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Export descr sounds units battle events.txt

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Revision as of 11:11, 31 December 2020 by Suppanut (talk | contribs)
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This file is delegated file from descr_sounds_battle_events.txt for manage sound bank: "battle_events"'s entries.

 BANK: battle_events

Available category to use in for "BANK: battle_events"

 cultures { 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)
   notification { notification_type X }

X here indicated variant number for that notification.

Available notification_type (sort by order using in the file)

 Allied_Army_Leader_Killed
 Allied_Army_Routed
 Allied_General_Routed
 Enemy_Army_Routing
 Enemy_General_Killed
 Enemy_General_Routing
 Enemy_King_Killed
 Enemy_King_Routing
 Enemy_Ladders_Attacking_Walls
 Enemy_Reinforcements_Arrive
 Enemy_Roman_Leader_Killed (RTW only)
 Enemy_Roman_Leader_Routing (RTW only)
 Enemy_Sapping_Damaged (RTW only)
 Enemy_Siege_Towers_Attacking_Walls
 Enemy_Walls_Breached_By_Player
 Enemy_Walls_Undermined_By_Player (RTW only)
 Player_Ammo_Low (M2TW only)
 Player_Ammo_Depleted (M2TW only)
 Player_Army_Routing
 Player_Cannon_Exploding (M2TW only)
 Player_Defeat_Average
 Player_Defeat_Clear
 Player_Defeat_Close
 Player_Defeat_Crushing
 Player_Draw
 Player_General_Killed
 Player_General_Routing
 Player_Ladders_Attacking_Walls
 Player_Leader_Killed
 Player_Leader_Routing
 Player_Ram_Attacking_Gate
 Player_Ram_Attacking_Walls (RTW only)
 Player_Ram_Breached_Gate
 Player_Ram_Breached_Walls (RTW only)
 Player_Breached_Gate (M2TW only)
 Player_Reinforcements_Arrive (RTW only)
 Player_Sapping_Begun (RTW only)
 Player_Sapping_Complete (RTW only)
 Player_Sapping_Damaged (RTW only)
 Player_Sapping_Failed (RTW only)
 Enemy_Ram_Attacking_Gate (M2TW only)
 Enemy_Ram_Breached_Gate (M2TW only)
 Enemy_Breached_Gate (M2TW only)
 Player_Siege_Towers_Attacking_Walls
 Player_Siege_Towers_Destroyed
 Player_Spotted (M2TW only)
 Player_Time_Limit_Expired_Defeat_Average
 Player_Time_Limit_Expired_Defeat_Clear
 Player_Time_Limit_Expired_Defeat_Close
 Player_Time_Limit_Expired_Defeat_Crushing
 Player_Time_Limit_Expired_Draw
 Player_Time_Limit_Expired_Victory_Average
 Player_Time_Limit_Expired_Victory_Clear
 Player_Time_Limit_Expired_Victory_Close
 Player_Time_Limit_Expired_Victory_Crushing
 Player_Victory_Average
 Player_Victory_Clear
 Player_Victory_Close
 Player_Victory_Crushing
 Player_Walls_Breached_By_Enemy
 Player_Walls_Captured_By_Enemy
 Player_Walls_Undermined_By_Enemy
 Player_Cavalry_Almost_Depleted (M2TW only)
 Player_Infantry_Almost_Depleted (M2TW only)
 Player_Missile_Units_Almost_Depleted (M2TW only)
 Player_Army_Tired (M2TW only)
 Player_Army_Half_Gone (M2TW only)
 Enemy_Army_Half_Gone (M2TW only)
 Player_Siege_Ammunition (M2TW only)
 Player_Under_Attack_Idle (M2TW only)
 Player_Winning_Combat (M2TW only)
 Player_Losing_Combat (M2TW only)
 Player_Running_Out_Of_Time (M2TW only)
 Player_Unit_Destroyed (M2TW only)
 Player_Tide_Of_Battle_Up (M2TW only)
 Player_Tide_Of_Battle_Down (M2TW only)
 Muslim_Enemy_General_Killed (M2TW only)
 Pagan_Enemy_General_Killed (M2TW only)
 Enemy_General_Captured (M2TW only)
 Allied_General_Captured (M2TW only)
 Player_General_Captured (M2TW only)
 Player_General_Executed (M2TW only)
 Allied_General_Executed (M2TW only)
 Spy_Success (M2TW only)
 Enemy_Spy_Success (M2TW only)
 Player_Winning_Plaza_City (M2TW only)
 Player_Winning_Plaza_Castle (M2TW only)
 Player_Winning_Plaza_Fort (M2TW only)
 Enemy_Winning_Plaza_City (M2TW only)
 Enemy_Winning_Plaza_Castle (M2TW only)
 Enemy_Winning_Plaza_Fort (M2TW only)
 Player_Stops_Winning_Plaza_City (M2TW only)
 Player_Stops_Winning_Plaza_Castle (M2TW only)
 Player_Stops_Winning_Plaza_Fort (M2TW only)
 Enemy_Stops_Winning_Plaza_City (M2TW only)
 Enemy_Stops_Winning_Plaza_Castle (M2TW only)
 Enemy_Stops_Winning_Plaza_Fort (M2TW only)
 Enemy_Dominating_Plaza_City (M2TW only)
 Enemy_Dominating_Plaza_Castle (M2TW only)
 Enemy_Dominating_Plaza_Fort (M2TW only)
 Player_Engine_Unmanned (M2TW only)

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: ADVICE"

{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)

Note: "BANK: ADVICE" support using mp3 files as sound sample in both 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 -

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