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3D Sounds
CopperCube supports playing back 3D and 2D sounds, making it possible to create great atmospheres and background music. Depending on the publishing target, Coppercube supports the following sound file formats:
- RIFF WAVE (*.wav)
- Ogg Vorbis (*.ogg)
- MPEG-1 Audio Layer 3 (*.mp3)
- Amiga Modules (*.mod)
- Impulse Tracker (*.it)
- Scream Tracker 3 (*.s3d)
- Fast Tracker 2 (*.xm)
Note: When using the Flash (.swf) publishing target, CopperCube only supports playing back .mp3 files. When using the Windows (.exe) target, the player supports all file formats except .mp3 files. There are free tools like Audacity available which can convert between these file formats (for example from .mp3 to .ogg).
Creating a 3D Sound
To create a sound, click the button for this in the scene editing tab, or right-click into the scene and select the menu Insert -> Create a 3D sound. The resulting created sound will look like this:
A 3d sound
You won't hear anything yet because no sound has been selected yet. In the properties window of the sound, you can select a sound file, and the sound should play then:
The properties of the 3D sound
Note that you can should only select a sound file of a supported file as described above. If you are unsure: when you select a unsupported file and publish your scene, CopperCube will print a warning anyway.
The following attributes are available:
- Sound File Name: Name of the file to be played.
- Volume: A value between 0 and 100 specifying the sound volume.
- PlayMode: You can select if the sound should loop, should be played only once, or played randomly. When you select 'random', then there will be the option to specify the minimal and maximal random wait time in milli seconds before playing the sound again.
- PlayAs2D: When checking this checkbox, the sound is played in 2D instead of in 3D. This can be used for playing background music for example.
- 3D Radius: This is the radius of the 3D sound. A radius of a bee will be much smaller than the radius of a Jet engine, for example. Inside this radius, the sound is played with its maximum volume, and outside the radius, the 3d sound will become more silent the farer away the listener is.