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

ashstorm

During an ash storm

blight

During the red blight storm

blizzard

During a blizzard

rain

During rainy weather

rain heavy

During stormy weather

thunder0

Played randomly during stormy weather

thunder1

Played randomly during stormy weather

thunder2

Played randomly during stormy weather

thunder3

Played randomly during stormy weather

underwater

When the camera is under the water level

water layer

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.

Sound name

item ammo up

item ammo down

item apparatus up

item apparatus down

item armor heavy up

item armor heavy down

item armor light up

item armor light down

item armor medium up

item armor medium down

item bodypart up

item bodypart down

item book up

item book down

item clothes up

item clothes down

item gold up

item gold down

item ingredient up

item ingredient down

item lockpick up

item lockpick down

item misc up

item misc down

item potion up

item potion down

item probe up

item probe down

item repair up

item repair down

item ring up

item ring down

item weapon blunt up

item weapon blunt down

item weapon bow up

item weapon bow down

item weapon crossbow up

item weapon crossbow down

item weapon longblade up

item weapon longblade down

item weapon shortblade up

item weapon shortblade down

item weapon spear up

item weapon spear down

Combat

Sound name

Situation used

bowpull

Start of a bow attack

bowshoot

A bow is released and fires an arrow

critical damage

Critial damage is dealt

crossbowpull

Start of a crossbow attack

crossbowshoot

A crossbow is released and fires a bolt

hand to hand hit

Hitting a valid target with fists

hand to hand hit 2

Hitting a valid target with fists

heavy armor hit

A character wearing heavy armour is hit

light armor hit

A character wearing light armor is hit

medium armor hit

A character wearing medium armor is hit

miss

An attack misses

weapon swish

Melee weapon attack. The sound is modulated based on attack strength.

UI

Sound name

Situation used

book close

A book or journal is closed

book open

A book or journal is opened

book page

Go to the previous page of a book or journal

book page2

Go to the next page of a book or journal

menu click

Mouse click on a button

scroll

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 when soundgen: left occurs.

  • When the sound name ends in right it plays when soundgen: right occurs.

  • Landing requires soundgen: land

Sound name

Situation used

defaultland

When a character lands on the ground

defaultlandwater

When a character lands in water

footbareleft

While walking, running, or sneaking on land and not wearing armour

footbareright

While walking, running, or sneaking on land and not wearing armour

footheavyleft

While walking, running, or sneaking on land and wearing heavy armour boots

footheavyright

While walking, running, or sneaking on land and wearing heavy armour boots

footlightleft

While walking, running, or sneaking on land and wearing light armour boots

footlightright

While walking, running, or sneaking on land and wearing light armour boots

footmedleft

While walking, running, or sneaking on land and wearing medium armour boots

footmedright

While walking, running, or sneaking on land and wearing medium armour boots

footwaterleft

While walking, running, or sneaking in shallow water

footwaterright

While walking, running, or sneaking in shallow water

swim left

When swimming

swim right

When swimming

Interactions

Sound name

Situation used

disarm trap

A trap is successfully disarmed

disarm trap fail

Attempt to disarm a trap is unsuccessful

enchant fail

Enchanting or recharging an item fails

enchant success

Enchanting or recharging an item is successful

lockedchest

Trying to open a locked chest

lockeddoor

Trying to open locked doors

open lock

Unlock attempt succeeds

open lock fail

Unlock attempt fails

potion fail

Brewing a potion fails

potion success

Brewing a potion succeeds

repair

Repair of an item is successful

repair fail

Repair attempt of an item fails

spellmake fail

Attempt at creating a new spell fails

spellmake success

Creating a new spell is successful

Misc

Sound name

Situation used

drink

The player consumes a potion

drown

Looping while the player is underwater and out of breath

health damage

When a character or creature takes damage

skillraise

When a skill is raised

swallow

The player consumes an ingredient

torch out

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.