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Descr sounds units charge.txt

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Revision as of 02:59, 4 January 2021 by Suppanut (talk | contribs)
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This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_charge".

File's structure has pattern according to below.

 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_charge

This declare start of sound bank "unit_charge" which are sound of unit charge.

Condition that could using here are either unit or type with pattern below.

 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.

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

Event entry follow this pattern.

 unit { unit_category } { unit_class ; split each entries by "," }
      event lod 5 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

Or...

 type { unit_type ; split each entries by "," }
      event lod 5 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: - Method which using "type" is using in vanill RTW (which using for make unit sound based on ethnic of unit) and method which using "unit" is using in vanilla M2TW. But both conditions are valid in both RTW and M2TW.

- If modder is not worry about losing of some minor sound detail, method as using by M2TW is more efficient and could save some memory usage.

- female sound is only define and use in RTW by using condition "type" to female units

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