Difference between revisions of "Descr sounds enviro.txt"
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Terrain ambient sound event are structuring their entries like this. | Terrain ambient sound event are structuring their entries like this. | ||
− | season { season_type ; the same as in [[descr_daytypes.txt]] } | + | season { season_type ; the same as in [[descr_daytypes.txt]] in RTW or [[weather_db.xml]] in M2TW } |
− | daytime { daytime_type ; the same as in [[descr_daytypes.txt]] } | + | daytime { daytime_type ; the same as in [[descr_daytypes.txt]] in RTW or [[weather_db.xml]] in M2TW } |
− | weatherevent { weatherevent_type ; the same as in [[descr_daytypes.txt]] } | + | weatherevent { weatherevent_type ; the same as in [[descr_daytypes.txt]] in RTW or [[weather_db.xml]] in M2TW } |
terrain { terrain_type } | terrain { terrain_type } | ||
event probability X modifiers | event probability X modifiers | ||
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Available "season_type" are the same as other parts above. | Available "season_type" are the same as other parts above. | ||
− | Available "daytime_type" are... (setting is in [[descr_skydome.txt]] but | + | Available "daytime_type" are... (setting is in [[descr_skydome.txt]] but hardcoded name could be found in [[weather_db.xml]] ) |
sunrise | sunrise | ||
mid_morning | mid_morning | ||
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midnight | midnight | ||
− | "weatherevent_type" is type of weatherevent which defined inside [[descr_daytypes.txt]]. | + | "weatherevent_type" is type of weatherevent which defined inside [[descr_daytypes.txt]] in RTW or [[weather_db.xml]] in M2TW. |
"terrain_type" is type of terrain as defined by [[descr_battle_map_movement_modifiers.txt]] on battle map. | "terrain_type" is type of terrain as defined by [[descr_battle_map_movement_modifiers.txt]] on battle map. | ||
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[[Category: M2TW Sound Files]] | [[Category: M2TW Sound Files]] | ||
[[Category:RTW Sound Files]] | [[Category:RTW Sound Files]] |
Latest revision as of 12:56, 13 March 2021
This file is delegated file from descr_sounds.txt for manage sound bank "water" "weather" "fauna" "terrain_ambient".
Note: Sound bank "fauna" is only using in RTW.
BANK "water"
This part start with
DEFAULT: modifiers BANK: water
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 -
Setting of sound event of this sound bank is very specific to each category.
River
river_max_dist_apart 250 ; maximum distance between the sound sources (metres) river_min_dist_apart 10.0 ; minimum distance between the sound sources river_move_smoothing 8.0 ; sound movement smoothing factor type river 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
Bridge
bridge A 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 bridge B 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
Lake
lake_max_dist_apart 250 ; maximum distance between the sound sources (metres) lake_min_dist_apart 15.0 ; minimum distance between the sound sources lake_move_smoothing 8.0 ; sound movement smoothing factor lake_min_outline_length 500 ; minimum length of lake outline in metres type lake 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
Ocean
ocean_max_dist_apart 550 ; maximum distance between the sound sources (metres) ocean_min_dist_apart 77.0 ; minimum distance between the sound sources ocean_move_smoothing 8.0 ; sound movement smoothing factor ocean_wave_channels 10 type ocean 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 waves breadth { wave_breadth } length { wave_length } 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
Available breath and length
- breath: wide => length: long/medium
- breath: medium => length: long/medium/short
- breath: narrow => length: medium/short/very_short
- breath: very_narrow => length: short/very_short
Forest (RTW only)
Forest type environment sound setting is not using in M2TW
forest_max_dist_apart 250 ; maximum distance between the sound sources (metres) forest_min_dist_apart 15.0 ; minimum distance between the sound sources forest_move_smoothing 8.0 ; sound movement smoothing factor forest_min_outline_length 500 ; minimum length of forest outline in metres
type forest season winter 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 season summer 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
Note "spring" and "autumn" also using along summer in vanilla RTW but real game effect still not clear.
BANK "weather"
This part starts with
DEFAULT: modifiers BANK: weather
DEFAULT = setting which is declared here will be used for the following sound events unless specified in event or if DEFAULT is declared in the same category again. Modifier usage is the same as above.
Rain
rain_sounds_distance 10 ; metres precipitate { none, rain, snow, hail ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } season { season_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } climates { climate_type ; as defined by descr_climates.txt } event { lod X } 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
Available precipitation type are...
none rain snow hail
Available season_type is the same as using in water part above..
summer winter spring (RTW only, defined but never use) autumn (RTW only, defined but never use)
Available climate_type are climates which defined in descr_climates.txt
Wind
wind_sounds_distance 15.0 ; metres wind_max_delay 5 ; in seconds wind_speed_to_pitch 0.009 0.6 wind_speed_to_volume 1 -50 wind_height_to_speed .06 wind_dir_range 20 ; degrees, the range of randomisation wind { wind type } {Min speed, Max speed} season { season_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } climates { climate_type ; as defined by descr_climates.txt } 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
Available wind type are the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW....
calm breezes wind gusts gales
Thunder
thunder_delay_min 12.0 ; in seconds thunder_delay_max 32.0
thunder season { season_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } event { lod X } 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
lod X level of detail here with X set from 100 to 1000 to 10000 but with no explanation on how and why it is using.
"thunder_delay_min" and "thunder_delay_max" are not using in vanilla M2TW.
Note "climates" is not valid condition to use with thunder section.
BANK "fauna" (RTW ONLY)
This part only using in RTW and start with
DEFAULT: modifiers BANK: fauna
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. Modifier usage is the same as above.
type vulture action idle event probability .02 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
Seem to be setting for random bird cry. This part has limit setting and not clear if there are other types and actions to use or not. Most of animal sounds seem to mostly move to bank: terrain_ambient.
BANK "terrain_ambient"
This part start with
DEFAULT: modifiers BANK: terrain_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. Modifier usage is the same as above.
This is specfic setting for terrain_ambient sound bank
channels 10 ; number of sounds to be played simultaneously delay 15 ; delay between updates (in seconds) radius 100 ; radius around the camera where the sounds are played (in metres) radius_min 40
Terrain ambient sound event are structuring their entries like this.
season { season_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } daytime { daytime_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } weatherevent { weatherevent_type ; the same as in descr_daytypes.txt in RTW or weather_db.xml in M2TW } terrain { terrain_type } event probability X 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
Available "season_type" are the same as other parts above.
Available "daytime_type" are... (setting is in descr_skydome.txt but hardcoded name could be found in weather_db.xml )
sunrise mid_morning morning midday sunset mid_evening night midnight
"weatherevent_type" is type of weatherevent which defined inside descr_daytypes.txt in RTW or weather_db.xml in M2TW.
"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)
Note: Vanilla setting of terrain_ambient are attached probability to all of event to make them trigger at random based on probability given to each events.