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Difference between revisions of "Export descr sounds units voice.txt"

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(Created page with "This file is delegated file from descr_sounds_units_voice.txt for manage part of sound bank: "unit_voice"'s entries related to soldiers' order responses. BANK: unit_voi...")
 
(category and logo)
 
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{{RTW M2TW Modding Logo}}<br>
 
This file is delegated file from [[descr_sounds_units_voice.txt]] for manage part of sound bank: "unit_voice"'s entries related to soldiers' order responses.
 
This file is delegated file from [[descr_sounds_units_voice.txt]] for manage part of sound bank: "unit_voice"'s entries related to soldiers' order responses.
  
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Primary condition.
 
Primary condition.
   cultures { culture_type as defined in [[descr_cultures.txt]] } (using in RTW only)
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   culture { culture_type as defined in [[descr_cultures.txt]] } (using in RTW only)
 
   accent { accent_type as defined in [[descr_sounds_accents.txt]] } (using in M2TW only)
 
   accent { accent_type as defined in [[descr_sounds_accents.txt]] } (using in M2TW only)
  
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[[Category: M2TW Modding]]
 
[[Category: M2TW Modding]]
[[Category:RTW Modding]]
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[[Category:RTW Sound Files]]

Latest revision as of 12:11, 18 March 2021

Rome:Total War & Remastered - Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds_units_voice.txt for manage part of sound bank: "unit_voice"'s entries related to soldiers' order responses.

 BANK: unit_voice

Available category to use in for "BANK: unit_voice"

Primary condition.

 culture { culture_type as defined in descr_cultures.txt } (using in RTW only)
 accent { accent_type as defined in descr_sounds_accents.txt } (using in M2TW only)

Secondary condition, need redefined when want to start new unit_voice_type or primary condition change.

   class { unit_voice_type as available in export_descr_unit.txt}

Tertiary condition, need redefined when want to start new vocal_type or primary/secondary condition change.

     vocal { vocal_type } {confirm}

Available vocal_type for sound bank "unit_voice" that using in this file.

