Implementing
Spell Sounds

Spell sounds

Overview

Spells (Magic > Spells) consist of one or more Magic Effects (Magic > Magic Effects). Every Magic Effect can define several Sound Descriptors for it to use: Draw/Sheathe, Charge, Ready, Release, Cast Loop (Conc.), and On Hit. Not all of these sounds are needed by every spell. Some spells need additional sounds: the definition of these other sounds might be hidden inside Effect Shaders (SpecialEffect > EffectShader), a projectile's Impact Data (SpecialEffect > ImpactData), or in the code itself. :todd:

Sound Descriptor Naming

Spell sound descriptors follow similar naming rules to others...

_mag_[school]_[spellName]_[soundName][2D][lp/m]SD


// Examples

_mag_alt_fireShield_drawSheatheLPMSD

_mag_mys_absorbMagicka_release2DSD

_mag_res_fortifyAttribute_chargeSD

Sound Descriptor Attributes

Below are good starting attributes for any spell sound descriptor.

SFX Implementation Guidelines

Here are the general philosophies: