Music and sounds
The following licenses are suitable for music and sounds:
There are 14 animations per buildable type: construct1, construct2, idle1, idle2, idle3, attack1, attack2, spawn1, spawn2, pain1, pain2, destroy1, destroy2, and destroyed. Each buildable type has a sound configuration file, located at sound/buildables/<buildable_type>/sound.cfg, that describes 2 properties for each buildable animation:
- whether the buildable animation has an associated sound, and
- whether the sound is to be played in a loop.
Such a file should contain a 1 for a yes answer and a 0 for a no answer, for the above 2 questions, in the given order, and for each buildable animation, in the above given order. Technically, this means that the file should contain 28 integers (2 per animation). However, by convention, 1 line is used for each animation, and comments are added for guidance about which animation a pair of numbers refers to.
So each line in a buildable sound configuration file is formatted as follows:
<has_sound> <loop> //<filename>
This is an sound configuration file example for a buildable:
1 0 //construct1.wav 0 0 //construct2.wav 1 1 //idle1.wav 0 0 //idle2.wav 0 0 //idle3.wav 0 0 //attack1.wav 0 0 //attack2.wav 0 0 //spawn1.wav 0 0 //spawn2.wav 0 0 //pain1.wav 0 0 //pain2.wav 1 0 //destroy1.wav 1 0 //destroy2.wav 0 0 //destroyed.wav
Do not reorder the lines because it's how the game knows what is what. The comments are for humans only!
cg_customSoundNames in src/gamelogic/gpp/src/cgame/cg_players.c contains a list of some sounds.