Sound Effects
Every game needs sound effects to create the best possible player experience. Audio files are played during a variety of in-game situations and this is how they are set up in OpenMW. Some are user-definable, while a lot of them are hardcoded to specific names.
Supported Formats
OpenMW uses FFmpeg and thus supports many formats.
For sound effects we suggest using 16-bit .wav
files.
Sound File, Sound, Sound Gen
Sound File record in OpenMW-CS is the audio file on the disk. When files are placed in
data/sound
and its subfolders, OpenMW-CS will list them in a table. Sound File records aren’t used directly in OpenMW-CS but must first be assigned to a Sound record.Sound is the record that can be assigned to other records in OpenMW-CS. It needs a Sound File assigned, has volume, min range, and max range properties.
Sound Generator record is used for creature animation events (groan, get hit, die, footsteps). It takes the Sound record and defines what creature uses this effect and when.
Note
Newly created Sound records in OpenMW-CS have their Max Range value set to 255. This can cause the sound to not be audible in-game. To fix this, set the mentioned value to 0.
Hardcoded Effects
The following sound effects are hardcoded. They require a properly named Sound record and will then be used in their relevant in-game situations.
Ambient
Sound name |
Situation used |
---|---|
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During an ash storm |
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During the red blight storm |
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During a blizzard |
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During rainy weather |
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During stormy weather |
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Played randomly during stormy weather |
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Played randomly during stormy weather |
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Played randomly during stormy weather |
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Played randomly during stormy weather |
|
When the camera is under the water level |
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When the player is near the water level |
Note
Names for these sounds can be changed in openmw.cfg
but we strongly suggest they stay the same.
Another issue is with ashstorm
, blight
, blizzard
which have missing or erroneous fallback lines,
unless they were imported from Morrowind.
These will be fixed with the planned dehardcoding of weather types and using Lua.
Equiping items and weapons
Sound names in this category follow a pattern.
Each name contains the type of object this sound applies to.
Names ending with
up
are used when the item type is picked up, equiped, readied, or grabbed in the inventory.Names ending with
down
are used when the item type is dropped, unequiped, put away, or released in the inventory.
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Combat
Sound name |
Situation used |
---|---|
|
Start of a bow attack |
|
A bow is released and fires an arrow |
|
Critial damage is dealt |
|
Start of a crossbow attack |
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A crossbow is released and fires a bolt |
|
Hitting a valid target with fists |
|
Hitting a valid target with fists |
|
A character wearing heavy armour is hit |
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A character wearing light armor is hit |
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A character wearing medium armor is hit |
|
An attack misses |
|
Melee weapon attack. The sound is modulated based on attack strength. |
UI
Sound name |
Situation used |
---|---|
|
A book or journal is closed |
|
A book or journal is opened |
|
Go to the previous page of a book or journal |
|
Go to the next page of a book or journal |
|
Mouse click on a button |
|
book object of a scroll type is opened or closed |
Movement
Movement sounds apply to the player and NPCs, together reffered to as characters. Each sound is played in a specific in-game situation and requires a textkey.
When the sound name ends in
left
it plays whensoundgen: left
occurs.When the sound name ends in
right
it plays whensoundgen: right
occurs.Landing requires
soundgen: land
Sound name |
Situation used |
---|---|
|
When a character lands on the ground |
|
When a character lands in water |
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While walking, running, or sneaking on land and not wearing armour |
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While walking, running, or sneaking on land and not wearing armour |
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While walking, running, or sneaking on land and wearing heavy armour boots |
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While walking, running, or sneaking on land and wearing heavy armour boots |
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While walking, running, or sneaking on land and wearing light armour boots |
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While walking, running, or sneaking on land and wearing light armour boots |
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While walking, running, or sneaking on land and wearing medium armour boots |
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While walking, running, or sneaking on land and wearing medium armour boots |
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While walking, running, or sneaking in shallow water |
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While walking, running, or sneaking in shallow water |
|
When swimming |
|
When swimming |
Interactions
Sound name |
Situation used |
---|---|
|
A trap is successfully disarmed |
|
Attempt to disarm a trap is unsuccessful |
|
Enchanting or recharging an item fails |
|
Enchanting or recharging an item is successful |
|
Trying to open a locked chest |
|
Trying to open locked doors |
|
Unlock attempt succeeds |
|
Unlock attempt fails |
|
Brewing a potion fails |
|
Brewing a potion succeeds |
|
Repair of an item is successful |
|
Repair attempt of an item fails |
|
Attempt at creating a new spell fails |
|
Creating a new spell is successful |
Misc
Sound name |
Situation used |
---|---|
|
The player consumes a potion |
|
Looping while the player is underwater and out of breath |
|
When a character or creature takes damage |
|
When a skill is raised |
|
The player consumes an ingredient |
|
When the currently equipped torch is extinguished |
User-defined Sound Effects
Lights
Objects of Light type can be assigned a sound record that will be played repeatedly.
Activators
Activators can play a sound effect through their assigned script. This method can be used to place unique, localized sound effects in the world.
Doors
Objects of Door type can be assigned two sounds. One is played when the door is used or opened. The other is played when the door is closed. Locked door sound is hardcoded and listed in a prior table.
Magic effects
Each Magic Effect has four slots where sounds are assigned.
Casting Sound - when the spell with this magic effect is cast
Hit Sound - when the spell hits a target
Area Sound - when the spell hits an area target
Bolt Sound - projectile from this magic effect
Regions
A Region has a Sounds table where it can be assigned any number of sounds. These are played while the player is in this region and are given a chance how often they will be heard.
NPCs speaking
NPCs can utter a Sound in specific in-game situations. These are assigned through Topic Infos and occur depending on the Topic in use.
Alarm
Attack
Flee
Hello
Hit
Idle
Intruder
Thief
Creatures
Creatures get sound effects through Sound Generator records. A Sound Generator is assigned a creature it will affect and set a type.
Land
Left Foot
Moan
Right Foot
Roar
Scream
Swim Left
Swim Right
Each type relates to a specific in-game event or an event defined in the creature’s animation textkey file.