Descr sounds structures.txt
This file is delegated file from descr_sounds.txt for manage several sound bank "structure" (both RTW and M2TW) and "gate" (RTW only). This file operate differently in RTW and M2TW.
Contents
Opening Section (RTW ONLY)
This part is only exist in RTW version of file, M2TW skips this part completely. Part's structure follow this pattern.
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 -
Next part contain boiling oil sound which is isolate event and not part of sound bank: structure.
event BURNING_OIL 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
File's Main Body
Main part of the file which shared in both M2TW and RTW which contain declaration of "BANK: structure" and setting specific to this file.
BANK: structure fire_proximity 70
For RTW, there still next part which contain entries event for each building in battle but M2TW version of this file would end here due to building is operate differently from how RTW operate with most of content with similar role transfer to descr_sounds_generic.txt.
"structure" Event Entries (RTW ONLY)
buildings and ambient items in RTW would have their sound assigned here with structure format like this.
category/type { type } what { ambient/fire/transition } 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)
"category" are category of building which generate such sound event. Available "categories" are...
ambient major tower gate wall
"type" is type of valid buildings on battle map. It could be isolate building as defined in descr_building_battle.txt as well as it subsidiary or group set of buildings as define and assigned in descr_settlement_plan.txt.
"what" is situation which sound would be played.
ambient (play constantly at random) fire (play when building burn/caught fire) transition (play when building change state, such as gate open, buidling collapse, etc)
Gate sound event entries (RTW ONLY)
This part is only exist in RTW only. Content which working similar to this in M2TW is in descr_sounds_generic.txt.
This part structure operates like this
BANK: gate
Declare start of sound bank: gate.
type { type } transition { gate_transition } event { lod X } 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 "transition" types are...
open_to_closed closed_to_open open_to_next_damage closed_to_next_damage closed_impacted open_impacted
Additional event modifier for this sound bank is..
lod X level of damage that would trigger that sound event ( X is integer 0 to 2 )
0 - undamaged 1 - damaged 2 - collapsed