Difference between revisions of "Descr sounds interface.txt"
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[[Category: M2TW Sound Files]] | [[Category: M2TW Sound Files]] | ||
[[Category:RTW Sound Files]] | [[Category:RTW Sound Files]] |
Latest revision as of 12:56, 13 March 2021
This file is delegated file from descr_sounds.txt for manage several sound bank cursor_click which related to sound when clicking order in different situation.
In RTW version, This file also contain other interface sounds which outside sound bank too. These sounds in M2TW would be moved to descr_sounds_generic.txt.
Sound Bank "cursor_click"
Part's structure.
DEFAULT: modifiers
DEFAULT = setting declared by this would be used for following sound events unless specified in event or DEFAULT is declared in the same category again.
List of modifiers (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: cursor_click
This is declare of beginning of entries of "cursor_click". Organization of cursor_click is always coming in pair (one for normal, another is double click) as you would see in format below.
type { normal/battle/strat/strat_v2 } mode { command_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 double 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
{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)
"type" is category of game mode which included normal, battle, strat, strat_v2
"mode" is command situation as list below....
attack attack_range attack_thrown attack_siege attack_range_out_of_range attack_thrown_out_of_range attack_siege_out_of_range move move_in_range move_out_of_range select timer cohort step_left step_right step_fwd step_back rotate_right rotate_left mouse_look click_down exchange default_action no_action enter_settlement disembark set_rally_point set_rally_point_and_select object_placement pickup_equipment enter
"double" is category which done by double click the mouse.
Interface's Sound Events (RTW ONLY)
In RTW, after finished part of "BANK: cursor_click", the file also include sound event entries which not part of any sound banks which related to interface of games. Similar content in M2TW would not in this file but would be moved to descr_sounds_generic.txt.
Structure like this part would be like this.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events as it now start new part of file. In this part default would be declare several times to separate each part of interface sounds which have different sound setting.
- Working Globally
- Working Front End
- Working Strategy Map
- Working Battle Map
Each of event would be structure like this....
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 names which using in this part, sort by line of encounter are...
- Working globally
STRAT_SELECT_CARD STRAT_DESELECT_CARD BATTLE_UI_START_DRAG_FORMATION BATTLE_UI_END_DRAG_FORMATION BATTLE_UI_START_DRAG_SELECTION BATTLE_UI_END_DRAG_SELECTION BUTTON_DOWN
- Working Front End
