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Descr sounds units fire.txt

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Revision as of 04:14, 4 January 2021 by Suppanut (talk | contribs) (Created page with "This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_missile_attack". File's structure has pattern according to below. DEFAULT: modifie...")
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This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_missile_attack".

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_missile_attack

This declare start of sound bank "unit_confirm" which are sound of unit group confirm.

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 "," }
 weapon { weapon_sound_type }

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

Available weapon_sound_type are defined inside export_descr_units.txt and descr_sounds_weapons.txt

 none
 knife
 mace
 axe
 sword
 spear

This would be follow by...

 stage { ready/aim/fire }

Available unit_voice_type is as defined and use by export_descr_unit.txt

The pattern of format of each set is below...

 unit/type/weapon { condition }
   stage ready
      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 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
      event lod 40 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
   stage aim
      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 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
      event lod 40 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
   stage fire
      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 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
      event lod 40 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:

- If modder is not worry about losing of some minor sound detail, method as using by M2TW (all culture/accent use the same confirm set) is more efficient and could save some memory usage.

- female confirm voice in vanilla RTW of all culture are shared the same set and use the same voice as method to organized more efficiently.

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