ShakeData (Sound shader keyword)

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Image:Q4square_bg.png The information on this page is specific to Quake 4.


Description

The shakeData keyword defines the intensity and duration of a screen shake or light flicker when using the shakes 1 sound shader keyword/value.

Usage

shakeData <#> <data>

Parameters

  • # - order of the sound files in the sound shader. Numbered 0 though n
  • data - data string that defines the intensity of the sound (a being 0db z being max). The length of this string indicated the length of the sound file.

Examples

Single Sound File in Shader

sound announce_general_sudden_death
{
	minDistance	40
	maxDistance	400
	volumeDb	10
	global

	sound/thf/announce/hellchick/sudden_death.wav
	shakeData 0 bcfhfgdcjnklliceedccbaaaa
}

Multiple Sound Files in Shader

sound player_mp_footstep
{
	minDistance	80
	maxDistance	1200
	volumeDb	0
	no_dups

	sound/marine/player/steps/concrete_01
	shakeData 0 padaaaaaaaa
	sound/marine/player/steps/concrete_02
	shakeData 1 hbdaaaabbaa
	sound/marine/player/steps/concrete_03
	shakeData 2 gaeaaaabaaa
	sound/marine/player/steps/concrete_04
	shakeData 3 mbcaaaaaaaa
	sound/marine/player/steps/concrete_05
	shakeData 4 nfaaaaacaa
}


Notes

Doom3 analyzed the PCM output to generate light intensities and screen shakes. Quake 4 uses hardware playback (in OpenAL), and cannot access PCM data, so precalculation is required.

Creation of data strings for use with this keyword can be generated using the shakesGen console command. Use shakesGen all to compile shakeData for all sound shaders. By default only sounds without any shakeData will be compiled.

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