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Descr sounds stratmap.txt

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Revision as of 17:54, 6 January 2021 by Suppanut (talk | contribs) ("stratmap_terrain" section)
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This file is delegated file from descr_sounds.txt for manage several sound bank which related to strategy map. This included sound banks "character_action", "disasters", "stratmap_terrain", "stratmap_object".

File's structure.

 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 -

"character_action" section

Start of sound bank character_action is begin with this.

 BANK: character_action

This is declare of beginning of entries of "character_action". Organization of character_action is according to below.

 action { action_type according to descr_actions.txt, not all action_type there are using here }
   type { character_type according to descr_character.txt } (if more than one type, separate by "spacebar" )
     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
     ....
   type { character_type according to descr_character.txt } (if more than one type, separate by "spacebar" )
     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
 

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

Available action_type (as use in vanilla file) are...

 idle
 moving_normal
 spying
 attack

Available character_type are...

 army (not use in this file in vanilla)
 general
 admiral
 assassin
 diplomat
 spy
 princess (M2TW only, not use in this file in vanilla)
 merchant (M2TW only, not use in this file in vanilla)
 priest (M2TW only, not use in this file in vanilla)
 heretic (M2TW only, not use in this file in vanilla)
 witch (M2TW only, not use in this file in vanilla)

Note: although character type "named character" and "inquisitor" could be found in descr_character.txt in M2TW, they don't use in any sound file and validity of this character_type in sound files have never been tested.

"disasters" section

Start of sound bank disasters is begin with this.

 BANK: disasters

This is declare of beginning of entries of "disasters". Organization of disasters is according to below.

   type { disaster_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
     ....
   type { disaster_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
 

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

Available disaster_type are...

 earthquake
 volcano
 flood
 storm
 fire

"stratmap_terrain" section

Start of sound bank stratmap_terrain is begin with this.

DEFAULT: modifiers

 BANK: stratmap_terrain

This declaration of new default setting for the section below along with declare of beginning of entries of "stratmap_terrain".

 	channels	10		; number of sounds to be played simultaneously
 	delay		15		; delay between updates (in seconds)
 	radius		25  	; radius around the camera where the sounds are played (in tiles)
 	radius_min  0
 	area_min	7		; minimum area of a patch with sound (in tiles)

This part is specific setting for bank: stratmap_terrain.

Organization of stratmap_terrain is according to below.

 season { season_type as defined in descr_daytypes.txt in RTW or weather_db.xml in M2TW }
   terrain { strat_map_ground_type as defined in descr_aeriel_map_ground_types.txt }
     climates { climate_type as defined in descr_climates.txt }
       ambient
     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
       looped
     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
 

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

ambient is category specific to stratmap_terrain indicated sound which would randomly play on specified condition

looped is category specific to stratmap_terrain indicated sound which would continuously play in loop on specified condition

Available season_type are...

 summer
 winter

Note Although "spring" and "autumn" have been declared elsewhere but not sure it is valid for sound bank or even valid in game or not.

Available strat_map_ground_type (the same in both RTW and M2TW) are...

 cultivated_low
 cultivated_medium
 cultivated_high
 fertility_low
 fertility_medium
 fertility_high
 forest_dense
 forest_sparse
 hills
 mountains_high
 mountains_low
 swamp
 beach
 scorched

Available climate_type in RTW vanilla (could be different in your mod as climate file is open for addition, redefined and customized)

 test_climate (counterpart of M2TW's mediterranean)
 sandy_desert
 rocky_desert,
 temperate_grassland_fertile
 temperate_grassland_infertile (counterpart of M2TW's steppe)
 temperate_forest_open (counterpart of M2TW's temperate_deciduous_forest)
 temperate_forest_deep (counterpart of M2TW's temperate_coniferous_forest)
 swamp
 highland
 alpine
 sub_arctic (no counterpart in M2TW)
 semi_arid

Available climate_type in M2TW vanilla (could be different in your mod as climate file is open for addition, redefined and customized)

 mediterranean (counterpart of RTW's test_climate)
 sandy_desert
 rocky_desert
 unused1
 steppe (counterpart of RTW's temperate_grassland_infertile)
 temperate_deciduous_forest (counterpart of RTW's temperate_forest_open)
 temperate_coniferous_forest (counterpart of RTW's temperate_forest_deep)
 unused2
 highland
 alpine
 tropical (no counterpart in RTW)
 semi_arid

"stratmap_object" section

DEFAULT: modifiers

 BANK: stratmap_object

This declaration of new default setting for the section below along with declare of beginning of entries of "stratmap_object". Organization of stratmap_object is according to below.

 what { object_type }
   culture { culture_type according to descr_cultures.txt }
   level { settlement_level/port_level }
     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

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

Available object_type are...

 settlement
 port
 landmark (RTW only, see below)

Available settlement_level are..

 village
 town
 large_town
 city
 large_city
 huge_city

Available port_level are..

 fishing_village
 sea_port
 shipwright
 dockyard

RTW ONLY

RTW also contain special object called "landmark" which has special category called "wonder" attached to it.

 what landmark
   wonder { landmark_type according to descr_sm_landmarks.txt }
     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 landmark_type in vanilla RTW are...

 temple
 statue
 pyramids_and_sphinx
 mausoleum
 pharos
 colossus
 stonehenge
 barge
 gardens
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