music tracks and tell us where they could be used. Here are the links to the files: |
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* [http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/music/ CVS] |
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* [https://github.com/arianne/stendhal/blob/master/data/music Git] |
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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. |
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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: |
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https://sourceforge.net/tracker/?func=add&group_id=1111&atid=351111 |
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Or you can use the 'Discussion' tab at the top of this page, click on 'Discussion' and add your thoughts there. |
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Tell us, what zone or what place the music could be played at. Also if you have further ideas what kind of music could be added to different zones, or if you have ideas for more music tracks, please make a feature request. Thanks! |
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===Adding music to game=== |
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{{TODO|Complete section on how to add music to zone xml files}} |
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=== Track List === |
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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: |
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<source lang="xml"> |
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<entity x="77" y="127"> |
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<implementation class-name="games.stendhal.server.entity.mapstuff.sound.BackgroundMusicSource"> |
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<parameter name="sound">come_to_rest</parameter> |
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<parameter name="radius">16</parameter> |
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<parameter name="volume">120</parameter> |
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</implementation> |
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</entity> |
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</source> |
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Latest revision as of 02:04, 26 February 2023
WARNING:
If you add images, audio, or any other type of asset to the source code tree without citing whether or not you are the original author of the work, the source where the work originates, & appropriate licensing, the assets WILL BE REMOVED OR REPLACED. Please do not add any material that you do not know where it came from. This creates more work for us where we could spend the time elsewhere improving the game.
Acceptable citing can be done within the Git commit of the asset or in the appropriate file in the sources directory. If you want to add an asset via the GitHub issues or SourceForge trackers, please cite sources & licensing in the description. If you are the original author of the work simply state that you are, even if you are releasing the work into the public domain. If the work is originally created for Stendhal & is not hosted on another site, then you do not need to reference a source. Be mindful of the definition of a derivative work & give credit to original authors when required by the licensing. We suggest crediting original authors even when they do not require to do so. This helps us keep track of sources.
Acceptable licenses are (from most restrictive to least) Creative Commons Attribution-ShareAlike (CC BY-SA), Creative Commons Attribution (CC BY), OpenGameArt.org Attribution (OGA BY), & Creative Commons Zero (CC0). If you want to dedicate the work to the public domain please use the CC0 license. Using GPL/LGPL licensing is acceptable as well, but it is preferable to use one of the aforementioned licenses. Derivative works can be licensed under a more restrictive license (e.g. you can use CC BY-SA for a derivative of a CC BY licensed asset) but not under a lesser one (e.g. you cannot use OGA BY for a derivative of a CC BY licensed asset).
Sound controls in the game
The 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 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 GPL license that we use or a compatible license such as public domain. Please note that creative commons is not compatible with the GPL - it is not enough. Creative Commons Zero (CC0), Attribution (CC BY), & Attribution-ShareAlike (CC BY-SA) are compatible with the GPL & recommended for sound effect & music assets. Please note 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.
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.
Format requirements
Sounds should be submitted as OGGs.
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.
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.
If you have any questions you can chat to the developers in #arianne.
Adding sound effects to game
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 #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:
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>