Difference between revisions of "Descr sounds engine.txt"
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This file is delegated file from [[descr_sounds.txt]] for manage sound bank "engine_move" "engine_ambient" "engine_alight". | This file is delegated file from [[descr_sounds.txt]] for manage sound bank "engine_move" "engine_ambient" "engine_alight". | ||
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Sound banks in this file share the similar category organization as describe below... | Sound banks in this file share the similar category organization as describe below... | ||
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− | [[Category: M2TW | + | [[Category: M2TW Sound Files]] |
− | [[Category:RTW | + | [[Category:RTW Sound Files]] |
Latest revision as of 12:55, 13 March 2021
This file is delegated file from descr_sounds.txt for manage sound bank "engine_move" "engine_ambient" "engine_alight".
Sound banks in this file share the similar category organization as describe below...
class/type { engine_class/engine_type } season { season_type } climates { climate_type } terrain { terrain_type } {ignore}
"type" is engine entry as declared and listed in descr_engines.txt.
"class" is class of engine as categorized in descr_engines.txt. Some engine class in M2TW not exist in RTW. List of available "engine_class" are...
ballista scorpion tower (siege_tower/middle_tower/heliopolis) ram (tortoise_ram/eastern_ram/open_frame_ram) ladder sap_point onager (RTW only) chariot (RTW only, for mount class "chariot" and "scorpion_cart") catapult (M2TW only) trebuchet (M2TW only) ballista (M2TW only) scorpion (M2TW only) bombard (M2TW only) grand_bombard (M2TW only) huge_bombard (M2TW only) culverin (M2TW only) basilisk (M2TW only) cannon (M2TW only) mortar (M2TW only) serpentine (M2TW only) rocket_launcher (M2TW only) ribault (M2TW only) monster_ribault (M2TW only)
"class" and "type" category have the same role and don't use together.
"season_type" is season as use in descr_daytypes.txt.
Note: Although ingame only have "summer" and "winter" types are in use, vanilla RTW version of file also have additional type "spring" and "autumn" in use with unknown how valid they are in game.
"climate_type" is type of climate as defined by descr_climates.txt.
"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)
{ignore} mean this category would not have sound given (M2TW only)
BANK "engine_move"
This part start with
DEFAULT: modifiers BANK: engine_move
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 -
class ladder ignore
This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank
Sound events have structure as example below.
class/type { engine_class/engine_type } season { season_type } climates { climate_type } terrain { terrain_type } event lod 1 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 2 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 section here has additional modification lod 1 and lod 2 which indicated distance of camera from source of sound as set by lod level in descr_engines.txt.
Note: In vanilla RTW, "class chariot" only have lod 1 assigned to it.
BANK "engine_ambient"
This part start with
DEFAULT: modifiers BANK: engine_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.
class ladder ignore
This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank
Sound events have structure as example below.
class/type { engine_class/engine_type } season { season_type } climates { climate_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
No lod use in this part.
BANK "engine_alight"
This part start with
DEFAULT: modifiers BANK: engine_alight
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.
class ladder ignore
This section in in M2TW only to indicate that category would not have sound assigned to them in this sound bank
Sound events have structure as example below.
class/type { engine_class/engine_type } season { season_type } climates { climate_type } terrain { terrain_type } event looped 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
All sound event in this part is set as "looped" and not using lod.
End Note
- Chariot is counted as class of engine in RTW and define their sound in all banks in this file
- Class "ladder" is never defined any sound in RTW but in M2TW it assigned with special line with "ignore" command instead of start of "event"