Descr sounds units run.txt
This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_run" and "animal_footstep_walk".
File's structure has pattern divide into 2 parts according to below.
BANK: unit_run
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 -
required_samples_cutoff 4
Number of maximum sounds in this bank which would be played at the same time
BANK: unit_run
This declare start of sound bank "unit_run" which are sound of unit group running.
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.
Following by....
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)
Event entry follow this pattern.
unit { unit_category } { unit_class ; split each entries by "," } season { season_type } climates { climate_type } terrain { terrain_type } event lod 0 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 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 "," } season { season_type } climates { climate_type } terrain { terrain_type } event lod 0 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 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:
- Most of this part using "unit" condition except handler type units and chariots units in vanilla RTW which using "type" instead.
- handler and non_combatant category of units are not assigned any sounds events in M2TW.
- Chariots, horse cavalry, camel cavalry, elephants, non_combatant units have their own "DEFAULT:" setting line of their own separated from infantry/handler/siege unit categories.
BANK: animal_footstep_run
DEFAULT: modifiers
BANK: animal_footstep_run
Start of sound bank "animal_footstep_run" for animal's individual run. This part would divide into 2 sections, one for animal attached and another for mounts.
First section is animal type with this header
animal { animal_type }
follow by event entries like this.
season { season_type } climates { climate_type } terrain { terrain_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 .... season { season_type } climates { climate_type } terrain { terrain_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
Available animal_type are...
wardogs pigs
Second section is for mounts in descr_mount.txt which would have this header.
mount { mount_type }
Following by these sound event entries....
season { season_type } climates { climate_type } terrain { terrain_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 .... season { season_type } climates { climate_type } terrain { terrain_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
Available mount_type are as define in descr_mount.txt