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Difference between revisions of "Descr sounds units anims.txt"

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(Created page with "This file is delegated file from descr_sounds_units.txt for manage sound bank: "fall" "animal_fall" "war_horn" and other sound events which not part of any sound bank. Fi...")
 
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{{RTW M2TW Modding Logo}}<br>
 
This file is delegated file from [[descr_sounds_units.txt]] for manage sound bank: "fall" "animal_fall" "war_horn" and other sound events which not part of any sound bank.
 
This file is delegated file from [[descr_sounds_units.txt]] for manage sound bank: "fall" "animal_fall" "war_horn" and other sound events which not part of any sound bank.
  
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Available culture_type are according to [[descr_cultures.txt]]
 
Available culture_type are according to [[descr_cultures.txt]]
  
[[Category: M2TW Modding]]
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[[Category: M2TW Sound Files]]
[[Category:RTW Modding]]
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[[Category:RTW Sound Files]]

Latest revision as of 13:13, 13 March 2021

Rome:Total War & Remastered - Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds_units.txt for manage sound bank: "fall" "animal_fall" "war_horn" and other sound events which not part of any sound bank.

File's structure is divide into 3 parts.

Header and Isolate Sound Events

 DEFAULT: modifiers

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.

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 -

This follow by sound events which not part of any sound bank in RTW only

      event { event name } 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 which listed here are...

 ANIM_KILL_MOUNT
 DRUID_CHANT
 ANIM_SCREECHERS
 ANIM_SWOOSH
 ANIM_SCRAPE
 ANIM_ARCHER_LOAD
 ANIM_ARCHER_AIM
 ANIM_ARCHER_FIRE
 ANIM_SLINGER_HIGHWHIRL
 ANIM_SLINGER_LOWWHIRL
 ANIM_SLINGER_FIRE
 ANIM_SPEAR_FIRE
 ANIM_FALL_SQUASH
 ANIM_SQUASH
 ANIM_IDLE_CLOTH
 ANIM_TESTUDO
 ANIM_HORSE_ATTACK
 ANIM_HORSE_DEATH
 ANIM_HORSE_REGROUP
 ANIM_CAMEL_ATTACK
 ANIM_CAMEL_DEATH
 ANIM_ELE_ATTACK
 ANIM_ELE_DEATH
 ANIM_WARDOG_BARK
 ANIM_WARDOG_ATTACK
 ANIM_WARDOG_DEATH
 ANIM_PIG_ATTACK
 ANIM_PIG_DEATH
 ANIM_BALLISTAE_RELOAD
 ANIM_BALLISTAE_IDLECRANK
 ANIM_BALLISTAE_FIRE
 ANIM_BALLISTAE_RECOVER
 ANIM_BALLISTAE_DESTROYED
 ANIM_ONAGER_RELOAD
 ANIM_ONAGER_IDLECRANK
 ANIM_ONAGER_FIRE
 ANIM_ONAGER_DESTROYED
 ANIM_SCORPION_RELOAD
 ANIM_SCORPION_IDLECRANK
 ANIM_SCORPION_CRANKATTACK
 ANIM_SCORPION_FIRE
 ANIM_SCORPION_DESTROYED
 ANIM_EASTRAM_HIT
 ANIM_EASTRAM_PREPARE
 ANIM_OPENFRAME_HIT
 ANIM_OPENFRAME_PREPARE
 ANIM_TORTRAM_HIT
 ANIM_TORTRAM_PREPARE
 ANIM_EASTRAM_DESTROYED
 ANIM_OPENFRAME_DESTROYED
 ANIM_TORTRAM_DESTROYED
 ANIM_HELIPOLIS_DESTROYED
 ANIM_SAP_DESTROYED
 ANIM_LADDER_RAISED
 ANIM_LADDER_DESTROYED
 ANIM_STOW_OPEN
 ANIM_STOW_CLOSE
 ANIM_STOW_SQ_OPEN
 ANIM_STOW_SQ1_OPEN
 ANIM_STOW_SQ_CLOSE
 ANIM_STOW_SQ2_CLOSE
 ANIM_STOW_DESTROYED
 ANIM_CHARIOT_DESTROY

Note: Sound events in this section is using by RTW skeleton files. If anyone know any other place it is using, please update this wiki further.

BANK: fall and animal_fall

 DEFAULT: modifiers

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.

Structure of this part is divide into 2 section

First section for sound bank "fall".

 BANK: fall

This declare start of sound bank "fall" which are sound of unit fall to the ground. Structure of each entries are follow pattern below.

 season { season_type }
   climates { climate_type } (optional as it use to define snowy environment)
     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

Available season_type are....

 summer
 winter
 spring (RTW only, defined but never use)
 autumn (RTW only, defined but never use)

Available climate_type are what defined in descr_climates.txt.

Available terrain_type are the same as one in descr_battle_map_movement_modifers.txt on battle map.

 rock
 sand
 mud
 swamp
 grass_dry
 grass_short
 grass_long
 scrub_dense
 forest_sparse
 forest_dense
 water
 ice
 snow
 mud_road
 stone_road
 wood (not in descr_battle_map_movement_modifiers.txt but still count as valid type)

Second section for sound bank "animal_fall".

 BANK: animal_fall

This declare start of sound bank "animal_fall" which are sound of animals fall to the ground.

There is 2 type of entries in this section. Firt type is by using animal type.

 animal { animal_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

Available animal_type are...

 wardogs
 pigs

Second type is using mount's type...

 mount { mount_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

Available mount_type are as define in descr_mount.txt

BANK: war_horn

 DEFAULT: modifiers

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.

 BANK: war_horn

This declare start of sound bank "war_horn" which manage sound of warhorn in the battle.

Structure of this part is following this pattern

 culture { culture_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

Available culture_type are according to descr_cultures.txt