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Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Sound Effects

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Sound effects include ambient point sounds (.sound_scenery), volumetric ambient sounds (background sound), and volumetric DSP sound effects (sound environment). These are all combined to create the background sounds and sound behaviors in the level. They are added in the level using Halo 2 Sapien.

An ambient point sound is a .sound_scenery. You add a .sound_scenery as you would any other object in the level.

To add a .sound_scenery

1.      In the Hierarchy Pane, click the Mission folder, the Objects folder, Sound Scenery, and then Edit Palettes.

2.      In the Select Object Type window, select Sound Scenery in the Object Class drop-down list, and then click Add.

3.      Browse to the sound scenery you want to add (typically, in \tags\sounds\ambience\sound_scenery), click Add Tags, and then click Done.

4.      In the Game Window, right-click to place the sound object.

5.      In the Properties Palette, assign a type to the sound object.

There are several attributes for the .sound_scenery that can be adjusted. In the Properties Palette, you can adjust the following values (visual representations of most of these values will update in the Game Window in Halo 2 Sapien):

Rotation: Changes the cone angle direction.

Override Distance Bounds: Adjusts the distance of the maximum and minimum influence sphere of the sound.

Override Cone Angle Bounds: Determines the cone angles (common values are 90 to 120).

Override Outer Cone Gain: Adjusts the gain or amplification of the cone (this will effectively increase the volume).

Background Sound

An ambient sound volume is known as a background sound and is applied to a volume or zone in the level. A zone is defined by portals. All zones can have individual background sounds assigned to them. Changes to the portaling of the level will result in changes in the assignment of the background sound; therefore it is a good idea to make sure that the portaling in the level is complete or near complete so that the background sound assignments for each portal zone do not have to be redone.

To set up background sounds in a level

1.      In Sapien, open the scenario.

2.      In the Hierarchy pane, click the Mission folder, the Structure Data folder, the Cluster Palettes folder, and then Background Sound.

3.      To create a new Background Sound Palette, click New Instance.

4.      In the Properties Palette, modify the name and other properties of the Background Sound Palette object.

5.      Browse to the background sound you want to add (typically, in \tags\sound\ambience\turf\old_mombasa\new_mombasa.sound_looping), and then click Open.

6.      In the Game Window, right-click to place the background sound on an available zone.

7.      To set up more background sounds, repeat steps 3 through 6..

8.      Save your .scenario file, create a new .map cache file, and then run the level in the game to test the background sounds in the level.

Sound Environments

A volumetric DSP sound effects volume is known as a sound environment and is applied to a zone in the level. A zone is defined by portals. Each zone in a level can have a unique sound environment volume applied to it. All sounds the player hears in the zone are affected by the sound environment properties (e.g., reverb, reflection) of the assigned sound environment.

To set up sound environments in a level

1.      In Sapien, open the scenario.

2.      In the Hierarchy pane, click the Mission folder, the Structure Data folder, the Cluster Palettes folder, and then Sound Environment.

3.      To create a new Sound Environment Palette, click New Instance.

4.      In the Properties Palette, modify the name and other properties of the Sound Environment Palette object.

5.      Browse to the sound environment you want to add (typically, in \tags\sound\dsp_effects\reverb\city.sound_environment), click Open.

6.      In the Game Window, right-click to place the sound environment on an available zone.

7.      To set up more background sounds, repeat steps 3 through 6..

8.      Save your .scenario file, create a new .map cache file, and then run the level in the game to test the sound environment in the level.