ShakeData (Sound shader keyword)
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.