Stendhal Sound

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WARNING:

If you add images, audio, or any other type of asset to the source code tree without citing whether or not you are the original author of the work, the source where the work originates, & appropriate licensing, the assets WILL BE REMOVED OR REPLACED. Please do not add any material that you do not know where it came from. This creates more work for us where we could spend the time elsewhere improving the game.

Acceptable citing can be done within the Git commit of the asset or in the appropriate file in the sources directory. If you want to add an asset via the GitHub issues or SourceForge trackers, please cite sources & licensing in the description. If you are the original author of the work simply state that you are, even if you are releasing the work into the public domain. If the work is originally created for Stendhal & is not hosted on another site, then you do not need to reference a source. Be mindful of the definition of a derivative work & give credit to original authors when required by the licensing. We suggest crediting original authors even when they do not require to do so. This helps us keep track of sources.

Acceptable licenses are (from most restrictive to least) Creative Commons Attribution-ShareAlike (CC BY-SA), Creative Commons Attribution (CC BY), OpenGameArt.org Attribution (OGA BY), & Creative Commons Zero (CC0). If you want to dedicate the work to the public domain please use the CC0 license. Using GPL/LGPL licensing is acceptable as well, but it is preferable to use one of the aforementioned licenses. Derivative works can be licensed under a more restrictive license (e.g. you can use CC BY-SA for a derivative of a CC BY licensed asset) but not under a lesser one (e.g. you cannot use OGA BY for a derivative of a CC BY licensed asset).

Sound controls in the game

The Stendhal Manual explains how to mute and unmute sound and music in Stendhal, as well as control the volume of individual groups.

How to contribute to Stendhal Sounds and Music

The rest of this page is about how to contribute to Stendhal Sounds and Music.

Stendhal is an open source project so artists must agree to license their sound effects and music under the GPL license that we use or a compatible license such as public domain. Please note that creative commons is not compatible with the GPL - it is not enough. Creative Commons Zero (CC0), Attribution (CC BY), & Attribution-ShareAlike (CC BY-SA) are compatible with the GPL & recommended for sound effect & music assets. Please note that Creative Commons licenses marked as non-commercial (NC) or no derivatives (ND) are NOT GPL compatible & assets licensed under such cannot be used with Stendhal.

Sound effects

Sound effects are played in a number of circumstances, like:

  • In world action happens (a round of attack, money is exchanged)
  • Creatures with sounds are nearby (wolf howls)
  • NPCs with sounds are nearby (Carmen laughs)
  • Events for player (level up, achievement)
  • GUI interface used (closed bag)
  • Periodic ambient sounds (birds tweeting)

We would be happy to add new sound effects for anything similar to the above which doesn't already have one.

Format requirements

Sounds should be submitted as OGGs.

Very important: If the original track or software produces a multichannel format or track stems, please also provide those separately as they are considered to be the 'source' of the sound file. Stendhal is an open source game.

They can be uploaded to our Patches Tracker http://sourceforge.net/tracker/?func=add&group_id=1111&atid=301111 - please include mention of what the effect is to be used for. If you have your own server environment you can also try creating the xml code necessary to add the game in your own test server, as below.

If you have any questions you can chat to the developers in #arianne.

Adding sound effects to game

TODO: Complete section on how to add one-off sound effects to zone xml files, and create the SoundSource if necessary

From semos.xml as example, these entity entries are added just before the end of the closing </zone> tag for the zone that the sounds should be added too:

                <entity x="44" y="9">
                        <implementation class-name="games.stendhal.server.entity.mapstuff.sound.LoopedAmbientSoundSource">
                                <parameter name="sound">water-5</parameter>
                                <parameter name="radius">16</parameter>
                                <parameter name="volume">120</parameter>
                        </implementation>
                </entity>

                <entity x="62" y="127">
                        <implementation class-name="games.stendhal.server.entity.mapstuff.sound.PeriodicAmbientSoundSource">
                                <parameter name="sound">woodpecker-1</parameter>
                                <parameter name="min">3</parameter>
                                <parameter name="max">15</parameter>
                                <parameter name="radius">14</parameter>
                                <parameter name="volume">65</parameter>
                        </implementation>
                </entity>

A good idea is to look up the zone xml entry for a sound that is used in a similar way to what you are adding. Then see how it is added there.

Music

Please listen to the music already in the game to discover the style which is appropriate. Different zones and areas have a different feeling, so they have a different tone to the music too.

Format requirements

Music should loop correctly and should be submitted in OGG format.

Very important: If the original track or software produces a multichannel format or track stems, please also provide those separately as they are considered to be the 'source' of the sound file. Stendhal is an open source game.

Your music submission should come with a recommendation for which zone you'd like the music to play in.

They can be uploaded to our Patches Tracker http://sourceforge.net/tracker/?func=add&group_id=1111&atid=301111 but there is a size restriction which large files will exceed. Please come to #arianne in this case and ask for help.

If you have your own server environment you can also try creating the xml code necessary to add the game in your own test server, as below.

Listen to what is already contributed

You can also listen to already existing music tracks and tell us where they could be used. Here are the links to the files:

Click on one file. On the following page click right on "download" at "Links to HEAD". Save the file on your computer and listen to it with a player which is able to play .ogg - files.

If you have an idea where an existing track could be used, if it isn't already, please go to the Feature Request tracker and create a new tracker entry: https://sourceforge.net/tracker/?func=add&group_id=1111&atid=351111

Or you can use the 'Discussion' tab at the top of this page, click on 'Discussion' and add your thoughts there.

Adding music to game

TODO: Complete section on how to add music to zone xml files

From semos.xml as example, these entity entries are added just before the end of the closing </zone> tag for the zone that the sounds should be added too:

              <entity x="77" y="127">
                        <implementation class-name="games.stendhal.server.entity.mapstuff.sound.BackgroundMusicSource">
                                <parameter name="sound">come_to_rest</parameter>
                                <parameter name="radius">16</parameter>
                                <parameter name="volume">120</parameter>
                        </implementation>
                </entity>