NGLE Manual

 

The NGLE Manual

Audio Engine and Flipeffects for Audio Playback

By Titak

New Audio Engine

The TRNG now includes an audio engine and flipeffect triggers for audio playback. This new audio engine allows you to use different formats for audio files. Supported audio formats are:

- AIFF
- MP1
- MP2
- MP3
- OGG
- WAV

The standard syntax for enabling the audio engine of your choice is:

Syntax: Customize=CUST_NEW_SOUND_ENGINE, NewSoundEngine flags (NSE_...), SoundExtension (SEXT_...), LongFadeOut, ShortFadeOut

The basic script entries for enabling the different formats are:

Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_WAV, ignore, ignore
Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_OGG, ignore, ignore
Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_MP1, ignore, ignore
Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_MP2, ignore, ignore
Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_MP3, ignore, ignore
Customize= CUST_NEW_SOUND_ENGINE, ignore, SEXT_AIFF, ignore, ignore

You can paste one of these commands in the [Title] area of the script so it will be used in ALL levels or you can put one of the commands in the [Level] areas of your script. So basically you can use, for example, WAV in your 1st level, OGG in your 2nd level and MP3 in you 3rd level! You can also play around with the NewSoundEngine flags, LongFadeOut and ShortFadeOut fields, to customize the sound engine more.

New Flipeffects for Audio Playback

Instead of using the regular CD-trigger you can also create flipeffect triggers for audio playback.
Included audio-flipeffect-triggers can be seen in the below screenshot:

In this tutorial I’m am going to give examples on how you can use the audio-flipeffects marked in yellow above.

If you use the OGG format for your audio, two audio tracks can be played at once: the background audio/ambience (channel 1) and a foreground track (channel 2) which was triggered.

Here are two examples of how you can setup flipeffect triggers for playing two audio tracks at once.

EXAMPLE 1

107.ogg
- TRA mansion background audio track
- background track
- is enabled in the script of the level so it plays by default when the level starts

001.ogg
- TR2 Venice audio track
- foreground music
- triggered by a small pushswitch

Since both audio tracks are music tracks you don’t want to have them play at the same volume because it sounds bad. The volume of the background track is automatically reduced a bit when a new foreground track is triggered but in this case it is still too loud. So the volume of the audio track needs to be reduced a lot when the foreground track is triggered and starts playing.

To accomplish this you need to place the following two triggers on the same tile:

1. to trigger track 001.ogg to start playing.

2. to reduce the volume of track 107.ogg.

As you can see you don’t have to type in the number of the background audio track. The engine knows automatically which audio track is set as background track, even when you have used a regular CD trigger to change background audio.

In this example I have set the volume to 10 so the background audio can still be heard, but barely. You can also set it to 0, so it can’t be heard at all.

Okay, now I can hear you ask ‘Why not use a regular CD trigger to trigger 001.ogg to play?’.
The answer is that you can do that too, no problem.

The reason I used the flipeffect trigger is because that way the audio track can be triggered over and over again, as many times as the player wants. Each time the player presses the pushswitch, 001.ogg will start playing from the beginning, even is it hasn’t finished playing yet. This is not possible with the regular CD trigger.

Important: the volume of the background track does not return to full volume once the foreground track has finished playing because it was reduced with a flipeffect trigger. To make it return to full volume one would need to place another flipeffect trigger for it, with volume set to 100.

EXAMPLE 2

107.ogg
- TRA mansion background audio track
- background track
- is enabled in the script of the level so it plays by default when the level starts

016.ogg
- ‘chains rattling’ audio track
- foreground music
- triggered by a rollingball (heavy trigger)

Since this 016.ogg track is more like a sound effect it is okay to keep the background track at full volume.

To accomplish this you need to place the following two triggers on the same tile:

1. to trigger track 016.ogg to start playing.

2. to keep the full volume of track 107.ogg.

So now 107.ogg keeps playing at full volume while 016.ogg plays at the same time, also at full volume.

This is much better than having the background audio stop completely, for 2 reasons:

a. it simply sounds better to also have the background audio still playing when a foreground track is more like a sound effect.

b. no more silences in between.

EXAMPLE 3

Examples 1 and 2 speak of triggering an audiotrack that will only play once, because the trigger was set to single playback in the (E)tra box of the trigger window. But if you have a closer look at this (E)tra box you'll see you can also set it to looped playback.

This is a very interesting feature because by setting the trigger to looped playback you can have as many looped audio tracks as you want, instead of only the default range from 098.wav to 111.wav.
With this looped playback setting it does not matter what number the audio track has, it will repeat itself over and over, until Lara steps on a new audio trigger.

Again, you can do this for background audio (channel 1) and for foreground audio (channel 2).

channel 1
If you use the flipeffect for channel 1 audio, the newly triggered audio will replace the current background audio, just like it does when you trigger a new background audio track with the CD-trigger. But with this flipeffect trigger you can set whatever track you want to looping background, even the 005 secret sound, as shown in the below screenshot!

channel 2
If you use the flipeffect for channel 2 audio, the newly triggered audio will play while the background audio also keeps playing.

You could use this, for example, with an ambience audio track as background and then trigger a music track on channel 2 in an area where Lara can hear a radio playing. Or you could use it to add some extra atmospheric ambience in a place where it becomes scarier, or where water is dripping from the ceiling or where there are supposed to be more birds or bugs flying around, or... (use you imagination!)

The trigger then needs to be set up like this:

Note 1:
Keep in mind that in this case you can also set a second flipeffecttrigger to reduce/increase the volume of the background audio (channel 1), as described in EXAMPLE 1 and 2.

Note 2:
Also keep in mind that you can't have two audiotracks playing at the same time when you use WAV format. It works for OGG format. (At least it didn't work for me when I used WAV audio engine. I haven't tried the other formats yet).

Back to Top