Export descr sounds units battle events.txt
This file is delegated file from descr_sounds_battle_events.txt for manage sound bank: "battle_events"'s entries.
BANK: battle_events
Available category to use in for "BANK: battle_events"
cultures { culture_type as defined in descr_cultures.txt } (using in RTW only) accent { accent_type as defined in descr_sounds_accents.txt } (using in M2TW only) notification { notification_type X }
X here indicated variant number for that notification.
Available notification_type (sort by order using in the file)
Allied_Army_Leader_Killed Allied_Army_Routed Allied_General_Routed Enemy_Army_Routing Enemy_General_Killed Enemy_General_Routing Enemy_King_Killed Enemy_King_Routing Enemy_Ladders_Attacking_Walls Enemy_Reinforcements_Arrive Enemy_Roman_Leader_Killed (RTW only) Enemy_Roman_Leader_Routing (RTW only) Enemy_Sapping_Damaged (RTW only) Enemy_Siege_Towers_Attacking_Walls Enemy_Walls_Breached_By_Player Enemy_Walls_Undermined_By_Player (RTW only) Player_Ammo_Low (M2TW only) Player_Ammo_Depleted (M2TW only) Player_Army_Routing Player_Cannon_Exploding (M2TW only) Player_Defeat_Average Player_Defeat_Clear Player_Defeat_Close Player_Defeat_Crushing Player_Draw Player_General_Killed Player_General_Routing Player_Ladders_Attacking_Walls Player_Leader_Killed Player_Leader_Routing Player_Ram_Attacking_Gate Player_Ram_Attacking_Walls (RTW only) Player_Ram_Breached_Gate Player_Ram_Breached_Walls (RTW only) Player_Breached_Gate (M2TW only) Player_Reinforcements_Arrive (RTW only) Player_Sapping_Begun (RTW only) Player_Sapping_Complete (RTW only) Player_Sapping_Damaged (RTW only) Player_Sapping_Failed (RTW only) Enemy_Ram_Attacking_Gate (M2TW only) Enemy_Ram_Breached_Gate (M2TW only) Enemy_Breached_Gate (M2TW only) Player_Siege_Towers_Attacking_Walls Player_Siege_Towers_Destroyed Player_Spotted (M2TW only) Player_Time_Limit_Expired_Defeat_Average Player_Time_Limit_Expired_Defeat_Clear Player_Time_Limit_Expired_Defeat_Close Player_Time_Limit_Expired_Defeat_Crushing Player_Time_Limit_Expired_Draw Player_Time_Limit_Expired_Victory_Average Player_Time_Limit_Expired_Victory_Clear Player_Time_Limit_Expired_Victory_Close Player_Time_Limit_Expired_Victory_Crushing Player_Victory_Average Player_Victory_Clear Player_Victory_Close Player_Victory_Crushing Player_Walls_Breached_By_Enemy Player_Walls_Captured_By_Enemy Player_Walls_Undermined_By_Enemy Player_Cavalry_Almost_Depleted (M2TW only) Player_Infantry_Almost_Depleted (M2TW only) Player_Missile_Units_Almost_Depleted (M2TW only) Player_Army_Tired (M2TW only) Player_Army_Half_Gone (M2TW only) Enemy_Army_Half_Gone (M2TW only) Player_Siege_Ammunition (M2TW only) Player_Under_Attack_Idle (M2TW only) Player_Winning_Combat (M2TW only) Player_Losing_Combat (M2TW only) Player_Running_Out_Of_Time (M2TW only) Player_Unit_Destroyed (M2TW only) Player_Tide_Of_Battle_Up (M2TW only) Player_Tide_Of_Battle_Down (M2TW only) Muslim_Enemy_General_Killed (M2TW only) Pagan_Enemy_General_Killed (M2TW only) Enemy_General_Captured (M2TW only) Allied_General_Captured (M2TW only) Player_General_Captured (M2TW only) Player_General_Executed (M2TW only) Allied_General_Executed (M2TW only) Spy_Success (M2TW only) Enemy_Spy_Success (M2TW only) Player_Winning_Plaza_City (M2TW only) Player_Winning_Plaza_Castle (M2TW only) Player_Winning_Plaza_Fort (M2TW only) Enemy_Winning_Plaza_City (M2TW only) Enemy_Winning_Plaza_Castle (M2TW only) Enemy_Winning_Plaza_Fort (M2TW only) Player_Stops_Winning_Plaza_City (M2TW only) Player_Stops_Winning_Plaza_Castle (M2TW only) Player_Stops_Winning_Plaza_Fort (M2TW only) Enemy_Stops_Winning_Plaza_City (M2TW only) Enemy_Stops_Winning_Plaza_Castle (M2TW only) Enemy_Stops_Winning_Plaza_Fort (M2TW only) Enemy_Dominating_Plaza_City (M2TW only) Enemy_Dominating_Plaza_Castle (M2TW only) Enemy_Dominating_Plaza_Fort (M2TW only) Player_Engine_Unmanned (M2TW only)
Entry structures.....
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
{ event name } is not use in "BANK: ADVICE"
{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)
Note: "BANK: ADVICE" support using mp3 files as sound sample in both RTW and M2TW.
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 -