Difference between revisions of "Descr sounds units fire.txt"
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This file is delegated file from [[descr_sounds_units.txt]] for manage sound bank: "unit_missile_attack". | This file is delegated file from [[descr_sounds_units.txt]] for manage sound bank: "unit_missile_attack". | ||
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sword | sword | ||
spear | spear | ||
+ | Naffatun (M2TW only) | ||
This would be follow by... | This would be follow by... | ||
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- female confirm voice in vanilla RTW of all culture are shared the same set and use the same voice as method to organized more efficiently. | - female confirm voice in vanilla RTW of all culture are shared the same set and use the same voice as method to organized more efficiently. | ||
− | [[Category: M2TW | + | [[Category: M2TW Sound Files]] |
− | [[Category:RTW | + | [[Category:RTW Sound Files]] |
Latest revision as of 13:22, 13 March 2021
This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_missile_attack".
File's structure has pattern according to below.
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.
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 -
BANK: unit_missile_attack
This declare start of sound bank "unit_confirm" which are sound of unit group confirm.
Condition that could using here are either unit or type with pattern below.
unit { unit_category } { unit_class ; split each entries by "," } type { unit_type ; split each entries by "," } weapon { weapon_sound_type }
Note: Choose only one of them at the time.
Available unit_category are the same as in export_descr_units.txt
infantry cavalry siege handler ship non_combatant
Available unit_class are the same as in export_descr_units.txt
light heavy missile spearmen
Available unit_type are what defined inside export_descr_units.txt
Available weapon_sound_type are defined inside export_descr_units.txt and descr_sounds_weapons.txt
none knife mace axe sword spear Naffatun (M2TW only)
This would be follow by...
stage { ready/aim/fire }
Available unit_voice_type is as defined and use by export_descr_unit.txt
The pattern of format of each set is below...
unit/type/weapon { condition } stage ready event lod 5 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 20 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 40 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 stage aim event lod 5 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 20 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 40 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 stage fire event lod 5 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 20 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 40 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:
- If modder is not worry about losing of some minor sound detail, method as using by M2TW (all culture/accent use the same confirm set) is more efficient and could save some memory usage.
- female confirm voice in vanilla RTW of all culture are shared the same set and use the same voice as method to organized more efficiently.