External Audio Framework allows you add an audio file into the game. It scans the folder inside "zero sievert/mods/sounds/" to find all the audio files.
OGG and WAV format are supported. The added audio files can then be referenced by their filename.
In order to modify the audio's properties, i've setup a set of suffix in which you can define the audio properties using this naming convention :
Audioname_gainN_timeN_pitchN.ogg
Audioname_gainN_timeN_pitchN.wav


The N in each suffixes in the naming convention corresponds to a numerical value that you can define for the audio's properties. Here's a glossary that explains each suffixes

  • Gain: Value for the music volume.
  • Time: The length for the change in gain in milliseconds.
  • Pitch: The pitch multiplier of the audio

In order to add audio files to the game and set their audio properties, place the ogg/wav audio with their suffixes into "zero sievert/mods/sounds" for example
footstep_gain5_time0_pitch1.ogg
drinking_water_sfx_gain5_time0_pitch1.wav

I have set a default values for the suffixes if you didn't define any of them. The default values of each suffixes being :
gain = 1
time = 0
pitch = 1

WAV VS OGG
In general, wav is better than ogg files because they are a lossless sound container but overusing WAV can increase ram usage drastically.

You should use WAV when
  • The audio file is playing repeatedly, such as footstep audio, weapon firing sound, etc
  • The audio size isn't too big, usually under 10 MB
You should use OGG when
  • The audio file isn't playing repeatedly like the mentioned above
  • The audio file is a long duration music/ambient sound


Common issue that you might encounter :
  • No Sounds playing are causing by incorrectly referencing the audio name

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Senjay

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