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

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(Created page with "This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_reform" File's structure has pattern according to below. DEFAULT: modifiers DEFAU...")
 
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'''Note:''' Although complex assigned of sounds is available, vanilla version of this file contain only 1 universal entry for all infantry as you would see below....
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'''Note:''' Although complex assigned of sounds is possible, vanilla version of this file contain only 1 universal entry for all infantry as you would see below....
  
 
   unit infantry light, skirmish, missile, heavy, spearmen
 
   unit infantry light, skirmish, missile, heavy, spearmen

Revision as of 20:37, 4 January 2021

This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_reform"

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 -

required_samples_cutoff 4

Number of maximum sounds in this bank which would be played at the same time

 BANK: unit_reform

This declare start of sound bank "unit_reform" which are sound of unit group running.

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 "," }

Note: Choose only one of them at the time.

Following by....

Secondary condition, not change until declare it again or new declaration of primary condition

   season { season_type }

Tertiary condition, not change until declare it again or new declaration of primary/secondary condition

     climates { climate_type }

Condition which declare right before start event entries

       terrain { terrain_type }

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 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)

Event entry follow this pattern.

 unit { unit_category } { unit_class ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      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

Or...

 type { unit_type ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      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

Note: Although complex assigned of sounds is possible, vanilla version of this file contain only 1 universal entry for all infantry as you would see below....

 	unit infantry light, skirmish, missile, heavy, spearmen
 		season summer, winter
 			terrain  grass_short, grass_long,forest_dense, scrub_dense, swamp, mud, mud_road, ice, snow, water, stone_road, rock, dirt, wood, sand
 				event lod 20
 					folder data/sounds/SFX/group/infantry
 					testudo_group_01
 				end