![]() In order for a sound definition to play, its name must match a name that the code will look for.Īll the game code does is tell the sound system to begin and end the sound, and sometimes to change the parameters of that sound (things like FireSize or CameraAltitude).When the game code wants to play a sound, it looks through all the loaded mods for a sound definition with a name matching the name it is looking for. Hit the play button to test-play the sound! You should also start immediately hearing it when the game triggers it. For example, if the sound is at 'C:/Programs/RimWorld/Mods/MyMod/Sounds/Guns/Gunshot1.wav', you would write 'Sounds/Guns/Gunshot1'. wav file, relative to the mod’s root folder, without the filename extension. In the grain’s path, write the path to your. (each grain is one sound sample or chunk of silence the sound can play).Īdd a new grain of the sound sample type. Add a new subSound, and expand it so you can look at its properties. wav file, and put it in the SoundDefinitions folder of the mod you’re working on.īack in the Def editor, look at the list of subSounds. (You can also put identifiers in the eventNames list to have multiple event names invoke the same sound.) Event names are hardcoded into the game code. This is the identifier that the game uses to invoke your sound. Open the package editor for SoundDefinition packages by clicking on the tiny white double-window button at the top of the screen.įigure out what the event name is for the sound. If you aren’t running the Dev version of the game, go to the options menu and turn on Dev mode. Mouse over the names of properties in the definition editor to get more info about them. Some of them are expandable into lists elements can be added and removed from these lists. The def editor displays a hierarchical tree of editable properties in the selected definition. Create a new SoundDef by hitting the + symbol at the bottom of the definition list.To open one, click the button labeled “No package”, and choose an existing package that you’re going to add your sound to.To create one, click the small “New package” button.Either create a new SoundDef package, or open one.These are all the types of packages you can edit. Click the button for the package editor.At the top of the screen you'll see white development tool icons.Run the game, go to the Options menu, and turn on Development mode.This way you can hear how the sound changes as you modify it. You can edit SoundDefs in XML, but it's generally more useful to edit them in real time in the game with the in-game editor. These are made outside the game in a separate editor like SoundForge or Adobe Audition. This is the raw sound, in wav or ogg or mp3 format, that the sound def refers to when playing sounds. These are defined in XML like any other def, but they also have a special in-game editor so you can edit them while the game is running. Or it could play a cycle of different sound files with filters and randomized parameters. It could play just one file the same way every time. This is a def like any other, which defines what the sound system should do when a particular sound event is triggered. This is the signal that the game sends to the sound system to tell it that it should play the sound. (You cannot use the Package editor because it does not exist anymore)Ī sound is played by three elements working together: You can help RimWorld Wiki by improving it. ![]() There is no better solution since we cannot distinguish mods with modder created "_copy" and "_copy" added by Fluffy Mod Manager.This article is suggested to be rewritten. As we can see, modification of mod's packageId is not a good solution and breaks RimPy logic. That means that autosorting will not work properly with local copies created with Fluffy Mod Manager. since modders started uploading mods with packageIds that contains "_copy" in them, RimPy is no longer filter "_copy" in all mods. ![]()
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