There are two ways to work with the sound schemas:

  1. Through the Thief 3 editor;
  2. Through any text editor.

Working via the Thief 3 editorEdit


Start the editor, click on the View panel, and then on the "Show Schema Browser" (the program will need of some time to load all the schemes contained in the Sounds folder, eventually eliminating or moving some of them will accelerate the process), after that the Schemas Editor will appear:

Schema Browser

You will have to click on the red-rimmed cross below:

Expanding the SoundSchema Browser 1

Then again:

Expanding the SoundSchema Browser 2

Then you will see a branch of three folders ("Files Audio" is not included, but it's pretty advisable to create it via Windows, under the Thief3Editor\CONTENT\T3\Sounds folder, because it's a good place to store all the audio files you will use to add new sound schemas):

Expanding the SoundSchema Browser 3

The schemas folder contains the schemas of all the speeches and all the eventual grunts made by the NPCS. It is subdivided by folder for any personage, Garrett included. The schemas_sfx folder contains the schemas of all the sound effects and all the musics present in the game.

Editing an already existing sound schemaEdit

We will go explaining how things work with an example. Click on the red-rimmed cross beside the schemas_sfx folder:

Expanding the SoundSchema Browser 4

A big list of sound schemas will appear:

Schemas sfx File list

Click on "blackjack_hit_rock":

Blackjack hit rock SoundSchema

In MetaSounds panel (1) there are all the different instances that will be played randomly once the schema is called by some function, ambient sound, or background music. For any instance is applied one (and only one) audio file. In this case we have two metasounds, that means we have to different sounds that will be played in a random order once called.

In the Parameter Ranges panel (2) there are all the main adjustable settings for an audio file; in this case the settings will affect all the metasounds in the same manner. The Playback panel (5) shows a group of button for playing the schema, to check how its properties are.

In the WAV File panel (7) you will select what file to associate with the schema. At the beginning you will find the lower box empty, since you have not yet extracted the correspondent wav file from the original CSC files, with the program DXIW_Sound_Drone. You have to add files with the button Change, selecting an audio object [IMPORTANT] that is both in OGG and WAV version (for instance, in this case, selecting blackjack_hit_rock.wav that has another file blackjack_hit_rock.ogg [with its own proper ogg conversion]), otherwise the Thief 3 Editor will crash. The section number 3 hosts the typology for the current scheme. If it's a loop file, you have to check the box "WAV file", and possibly, if you want that a pause elapses between each sound, you have to check the box "Schema: every", entering the values from-to in which you want the pause is entered, between the schema's repetitions. For what regards "Finish Style (for all loop types)", it's advisable leaving it to the default, with the "Fast" box checked.

In the Streaming Type you have to choose if the sound will be an Ambient Sound (and then apliable to the archetypes AmbientSound right in the map) or if will be a background music (applicable as SoundStreaming->StreamSchema1, or SoundStreaming->StreamSchema2 in the properties of ZoneProperties of the map section). The AI Noise Type specifies which type of sound is the scheme. For example if the sound is catalogued as "footstel_loud" or "explosion", it will call the AIs to investigate, once activated. In the Metafile Storage section you have to enter where the sound file is located. If a sound is new you have to choose "Hard Drive", otherwise, if it's in the CSC files of the game, it's advisable to leave DVD.

In the section number 4, Tags, you can specify the assignable tags to the scheme. The tags have the purpose to make understand the game. To modity/add the tags push on the "Modify Tags" button, under the analogue box. The Tags will be specified throughout the label, who is marked with the sign '+'. Afterward its values are indicated, who are subdivided by the logic sign AND ("|"), in case the values are more than one per tag.

The sentence made by the AIs are in the section number 6, Metasound Subtitle, if the schema is a speech of any personage.

If you make any change in the previous setting, you have to click the button "Save This Schema" in the way they has effect.

Creating a new sound schemaEdit

It's simple enough creating a new sound schema: just right click the mouse on a select folder in the SoundSchema Browser, then select "Add New Schema To This Folder...".

If you want to add a new folder, instead, select "Add New Folder Under This Folder..." as option.

New schema

Working through any text editorEdit

You can create a schema with your personal text editor too, using the Windows Explorer browser to browse/create the folders.

For the sake of simplicity we'll take the Windows text editor Notepad as default.

To find the schemas in the editor folder you have to go in Thief3Editor->CONTENT->T3->Sounds. The schemas are the files with the .sch extension.

Opening, for example, the file g1_caim.sch, we see the following text (commented after the "//"):

Version 7 // version of the schema file


g1_caim // this has to be exactly equal to the name of the file, withuot the .sch extension

streamtype 0 // Streaming Ambient (1), Streaming Music (2), Not Streaming (0)

volume 0,0 pitch 0,0 // range of the volume in which the sound is played any time the schema is called, range of the pitch in which the sound is played any time the schema is called

radii 10,75 // radius of width between the sound is heard

pan 0,0 // how much the sound is audible in the left speaker and in the right speaker

randomstyle 0

looptype 0 // 0 = nothing; 1 = WAV File (it loops)

finishstyle 0

schemaloopdelay 0,0 // minimum and maximum of seconds in which the sound restarts, if looped

ainoisetype 0 // type of the noise, such as explosion, footstep_loud or door_loud

storage 3 // where the sound is stored : 3 = DVD; 2 = Hard Drive; 1 = Memory

metasounds 3 // how many sounds has this schema



3 // this must match with the number of metasounds above (so, if metasounds is 4, the serie will be 1 2 3 4)

tags 2 // the number of the following tags

+CombatAction:aiming // the tag (the word with the sign '+') can vary by a large amount of items, who can be found between the schema files (the list is too large to be entered here)

+voice:guard1 // the voice of what personage is making the sentence; if you enter a new name, this new personnage will be "absorbed" by the SoundSchema Broswer & Editor too

MetaSound // this must be repeated anytime a new sound is specified below

g1_caim/1 // name_of_the_file/number_of_the_sound

lang_english 2004-01-15 22:22:38 "Breathe…and hold…" // sentence who will be printed on the screen, following the language chosen in the installation of the game. The syntax is: language date hour "sentence".

lang_french 2004-02-19 16:44:06 "Respire... Et bloque..."

lang_german 2004-02-22 07:01:08 "Tief durchatmen ..."

lang_italian 2004-03-23 03:24:57 "Respira... e trattieni il fiato..."

g1_caim1 // the name of the file must be repeated even at the end of the sound specification



lang_english 2004-01-15 22:22:38 "Stay still, can't you..."

lang_french 2004-02-20 08:40:13 "Arrête de remuer, bon sang..."

lang_german 2004-02-22 07:01:08 "Nicht zittern, verdammt."

lang_italian 2004-03-05 03:14:12 "Non muoverti... "




lang_english 2004-01-15 22:22:38 "Steady, aim, and…"

lang_french 2004-02-27 10:13:11 "En joue, vise, et..."

lang_german 2004-02-22 07:01:08 "Zielen und ..."

lang_italian 2004-03-23 03:24:57 "Pronti, puntare e..."


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