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Ess = EXOR sound script
.ess files are sound script files which use normal sound files, in combination with some parameters, to create a special audio “package”.
These packages can then be used for certain situations or events to create a realistic sound environment.

Ess parameters

The following table shows the available ess parameters, their type and purpose.

ParameterValue typePurpose
audio_filestringPath to the .wav or .ogg file in the game files. Mono .wav files are used for sound effects. Stereo .ogg files are used for dialogs
gainfloat / intGain multiplier. If you need to make a sound quieter, choose gain in the range between 0 and 1. To make the sound louder, choose a number greater than 1. Going too high will cause clipping
streaming0 / 1Indicates whether the sound should be precached by the game or streamed from the hard drive. Music and dialogs normally get streamed, smaller files, like sound effects, cached
instance_limitintIndicates how many instances of the sound can be played at once or in a rapid succession. Lower this number to reduce the effect of the sounds stacking on top of one another and clipping or going out of phase. 0 sets the instance limit off
instance_limit_timeoutfloat,
value is in seconds
Dictates what amount of time needs to pass for the game not to consider the sound to go against the instance limit. For example, an instance limit of 0.25 will mean that sound X played within 0.25 seconds of another instance of sound X will go against the limit and won’t be played. If sound X occurs 0.26 seconds after another instance of sound X, it will be played normally
spacial0 / 1Indicates whether the sound should be placed on the stereo scene according to its origin on the game scene. GUI sounds, dialogs and music are not spacial
freq_ratiofloat,
greater than zero
Frequency multiplier. Values below 1 will lower the pitch of the sample. Values greater than 1 will make the pitch higher
freq_ratio_spreadfloat,
between 0 and 1
Allows the game to adjust the pitch of the sound between instances. 0 means no change - all instances of the sound will sound the same. 0.1 means that the game can change the pitch of the sample up to 10% higher or 10% lower between instances. Great for introducing slight variations between very repetitive sounds
groupstringSound group determines which volume slider in the menu affects the sfx
rolloffFactorintDetermines how quickly the sound will lose volume after you cross the referenceDistance. Like a slope - you are on a flat surface - volume is constant. referenceDistance (in meters) determines how far the apex of the slope is. Once you cross it, the sound gets quieter. Higher values for rolloffFactor will make the sound quieter more quickly
referenceDistancemetersThe stereo ears are located in the camera - 45 is the default distance of the camera from the ground. You shouldn’t go lower than 45
descriptionstringInternal description
notesstringInternal note
statusplaceholder / beta / finalInternal status