Difference between revisions of "Descr sounds units anims.txt"
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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 | + | [[Category: M2TW Sound Files]] |
− | [[Category:RTW | + | [[Category:RTW Sound Files]] |
Latest revision as of 13:13, 13 March 2021
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