Difference between revisions of "Descr sounds stratmap.txt"
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This file is delegated file from [[descr_sounds.txt]] for manage several sound bank which related to strategy map. This included sound banks "character_action", "disasters", "stratmap_terrain", "stratmap_object". | This file is delegated file from [[descr_sounds.txt]] for manage several sound bank which related to strategy map. This included sound banks "character_action", "disasters", "stratmap_terrain", "stratmap_object". | ||
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− | [[Category: M2TW | + | [[Category: M2TW Sound Files]] |
− | [[Category:RTW | + | [[Category:RTW Sound Files]] |
Latest revision as of 13:12, 13 March 2021
This file is delegated file from descr_sounds.txt for manage several sound bank which related to strategy map. This included sound banks "character_action", "disasters", "stratmap_terrain", "stratmap_object".
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 -
Contents
"character_action" section
Start of sound bank character_action is begin with this.
BANK: character_action
This is declare of beginning of entries of "character_action". Organization of character_action is according to below.
action { action_type according to descr_actions.txt, not all action_type there are using here } type { character_type according to descr_character.txt } (if more than one type, separate by "spacebar" ) 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 .... type { character_type according to descr_character.txt } (if more than one type, separate by "spacebar" ) 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)
Available action_type (as use in vanilla file) are...
idle moving_normal spying attack
Available character_type are...
army (not use in this file in vanilla) general admiral assassin diplomat spy princess (M2TW only, not use in this file in vanilla) merchant (M2TW only, not use in this file in vanilla) priest (M2TW only, not use in this file in vanilla) heretic (M2TW only, not use in this file in vanilla) witch (M2TW only, not use in this file in vanilla)
Note: although character type "named character" and "inquisitor" could be found in descr_character.txt in M2TW, they don't use in any sound file and validity of this character_type in sound files have never been tested.
"disasters" section
Start of sound bank disasters is begin with this.
BANK: disasters
This is declare of beginning of entries of "disasters". Organization of disasters is according to below.
type { disaster_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 .... type { disaster_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
{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)
Available disaster_type are...
earthquake volcano flood storm fire
"stratmap_terrain" section
Start of sound bank stratmap_terrain is begin with this.
DEFAULT: modifiers
BANK: stratmap_terrain
This declaration of new default setting for the section below along with declare of beginning of entries of "stratmap_terrain".
channels 10 ; number of sounds to be played simultaneously delay 15 ; delay between updates (in seconds) radius 25 ; radius around the camera where the sounds are played (in tiles) radius_min 0 area_min 7 ; minimum area of a patch with sound (in tiles)
This part is specific setting for bank: stratmap_terrain.
Organization of stratmap_terrain is according to below.
season { season_type as defined in descr_daytypes.txt in RTW or weather_db.xml in M2TW } terrain { strat_map_ground_type as defined in descr_aeriel_map_ground_types.txt } climates { climate_type as defined in descr_climates.txt } ambient 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 looped 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)
ambient is category specific to stratmap_terrain indicated sound which would randomly play on specified condition
looped is category specific to stratmap_terrain indicated sound which would continuously play in loop on specified condition
Available season_type are...
summer winter
Note Although "spring" and "autumn" have been declared elsewhere but not sure it is valid for sound bank or even valid in game or not.
Available strat_map_ground_type (the same in both RTW and M2TW) are...
cultivated_low cultivated_medium cultivated_high fertility_low fertility_medium fertility_high forest_dense forest_sparse hills mountains_high mountains_low swamp beach scorched
Available climate_type in RTW vanilla (could be different in your mod as climate file is open for addition, redefined and customized)
test_climate (counterpart of M2TW's mediterranean) sandy_desert rocky_desert, temperate_grassland_fertile temperate_grassland_infertile (counterpart of M2TW's steppe) temperate_forest_open (counterpart of M2TW's temperate_deciduous_forest) temperate_forest_deep (counterpart of M2TW's temperate_coniferous_forest) swamp highland alpine sub_arctic (no counterpart in M2TW) semi_arid
Available climate_type in M2TW vanilla (could be different in your mod as climate file is open for addition, redefined and customized)
mediterranean (counterpart of RTW's test_climate) sandy_desert rocky_desert unused1 steppe (counterpart of RTW's temperate_grassland_infertile) temperate_deciduous_forest (counterpart of RTW's temperate_forest_open) temperate_coniferous_forest (counterpart of RTW's temperate_forest_deep) unused2 highland alpine tropical (no counterpart in RTW) semi_arid
"stratmap_object" section
DEFAULT: modifiers
BANK: stratmap_object
This declaration of new default setting for the section below along with declare of beginning of entries of "stratmap_object". Organization of stratmap_object is according to below.
what { object_type } culture { culture_type according to descr_cultures.txt } level { settlement_level/port_level } 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)
Available object_type are...
settlement port landmark (RTW only, see below)
Available settlement_level are..
village town large_town city large_city huge_city
Available port_level are..
fishing_village sea_port shipwright dockyard
RTW ONLY
RTW also contain special object called "landmark" which has special category called "wonder" attached to it.
what landmark wonder { landmark_type according to descr_sm_landmarks.txt } 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
Available landmark_type in vanilla RTW are...
temple statue pyramids_and_sphinx mausoleum pharos colossus stonehenge barge gardens