UI_NEXT_FACTION_BUTTON UI_NEXT_TEAM_BUTTON UI_CHANGE_ARMOUR UI_CHANGE_EXPERIENCE UI_CHANGE_WEAPON UI_CLEAR_CURRENT_ARMY UI_COMPUTER_CHOOSE_ARMY UI_REFRESH_GAME_LIST UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING UI_LOAD_KEY_SETTINGS UI_SAVE_KEY_SETTINGS START_GAME UI_HIGHLIGHT UI_SELECT_MENU_ITEM UI_RETURN_TO_PREVIOUS UI_TEXT_FIELD_CLICKED UI_TEXT_FIELD_ENTERED UI_FIELD_CHANGED UI_TICK_BOX_ON UI_TICK_BOX_OFF UI_HELP_DIALOG_APPEAR UI_HELP_DIALOG_DISAPPEAR
- Working Strategy Map
OPEN_MSG MERGE_ARMIES STRAT_SELECT_CHARACTER STRAT_SELECT_CITY_DOWN STRAT_SELECT_CITY STRAT_SENATE_POLICY_TAB STRAT_SENATE_MISSIONS_TAB STRAT_SENATE_FLOOR_TAB END_TURN STRAT_END_TURN_DOWN STRAT_BATTLE_ZOOM STRAT_BUILD_FORT STRAT_BUILD_WATCHTOWER STRAT_TRAINING_QUEUE_SELECT_UNIT STRAT_TRAINING_QUEUE_DELETE_UNIT STRAT_TRAINING_QUEUE_DRAG_UNIT STRAT_CONSTRUCTION_SELECT_BUILDING STRAT_CONSTRUCTION_DELETE_BUILDING STRAT_CONSTRUCTION_DRAG_BUILDING STRAT_TOOLTIP STRAT_SHOW_INFO_RIGHT_CLICK STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN STRAT_DISBAND_UNIT STRAT_DESTROY_BUILDING STRAT_SCROLL_OPENS STRAT_SCROLL_CLOSES STRAT_PANEL_MENU_SELECT STRAT_PANEL_MENU_SCROLL_BALL STRAT_PANEL_MENU_SCROLL_ARROWS STRAT_PANEL_MENU_SCROLLING STRAT_PANEL_MENU_TICK_BOX_ON STRAT_PANEL_MENU_TICK_BOX_OFF STRAT_PANEL_MENU_CLOSE_BUTTON STRAT_PANEL_MENU_CHECK_BUTTON STRAT_PANEL_MENU_X_BUTTON STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON STRAT_SET_GAME_OPTIONS STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW STRAT_OPEN_FINANCES_WINDOW STRAT_OPEN_SENATE_MISSIONS_LOG STRAT_OPEN_CONTRUCTION_PANEL STRAT_OPEN_TRAINING_PANEL STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN STRAT_PICKUP_CARD STRAT_DROP_CARD STRAT_SHOW_UNITS_IN_GARRISON STRAT_SHOW_BUILDS_IN_SETTLEMENT STRAT_SHOW_VISITORS_IN_SETTLEMENT STRAT_SHOW_UNITS_ON_SHIP STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON STRAT_OPEN_FACTION_SUMMARY STRAT_SELECT_NEXT STRAT_SELECT_PREVIOUS STRAT_SHOW_MISSION_TARGET STRAT_SHOW_SENATE_OFFICES_LIST STRAT_SELECT_BUILDING STRAT_ADD_BUILDING_TO_QUEUE STRAT_REMOVE_FROM_QUEUE STRAT_PICKUP_BUILDING STRAT_DROP_BUILDING STRAT_ADD_UNIT_TO_QUEUE STRAT_REMOVE_UNIT_FROM_QUEUE STRAT_PICKUP_UNIT STRAT_DROP_UNIT STRAT_ASK_FOR_ADVICE STRAT_LOCATE_POSITION_OF_SETTLEMENT STRAT_ASK_FOR_UNIT_ADVICE STRAT_SHOW_RALLY_POINTS STRAT_REMOVE_RALLY_POINT STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING STRAT_SHOW_EVENTS_LOG STRAT_SHOW_FAMILY_TREE STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP STRAT_SET_FACTION_HEIR STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP STRAT_SHOW_TRADE_SUMMARY STRAT_LOCATION_POSITION_OF_SETTLEMENT STRAT_SHOW_BUILDINGS_IN_SETTLEMENT STRAT_ARROW_BUTTONS STRAT_SELECT_DETAIL STRAT_ADVICE_PANEL_SLIDING_IN STRAT_ADVICE_PANEL_SLIDING_OUT STRAT_ADVICE_BUBBLE_APPEARS STRAT_ADVICE_BUBBLE_DISAPPEARS STRAT_NEW_MESSAGES_AVAILABLE STRAT_EVENT_CARD_STARTS_TO_FALL STRAT_EVENT_CARD_STOPS_FALLING STRAT_MESSAGE_DISMISS STRAT_DIPLOMACY_AMBIENT STRAT_DIPLOMACY_SCROLL_OPEN STRAT_DIPLOMACY_SCROLL_CLOSE STRAT_DIPLOMACY_TEXT_CLICK STRAT_DIPLOMACY_ARROW_BUTTONS
- Working Battle Map
