Examples of sound-banks
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Example 1:  
 
Sound-event: church bell  
Key: K  
Mode: 7 (village)  
Stop all: Off  
 
Sound-bank "church bell":  
Starting time: 5000  
max. random delay (starting time): 2000  
Amount: 2  
Random count (additional): 3  
Sound file 1: for example bell0001.mp3  
 
=> 5 to 7 seconds after activation of this sound-event, 2-5 church bells can be heard.  
 
Example 2:  
 
Sound-event: Midnight  
Key: M  
Mode: 7 (Village)  
Stop all: Off  
 
Sound-bank "church bell at 12 PM":  
Starting time: 5000  
max. random delay (starting time): 2000  
Span between play-backs: 5000  
max. random delay (span) : 2000  
Amount: 12  
 
=> Every 5 to 7 seconds after activation, a church bell can be heard (in total 12 times).  
 
Example 3:  
 
Sound-event: witching hour  
Key: G  
Mode: 7 (Village)  
Stop all: On  
File playlist: eerie music.  
 
Sound-bank "church bell at 12 PM":  
Starting time: 0  
max. random delay (starting time): 0  
Amount: 1  
Start of sound-event: Midnight (see previous example)  
 
Sound-bank "Wolves":  
Starting time: 30000  
max. random delay (starting time): 10000  
Span between play-backs: 130000  
max. random delay (span): 200000  
infinite loops: On  
 
Sound file 1: z.B. Wolf0001.wav   Probability: 1  
Sound file 2: z.B. Wolf0002.wav   Probability: 1  
Sound file 3: z.B. Wolf0003.wav   Probability: 5  
each file features: slight volume variation, slight frequency variation, slight echo and different balance  
 
Sound-bank "Wind":  
Starting time: 0  
max. random delay (starting time): 0  
Amount: 1  
Looping: On  
 
Sound file: for example Wind0001.mp3     
File volume: relatively quiet  
File volume variation: slight  
File frequency variation: slight  
File balance: Random path (narrow)  
 
=> Just like in the previous example, the first thing to be heard after activation of this sound-event is the ringing of church bells. The continuous howling of a wolf is added (3 different files where file 3 has a much higher probability). The howlings are different due to slight variations. In the background, a slight wind changing its force and direction can be heard.  
 
Example 4:  
 
Sound-event: Roll D20 (DSA)  
Key: Space bar  
Mode: 9 (role playing)  
 
Sound-bank "dice box"  
Starting time: 2000 (to create tension)  
max. random delay (starting time): 0  
Amount: 1  
Sound file: for example dice_box0001.wav  
 
Soundbank "dice box"  
Starting time: 2000  
after start of dice box  
max. random delay (starting time): 0  
Span between play-backs: 3000  
max. random delay (span): 0  
Amount: 3  
 
Sound file 1: for example voice_output01.wav      Probability: 1  
Sound file 2: for example voice_output02.wav      Probability: 1  
...  
Sound file 20: for example voice_output20.wav      Probability: 1  
 
=> This sound-event simulates an acoustic skill check for the DSA role playing system.  
 
Example 5:  
 
Sound-event: smithy hammering  
Key: H  
Mode: 4 (civilisation)  
 
Sound-bank "smithy hammering"  
Starting time: 1000  
max. random delay (starting time): 200  
Span between play-backs: 1000  
max. random delay (span): 200  
Infinite looping: On  
 
Sound file 1: z.B. Hammer0001.wav   Probability: 100   slight volume variation, balance variation right  
Sound file 2: z.B. Hammer0002.wav   Probability: 100   slight volume variation, balance variation right  
Sound file 3: z.B. Hammer0003.wav   Probability: 100   slight volume variation, balance variation right  
Sound file 4: z.B. Hammer0004.wav   Probability: 270   slight volume variation, balance variation right, slight frequency variation  
Sound file 5: z.B. Hammer0005.wav   Probability: 260   slight volume variation, balance variation right, slight echo  
 
=> Five different files with different volume, slight change of frequency (on one file), slight echo (on one file) and varying rhythm let you hear the very realistic hammering of a smith on the right side.