Difference between revisions of "Descr sounds stratmap anims.txt"
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[[Category:RTW Sound Files]] | [[Category:RTW Sound Files]] |
Latest revision as of 13:10, 13 March 2021
This file is RTW only delegated file from descr_sounds.txt for manage some sound events related to strategy map's animation. In M2TW, events it managed are part of descr_sounds_generic.txt
File's structure.
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 -
This file contain sound events which are not part of sound bank. These sounds are using by skeleton files of agents' movement set (which use to organized set of animation for using by model) to give sound to animation at point of frame. Structure of sound event is as example below.
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 file are...
SM_ANIM_FOOTSTEP SM_ANIM_BATTLE SM_ANIM_SWOOSH SM_ANIM_SMALL_SWOOSH SM_ANIM_SCRAPE SM_ANIM_FALL SM_ANIM_IDLE_NECK_CRACK SM_ANIM_IDLE_STRETCH_ARMS SM_ANIM_IDLE_STRETCH_BACK SM_ANIM_IDLE_SNEEZE SM_ANIM_IDLE_SCRATCH_HEAD SM_ANIM_IDLE_CLEAR_THROAT SM_ANIM_IDLE_SNIFF SM_BODY_HIT