 Group_Created
 Group_Disbanded
 Group_Drop {confirm}
 Group_Formation_Cavalry_First_3_Lines {confirm}
 Group_Formation_Cavalry_Screen {confirm}
 Group_Formation_Column {confirm}
 Group_Formation_Double_Line {confirm}
 Group_Formation_Infantry_First_3_Lines {confirm}
 Group_Formation_Missile_First_3_lines {confirm}
 Group_Formation_Single_Line {confirm}
 Group_Formation_Sorted_Double_Line {confirm}
 Group_Order_Attack {confirm}
 Group_Order_Attack_Fast {confirm}
 Group_Order_Halt {confirm}
 Group_Order_Missile_Attack {confirm}
 Group_Order_Missile_Attack_Fast {confirm}
 Group_Order_Move {confirm}
 Group_Order_Move_Fast {confirm}
 Group_Order_Rally {confirm}
 Group_Order_Retreat {confirm}
 Group_Select
 Group_Select_Cavalry
 Group_Select_Engines
 Group_Select_Infantry
 Group_Select_Missiles
 Group_State_Brace_Off {confirm} (M2TW only)
 Group_State_Brace_On {confirm} (M2TW only)
 Group_State_Cantabrian_Off {confirm}
 Group_State_Cantabrian_On {confirm}
 Group_State_Chant_Off {confirm}
 Group_State_Chant_On {confirm}
 Group_State_Cow_Off {confirm} (M2TW only)
 Group_State_Cow_On {confirm} (M2TW only)
 Group_State_Engage_At_Will_Off {confirm}
 Group_State_Engage_At_Will_On {confirm}
 Group_State_Explosive_Off {confirm} (M2TW only)
 Group_State_Explosive_On {confirm} (M2TW only)
 Group_State_Fire_At_Will_Off {confirm}
 Group_State_Fire_At_Will_On {confirm}
 Group_State_Guard_Off {confirm}
 Group_State_Guard_On {confirm}
 Group_State_Skirmish_Off {confirm}
 Group_State_Skirmish_On {confirm}
 Group_State_Flaming_Off {confirm}
 Group_State_Flaming_On {confirm}
 Group_State_Formation_Loose {confirm}
 Group_State_Formation_Tight {confirm}
 Group_State_Hold_Position_Off {confirm}
 Group_State_Hold_Position_On {confirm}
 Group_State_Line_Off {confirm}
 Group_State_Line_On {confirm}
 Group_State_Phalanx_Off {confirm}
 Group_State_Phalanx_On {confirm}
 Group_State_Rapid_Fire_Off {confirm} (RTW only)
 Group_State_Rapid_Fire_On {confirm} (RTW only)
 Group_State_Rock_Off {confirm} (M2TW only)
 Group_State_Rock_On {confirm} (M2TW only)
 Group_State_Schiltrom_Off {confirm} (M2TW only, not recognized in RTW)
 Group_State_Schiltrom_On {confirm} (M2TW only, not recognized in RTW)
 Group_State_Screech_Off (RTW only)
 Group_State_Screech_On (RTW only)
 Group_State_Shieldwall_Off {confirm} (RTW only)
 Group_State_Shieldwall_On {confirm} (RTW only)
 Group_State_Stakes_Off {confirm} (M2TW only)
 Group_State_Stakes_On {confirm} (M2TW only)
 Group_State_Testudo_Off {confirm} (RTW only)
 Group_State_Testudo_On {confirm} (RTW only)
 Group_State_Warcry_Off (RTW only)
 Group_State_Warcry_On (RTW only)
 Group_State_Wedge_Off {confirm}
 Group_State_Wedge_On {confirm}
 Unit_Attack {confirm}
 Unit_Attack_Fast {confirm}
 Unit_Completed
 Unit_Error
 Unit_Generic
 Unit_Halt {confirm}
 Unit_Ladder_Attack {confirm}
 Unit_Ladder_Drop {confirm}
 Unit_Ladder_Start {confirm}
 Unit_Ladder_Use {confirm}
 Unit_Missile_Aim
 Unit_Missile_Fire
 Unit_Missile_Move_Into_Range {confirm}
 Unit_Missile_Move_Into_Range_Fast {confirm}
 Unit_Missile_Ready
 Unit_Move {confirm}
 Unit_Move_Fast {confirm}
 Unit_Rally {confirm}
 Unit_Ram_Attack {confirm}
 Unit_Ram_Attack_Walls {confirm}
 Unit_Ram_Drop {confirm}
 Unit_Ram_Ramming
 Unit_Ram_Start {confirm}
 Unit_Ram_Start_Walls {confirm}
 Unit_Ram_Use {confirm}
 Unit_Retreat {confirm}
 Unit_Select (have available subcategory)
 Unit_Siege_Tower_Attack {confirm}
 Unit_Siege_Tower_Drop {confirm}
 Unit_Siege_Tower_Start {confirm}
 Unit_Siege_Tower_Use {confirm}
 Unit_State_Ammo_Depleted (M2TW only)
 Unit_State_Ammo_Low (M2TW only)
 Unit_State_Brace_Off {confirm} (M2TW only)
 Unit_State_Brace_On {confirm} (M2TW only)
 Unit_State_Cantabrian_Off {confirm}
 Unit_State_Cantabrian_On {confirm}
 Unit_State_Chant_Off {confirm}
 Unit_State_Chant_On {confirm}
 Unit_State_Cow_Off {confirm} (M2TW only)
 Unit_State_Cow_On {confirm} (M2TW only)
 Unit_State_Engage_At_Will_Off {confirm}
 Unit_State_Engage_At_Will_On {confirm}
 Unit_State_Fire_At_Will_Off {confirm}
 Unit_State_Fire_At_Will_On {confirm}
 Unit_State_Flaming_Off {confirm}
 Unit_State_Flaming_On {confirm}
 Unit_State_Formation_Loose {confirm}
 Unit_State_Formation_Tight {confirm}
 Unit_State_Guard_Off {confirm}
 Unit_State_Guard_On {confirm}
 Unit_State_Hide_Off {confirm} (M2TW only)
 Unit_State_Hide_On {confirm} (M2TW only)
 Unit_State_Hold_Position_Off {confirm}
 Unit_State_Hold_Position_On {confirm}
 Unit_State_Line_Off {confirm}
 Unit_State_Line_On {confirm}
 Unit_State_Phalanx_Off {confirm}
 Unit_State_Phalanx_On {confirm}
 Unit_State_Rapid_Fire_Off {confirm} (RTW only)
 Unit_State_Rapid_Fire_On {confirm} (RTW only)
 Unit_State_Rock_Off {confirm} (M2TW only)
 Unit_State_Rock_On {confirm} (M2TW only)
 Unit_State_Schiltrom_Off {confirm} (M2TW only)
 Unit_State_Schiltrom_On {confirm} (M2TW only)
 Unit_State_Screech_Off (RTW only)
 Unit_State_Screech_On (RTW only)
 Unit_State_Shieldwall_Off {confirm} (RTW only)
 Unit_State_Shieldwall_On {confirm} (RTW only)
 Unit_State_Skirmish_Off {confirm}
 Unit_State_Skirmish_On {confirm}
 Unit_State_Stake_Off {confirm} (M2TW only)
 Unit_State_Stake_On {confirm} (M2TW only)
 Unit_State_Testudo_Off {confirm} (RTW only)
 Unit_State_Testudo_On {confirm} (RTW only)
 Unit_State_Warcry_Off (RTW only)
 Unit_State_Warcry_On (RTW only)
 Unit_State_Wedge_Off {confirm}
 Unit_State_Wedge_On {confirm}
 Unit_Tunnel_Dig {confirm} (RTW only)
 Unit_Tunnel_Exit {confirm} (RTW only)
 Unit_Tunnel_Use {confirm} (RTW only)
 Unit_Under_Attack

Subcategories below would be available if vocal_type is "Unit_Select"

       engine { engine_type }
       unit { unit_type }

Entry structures.....

  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
 

{ event name } is not use in "BANK: unit_voice"

{sample name} = name of sound sample file


Note: "BANK: unit_voice" is using only using .wav files in vanilla RTW and M2TW.


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 -