Forts
The Forts Foundry
Player made maps and mods for the physics-based RTS Forts!
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Just a dog 2 15 Jun, 2019 @ 12:54pm
Audio assets
I noticed that it's not possible to reference the game's audio assets from within mods.
A workaround I found was to extract the audio files form the game's audio banks and then add whatever is needed to the mod's files.

Just wanted to ask if this is an intended mechanic or just wip and if my workaround is ok... and perhaps the reason behind this?
Obviously it would be better not to have duplicate audio assets in mods as it's going to increase storage requirements.

Another thing I was wondering about is if it's better to use uncompressed wav for better performance or compressed audio for less storage size - I see a lot of mods using .ogg but I'm not 100% certain if that's the best approach - if the game decompresses them each time the audio is played it should cause some performance drag.
Last edited by Just a dog; 15 Jun, 2019 @ 12:58pm
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[DEV] BeeMan  [developer] 39 15 Jun, 2019 @ 5:30pm 
There's an update coming very soon that will allow new effect scripts to reference sounds that are stored in the fmod sound banks, so you won't have to do this.

If you do want to add new audio, light to moderately compressed mp3 is probably the best format. Wav files tend to get very large. I'm not familiar with the performance of ogg.
Last edited by [DEV] BeeMan; 15 Jun, 2019 @ 8:39pm
Just a dog 2 15 Jun, 2019 @ 7:47pm 
Thanks!
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