Audio Asset Guidelines
Tamriel Rebuilt and Project Tamriel make use of a variety of audio assets, though we are not very active in developing them. This page contains some brief guidelines for making audio assets.
If you are someone who is looking for help or would like to make audio things for us (such as animal or ambient sounds, voice acting, or music) please head over to the respective Discord server (Tamriel Rebuilt, Project Tamriel) and make yourself known there. The asset browser is where to post any audio you’d like to submit to the project.
Nota bene: Asset developers for our projects must familiarize themselves with our copyright expectations!
Needed Audio Assets
Audio assets are the sounds and music of the game. Any time you hear something, that’s an audio asset. Morrowind uses a variety of audio assets, including things like:
- Idle and combat sounds of creatures
- Ambient environmental sounds, like wind or creaking wood
- Sound effects for magic, weapons, combat sounds, footsteps, potions, menu clicks, level ups, etc
- Voiced dialogue greetings, combat greetings, and (very occasionally and in special circumstances) NPC dialogue
- Voiceovers and narrations for video conten (again, very occasionally)t
- Music for exploration, combat, and special events
Technical Guidelines
Audio for use in the game should be created or recorded cleanly, without static or background noise. Assets should also be free of copyright and royalty issues.
Not all sound formats that play in the Construction Set will play in the game. The vanilla engine has specific requirements, and if they aren't met the sound will be silent.
NPC voices must be exported at 64kbps mp3, 44100 KHz Mono, and must be in a "Vo/" folder or a subfolder of it – it doesn't have to be the first folder after "Sound/", but it needs to exist, otherwise voices are silent or crash.
The format Bethesda uses for Sounds and creature Sound Gen is .wav 22050 kHz, 16-bit, Mono. Morrowind Scripting For Dummies reports that lower qualities work as well.
Stereo isn't attenuated with distance (with hardware acceleration) and shouldn't be used for any sounds that play in the worldspace. Exceptions are music, weather sounds, or other sounds played directly "in the player's ears" or with the PlaySound
script instead of coming from a source in the world.