Sounds (Burnout Paradise): Difference between revisions

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= Global sound data =
The game uses an [[AttribSysVaultAttribSys (Burnout Paradise)|AttribSysVault]] resource stored in <code>SOUND/BURNOUTGLOBALDATA.BIN</code> to find and read global audio such as streams. BurnoutGlobalData contains several settings, such as what assets to use for different languages and what volume/pitch/etc to use for specific splicer sounds. It also contains strings, including those used to display the artist, track, and album names shown in-game.
 
BurnoutGlobalData works hand in hand with Registry and any additions to it must be reflected in the relevant Registry resource for use in-game.
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Ginsu Wave Content, usually just called Ginsu, is a sound asset type used specifically for engine acceleration and deceleration. Ginsu is an EA format that is widely understood, but has much more limited codec and setting support than RWAC Waves. A related type, Gunsu, is found the in the Black 2 development builds.
 
=== [[Registry (Burnout Paradise)|Registry]] ===
Registry resources are, as one might expect, a registry of sound assets. They are how the game finds and accesses sounds. It is among the most important sound resources—arguably more important than the assets themselves—but are unfortunately not entirely understood.
 
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=== Related resource types ===
Certain resources are known to be related to specific sounds. World sounds are emitted by [[Trigger Data|triggers]], while there is another world-related type called [[Static Sound Map]] that very little is known about. Engines also employ [[AttribSysVaultAttribSys (Burnout Paradise)|AttribSysVault]] resources to control their behaviour. [[World Painter 2D]] resources are also related in that ambiences are in this format.