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Difference between revisions of "Descr sounds engine.txt"

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(BANK "engine_alight")
(BANK "engine_ambient")
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DEFAULT: modifiers
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  DEFAULT: modifiers
 
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BANK: engine_ambient
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  BANK: engine_ambient
  
 
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
 
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.

Revision as of 00:17, 3 January 2021

This file is delegated file from descr_sounds.txt for manage sound bank "engine_move" "engine_ambient" "engine_alight"

Sound banks in this file share the similar category organization as describe below...

 class/type { engine_class/engine_type }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
       {ignore}

"type" is engine entry as declared and listed in descr_engines.txt.

"class" is class of engine as categorized in descr_engines.txt. Some engine class in M2TW not exist in RTW. List of available "engine_class" are...

 ballista
 scorpion
 tower (siege_tower/middle_tower/heliopolis)
 ram (tortoise_ram/eastern_ram/open_frame_ram)
 ladder
 sap_point
 onager (RTW only)
 chariot (RTW only, for mount class "chariot" and "scorpion_cart")
 catapult (M2TW only)
 trebuchet (M2TW only)
 ballista (M2TW only)
 scorpion (M2TW only)
 bombard (M2TW only)
 grand_bombard (M2TW only)
 huge_bombard (M2TW only)
 culverin (M2TW only)
 basilisk (M2TW only)
 cannon (M2TW only)
 mortar (M2TW only)
 serpentine (M2TW only)
 rocket_launcher (M2TW only)
 ribault (M2TW only)
 monster_ribault (M2TW only)

"class" and "type" category have the same role and don't use together.

"season_type" is season as use in descr_daytypes.txt.

Note: Although ingame only have "summer" and "winter" types are in use, vanilla RTW version of file also have additional type "spring" and "autumn" in use with unknown how valid they are in game.

"climate_type" is type of climate as defined by descr_climates.txt.

"terrain_type" is type of terrain as defined by descr_battle_map_movement_modifiers.txt on battle map.

 rock
 sand
 mud
 swamp
 grass_dry
 grass_short
 grass_long
 scrub_dense
 forest_sparse
 forest_dense
 water
 ice
 snow {not use here, it define by season and climate instead)
 mud_road
 stone_road
 wood (not in descr_battle_map_movement_modifiers.txt but still count as valid type)

{ignore} mean this category would not have sound given (M2TW only)

BANK "engine_move"

This part start with

DEFAULT: modifiers

BANK: engine_move

DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.

List of modifers (X indicated value for setting)

3d - sound has distance/direction modification

1d - sound has no distance/direction modification

Streamed - read from disk instead of embedded file in memory at the game startup

looped - overwrite the parameter in play_tracked_sound

ducking - temporary lowering other sounds (not use in vanilla RTW but could be used in RTW)

retrigger X - delay before retriggering the sound, using for music (X is in second)

minDist X - minimum distance which would hear the sound (X must more than 1.0)

maxDist X - maximum distance which sound would still be heard

priority X - (X = between 0 to 9999)

Volume X - modifier to based sound volume set in the preference (X = between -100 to 0 db)

probability X -

minPitch X -

maxPitch X -

dry_level X - (X = 0 to 1 }

wet_level X - (X = 0 to 1 }

delay X - delay in seconds before next 3d sounds start playing

randomdelay X - delay within seconds before next 3d sounds start playing

probradius X -

fadein X -

fadeout X -

pref X - sound preference setting to be use for events below (X = sfx/speech/music/INTERFACE }

pan X - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default

ignore_pause X -

distancepriority X -

effect_level X -

rndvolume X -

 class ladder
       ignore

This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank

Sound events have structure as example below.

 class/type { engine_class/engine_type }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
       event lod 1 modifiers
         folder { base path }
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
         folder { base path , in case files have different location}
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
       end
       event lod 2 modifiers
         folder { base path }
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
         folder { base path , in case files have different location}
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
       end
 

Event section here has additional modification lod 1 and lod 2 which indicated distance of camera from source of sound as set by lod level in descr_engines.txt.

Note: In vanilla RTW, "class chariot" only have lod 1 assigned to it.

BANK "engine_ambient"

This part start with

 DEFAULT: modifiers
 
 BANK: engine_ambient

DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.

 class ladder
       ignore

This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank

Sound events have structure as example below.

 class/type { engine_class/engine_type }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
       event modifiers
         folder { base path }
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
         folder { base path , in case files have different location}
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
       end

No lod use in this part.

BANK "engine_alight"

This part start with

 DEFAULT: modifiers
 
 BANK: engine_alight

DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.

 class ladder
       ignore

This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank

Sound events have structure as example below.

 class/type { engine_class/engine_type }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
       event looped modifiers
         folder { base path }
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
         folder { base path , in case files have different location}
           {sample name}     modifiers (any of probability, volume etc)
           {sample name} ...
       end

All sound event in this part is set as "looped" and not using lod.

End Note

  • Chariot is counted as class of engine in RTW and define their sound in all banks in this file
  • Class "ladder" is never defined any sound in RTW but in M2TW it assigned with special line with "ignore" command instead of start of "event"