Descr sounds units ambient.txt
This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_ambient" "animal_ambient" "ambient_anims".
File's structure is divide into 3 parts.
BANK: unit_ambient
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 -
BANK: unit_ambient
This declare start of sound bank "unit_ambient".
Categories using in this part
primary condition, not change until declare it again
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.
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)
After declaration of category, sound event entries are like this....
First are infantry entries...
unit infantry { unit_class ; split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type }
event lod 1 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 lod 10 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 lod 30 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: Due to how file is sorting, make sure you scroll during searching from up to down to make sure that you not lost or assigned sounds sample in wrong place.
Second groups are ambient sound of chariot, elephant, and camel units separately from other category by give sound to unit type directly with pattern below
type { unit_type ; as defined in EDU, split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type }
Event entries for chariots
event lod 1 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 lod 4 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 lod 8 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 entries for elephants
event lod 1 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 lod 4 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 entries for camels
event lod 1 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 lod 10 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 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
Third group are cavalry entries...
unit cavalry { unit_class ; split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type }
event lod 1 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 lod 10 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 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
Fourth group are handler entries... (RTW only)
unit handler { unit_class ; split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type }
event lod 1 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 lod 10 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 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
Fifth group are infantry attached to siege engine entries...
unit siege { unit_class ; split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type }
event lod 1 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 lod 10 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 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
BANK: animal_ambient
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.
BANK: animal_ambient
This declare start of sound bank "animal_ambient" which are sound of animals for handlers and mounts for cavalry.
Structure of this part is divide into 2 section
First part is for animals in descr_animals.txt part (this part is not defined in M2TW)
animal { animal_type } event lod 1 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 lod 10 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 lod 15 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 animal_type are...
wardogs pigs
Second part is for mounts in descr_mount.txt part
mount { mount_type } event lod 1 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 lod 10 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 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
Available mount_type are as define in descr_mount.txt
BANK: ambient_anims
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.
BANK: ambient_anims
This declare start of sound bank "ambient_anims" which manage sound of ambient animations.
Primary category for this part are "class" or "type", which choose only one
class { unit_voice_type } type { unit_class }
Secondary category for this part is "exclude_units"
exclude_units { unit_type ; split entries by "," }
Third category which right before declare of sound events are "anim"
anim { animation_type }
Available unit_voice_type is as defined and use by export_descr_unit.txt
Available unit_class is as defined and use by export_descr_unit.txt
Available unit_type is unit type as defined by export_descr_unit.txt
Available animation_type are different in RTW and M2TW (they are same sound entry which using by animation as assigned in skeleton files)
Structure of this part is following this pattern
class/type { unit_voice_type/unit_class } exclude_units { unit_type ; split entries by "," } anim { animation_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