Explanation of environment/sound-source preset - *.prs files
#15

Within the section [common] you often find the property mode, example:

mode relobj pos

First parameter of the property mode determines how the settings of this preset file should be "interpreted" by the program.

possible values for the first parameter:
  • no3d - no 3 dimensional sound/environment
    (voices of crew members, the menu interface of the game it self don´t have 3rd dimension sound, for example)
  • normal always occur with second parameter(see below)
  • relobj - this always occurs with second parameter set to pos (positon)
    and means relative position of/to the object in the surrounding environment.
  • relist - as relobj second parameter is always pos meaning:
    relative pos of/to the listener? i´m not sure
if the first parameter of mode is set to normal, possible second parameters are:
  • pos - position of sound source
  • vel - velocity of sound source
  • or - orientation of sound source is frontal (a buzzer is frontal sound, you can´t locate him)
  • all - selects all values above (position and velocity and orientation)
    orientation is now set to frontal+top - i think this means it stays on top above the other sounds, like a top window does.

please note that i didn´t find a .prs file using the values "vel" and "or".

There is a special case for the value "seq":
if seq occurs in the same line as mode the sounds of this preset file are handled by a sequenzer or as a sequenzed file, voices.prs for example use this, the result is: voices are not played in a mixture, they are played one after one.

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