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Examples of sound-banks
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| Example 1:
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| Sound-event: church bell
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| Key: K
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| Mode: 7 (village)
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| Stop all: Off
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| Sound-bank "church bell":
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| Starting time: 5000
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| max. random delay (starting time): 2000
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| Amount: 2
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| Random count (additional): 3
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| Sound file 1: for example bell0001.mp3
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| => 5 to 7 seconds after activation of this sound-event, 2-5 church bells can be heard.
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| Example 2:
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| Sound-event: Midnight
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| Key: M
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| Mode: 7 (Village)
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| Stop all: Off
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| Sound-bank "church bell at 12 PM":
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| Starting time: 5000
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| max. random delay (starting time): 2000
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| Span between play-backs: 5000
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| max. random delay (span) : 2000
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| Amount: 12
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| => Every 5 to 7 seconds after activation, a church bell can be heard (in total 12 times).
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| Example 3:
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| Sound-event: witching hour
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| Key: G
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| Mode: 7 (Village)
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| Stop all: On
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| File playlist: eerie music.
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| Sound-bank "church bell at 12 PM":
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| Starting time: 0
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| max. random delay (starting time): 0
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| Amount: 1
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| Start of sound-event: Midnight (see previous example)
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| Sound-bank "Wolves":
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| Starting time: 30000
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| max. random delay (starting time): 10000
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| Span between play-backs: 130000
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| max. random delay (span): 200000
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| infinite loops: On
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| Sound file 1: z.B. Wolf0001.wav Probability: 1
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| Sound file 2: z.B. Wolf0002.wav Probability: 1
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| Sound file 3: z.B. Wolf0003.wav Probability: 5
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| each file features: slight volume variation, slight frequency variation, slight echo and different balance
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| Sound-bank "Wind":
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| Starting time: 0
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| max. random delay (starting time): 0
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| Amount: 1
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| Looping: On
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| Sound file: for example Wind0001.mp3
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| File volume: relatively quiet
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| File volume variation: slight
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| File frequency variation: slight
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| File balance: Random path (narrow)
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| => 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.
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| Example 4:
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| Sound-event: Roll D20 (DSA)
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| Key: Space bar
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| Mode: 9 (role playing)
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| Sound-bank "dice box"
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| Starting time: 2000 (to create tension)
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| max. random delay (starting time): 0
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| Amount: 1
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| Sound file: for example dice_box0001.wav
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| Soundbank "dice box"
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| Starting time: 2000
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| after start of dice box
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| max. random delay (starting time): 0
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| Span between play-backs: 3000
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| max. random delay (span): 0
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| Amount: 3
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| Sound file 1: for example voice_output01.wav Probability: 1
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| Sound file 2: for example voice_output02.wav Probability: 1
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| ...
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| Sound file 20: for example voice_output20.wav Probability: 1
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| => This sound-event simulates an acoustic skill check for the DSA role playing system.
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| Example 5:
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| Sound-event: smithy hammering
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| Key: H
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| Mode: 4 (civilisation)
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| Sound-bank "smithy hammering"
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| Starting time: 1000
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| max. random delay (starting time): 200
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| Span between play-backs: 1000
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| max. random delay (span): 200
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| Infinite looping: On
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| Sound file 1: z.B. Hammer0001.wav Probability: 100 slight volume variation, balance variation right
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| Sound file 2: z.B. Hammer0002.wav Probability: 100 slight volume variation, balance variation right
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| Sound file 3: z.B. Hammer0003.wav Probability: 100 slight volume variation, balance variation right
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| Sound file 4: z.B. Hammer0004.wav Probability: 270 slight volume variation, balance variation right, slight frequency variation
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| Sound file 5: z.B. Hammer0005.wav Probability: 260 slight volume variation, balance variation right, slight echo
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| => 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.
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