BATTLE_UI_SELECT_UNIT BATTLE_UI_SWORD_ATTACK BATTLE_UI_QUICK_SWORD_ATTACK BATTLE_UI_SPEAR_ATTACK BATTLE_UI_QUICK_SPEAR_ATTACK BATTLE_UI_MISSILE_ATTACK BATTLE_UI_QUICK_MISSILE_ATTACK BATTLE_UI_SIEGE_ATTACK BATTLE_UI_GRAB_SIEGE_WEAPON BATTLE_UI_WALK_TO_LOCATION BATTLE_UI_RUN_TO_LOCATION BATTLE_SCROLL_OPENS BATTLE_SCROLL_CLOSES BATTLE_PANEL_MENU_SELECT BATTLE_PANEL_MENU_SCROLL_BALL BATTLE_PANEL_MENU_SCROLL_ARROWS BATTLE_PANEL_MENU_SCROLLING BATTLE_PANEL_MENU_TICK_BOX_ON BATTLE_PANEL_MENU_TICK_BOX_OFF BATTLE_PANEL_MENU_CLOSE_BUTTON BATTLE_PANEL_MENU_CHECK_BUTTON BATTLE_PANEL_MENU_X_BUTTON BATTLE_END_DEPLOYMENT BATTLE_FOLLOW_UNIT BATTLE_STOP_FOLLOWING_UNIT BATTLE_ZOOM_UNIT BATTLE_HIDE_UI BATTLE_UNHIDE_UI BATTLE_TURN_MUSIC_ON BATTLE_TURN_MUSIC_OFF BATTLE_TURN_SOUND_EFFECTS_ON_ BATTLE_TURN_SOUND_EFFECTS_OFF BATTLE_ZOOM_RADAR_IN BATTLE_ZOOM_RADAR_OUT BATTLE_PAUSE BATTLE_UNPAUSE BATTLE_DOUBLE_SPEED BATTLE_TRIPLE_SPEED BATTLE_SELECT_CARD volume 0 BATTLE_DESELECT_CARD BATTLE_PICKUP_CARD BATTLE_DROP_CARD BATTLE_ZOOM_TO_UNIT BATTLE_ZOOM_GENERAL BATTLE_SELECT_ALL BATTLE_DESELECT_ALL BATTLE_SELECT_CAVALRY BATTLE_SELECT_INFANTRY BATTLE_SELECT_MELEE BATTLE_SELECT_MISSILE_ BATTLE_SELECT_SIEGE BATTLE_SELECT_NEXT_GROUP BATTLE_SELECT_PREVIOUS_GROUP BATTLE_HALT_STOP_CURRENT_ORDERS BATTLE_WITHDRAW BATTLE_GROUP_SELECTED_UNITS BATTLE_UNGROUP_SELECTED_UNITS BATTLE_ENABLE_LINKING BATTLE_DISABLE_LINKING BATTLE_TIGHT_FORMATION BATTLE_LOOSE_FORMATION BATTLE_ENABLE_SKIRMISH_MODE BATTLE_DISABLE_SKIRMISH_MODE BATTLE_ENABLE_FIRE_AT_WILL BATTLE_DISABLE_FIRE_AT_WILL BATTLE_NORMAL_FORMATION BATTLE_SPECIAL_FORMATION BATTLE_ENABLE_GUARD_MODE BATTLE_DISABLE_GUARD_MODE BATTLE_RUN_MODE BATTLE_WALK_MODE BATTLE_SHOW_GROUP_FORMATIONS BATTLE_HIDE_GROUP_FORMATIONS BATTLE_SELECT_GROUP_FORMATION BATTLE_AI_ASSISTANCE_ON BATTLE_AI_ASSISTANCE_OFF
- Not Working (not sure what it mean as they declare as event and some also assign sound sample in it without mark ";" to disable the line. Could this mean all these events are blank events with game engine not trigger them?)
UI_F1_HELP UI_HELP_DIALOG_CHECK UI_ESC_KEY UI_QUIT_DIALOG_APPEAR UI_QUIT_DIALOG_CHECK UI_QUIT_DIALOG_X UI_QUIT_DIALOG_DISAPPEAR UI_ERROR_DIALOG_APPEAR UI_ERROR_DIALOG_CHECK UI_ERROR_DIALOG_DISAPPEAR UI_DROP_MENUS_DOWN volume UI_DROP_MENUS_UP UI_DROP_MENU_ITEM_HIGHLIGHT UI_DROP_MENU_ITEM_SELECT UI_DROP_MENU_SCROLL_ARROW_HEAD UI_DROP_MENU_SCROLL_BALL UI_DROP_MENU_SCROLLING UI_CONTINUE_CAMPAIGN UI_SELECT_A_FACTION UI_FACTION_SHIELD_BUTTONS UI_START_THE_CAMPAIGN UI_SELECT_CAMPAIGN UI_SELECT_BATTLE UI_CHOOSE_AN_ARMY UI_START_THE_HISTORICAL_BATTLE UI_CHOOSE_LOCATION UI_CUSTOMISE_THE_BATTLE UI_ARROW_BUTTONS UI_ATTACKER_BUTTON UI_DEFFENDER_BUTTON UI_NO_FACTION_BUTTON UI_CUSTOMISE_THE_ARMIES UI_PICK_UP_CARD UI_DROP_CARD UI_SELECT_UNIT UI_REMOVE_UNIT UI_LEVELS_ARROWS UI_START_THE_BATTLE UI_GAME_APPEARS UI_GAME_DISAPPEARS UI_JOIN_AS_SPECTATOR UI_JOIN_GAME UI_HOST_GAME UI_REFRESH_GAME_LIST UI_SORT_BY_COLUMN_BUTTONS UI_SELECT_GAME UI_CHOOSE_CONDITIONS_FOR_BATTLE UI_LOAD_SELECT_GAME UI_APPLY_VIDEO_SETTINGS UI_SELECT_FUNCTION UI_START_REASSIGNMENT UI_KEY_REASSIGNED UI_RESTORE_DEFAULT_KEYS BATTLE_SELECT_UNIT_DESTINATION BATTLE_INVALID_DESTINATION BATTLE_MELEE_ATTACK_UNIT BATTLE_CHARGE_MELEE_ATTACK_UNIT BATTLE_MISSILE_ATTACK_UNIT BATTLE_CHARGE_MISSILE_ATTACK_UNIT BATTLE_SIEGE_ATTACK BATTLE_CHARGE_SIEGE_ATTACK BATTLE_INVALID_ATTACK_TARGET