Difference between revisions of "Descr sounds events.txt"
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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 03:04, 3 January 2021
This file is delegated file from descr_sounds.txt for manage sound bank "event_sounds"
Structure of this file is as below...
DEFAULT: modifiers BANK: event_sounds
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 -
Sound events have structure as example below.
type { event_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 arrived 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
"event_type" is type of event as declare in descr_event_enums.txt. This is also same name id as using by descr_event_image.txt and name of files in eventpics subfolders in UI folder.
"arrived" event is always coming as subcategory which pair with event without it (as you see above). Not all events needed it but event which have it would have alternate sound which trigger when event is done by third party and reported to player as its own event, not as another event which player is recipient of that action.
{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)