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Difference between revisions of "Descr sounds enviro.txt"

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{{RTW M2TW Modding Logo}}<br>
 
This file is delegated file from [[descr_sounds.txt]] for manage sound bank "water" "weather" "fauna" "terrain_ambient".
 
This file is delegated file from [[descr_sounds.txt]] for manage sound bank "water" "weather" "fauna" "terrain_ambient".
  
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[[Category: M2TW Modding]]
 
[[Category: M2TW Modding]]
 
[[Category:RTW Modding]]
 
[[Category:RTW Modding]]
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[[Category: M2TW Sound Files]]
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[[Category:RTW Sound Files]]

Revision as of 12:55, 6 January 2021

Rome:Total War & Remastered - Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds.txt for manage sound bank "water" "weather" "fauna" "terrain_ambient".

Note: Sound bank "fauna" is only using in RTW.

BANK "water"

This part start with

 DEFAULT: modifiers
 
 BANK: water

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 -

Setting of sound event of this sound bank is very specific to each category.

River

 	river_max_dist_apart 250	; maximum distance between the sound sources (metres)
 	river_min_dist_apart 10.0	; minimum distance between the sound sources
 	river_move_smoothing 8.0    ; sound movement smoothing factor
 
 type river
       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

Bridge

 bridge A
       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
 bridge B
       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

Lake

 	lake_max_dist_apart       250		; maximum distance between the sound sources (metres)
 	lake_min_dist_apart       15.0		; minimum distance between the sound sources
 	lake_move_smoothing       8.0		; sound movement smoothing factor
 	lake_min_outline_length   500       ; minimum length of lake outline in metres
 
 type lake
       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

Ocean

 	ocean_max_dist_apart 550	; maximum distance between the sound sources (metres)
 	ocean_min_dist_apart 77.0	; minimum distance between the sound sources
   	ocean_move_smoothing 8.0    ; sound movement smoothing factor
 	ocean_wave_channels  10
 
 type ocean
       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
 
 waves
   breadth { wave_breadth }
     length { wave_length }
       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 breath and length

  • breath: wide => length: long/medium
  • breath: medium => length: long/medium/short
  • breath: narrow => length: medium/short/very_short
  • breath: very_narrow => length: short/very_short

Forest (RTW only)

Forest type environment sound setting is not using in M2TW

forest_max_dist_apart 250 ; maximum distance between the sound sources (metres) forest_min_dist_apart 15.0 ; minimum distance between the sound sources forest_move_smoothing 8.0 ; sound movement smoothing factor forest_min_outline_length 500 ; minimum length of forest outline in metres

 type forest
   season winter
       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 summer
       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

Note "spring" and "autumn" also using along summer in vanilla RTW but real game effect still not clear.

BANK "weather"

This part starts with

 DEFAULT: modifiers
 
 BANK: weather

DEFAULT = setting which is declared here will be used for the following sound events unless specified in event or if DEFAULT is declared in the same category again. Modifier usage is the same as above.

Rain

 	rain_sounds_distance  10         ; metres
 
 precipitate { none, rain, snow, hail ; the same as in descr_daytypes.txt }
   season { season_type ; the same as in descr_daytypes.txt }
     climates { climate_type ; as defined by descr_climates.txt }
       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

Available precipitation type are...

 none
 rain
 snow
 hail

Available season_type is the same as using in water part above..

 summer
 winter
 spring (RTW only, defined but never use)
 autumn (RTW only, defined but never use)

Available climate_type are climates which defined in descr_climates.txt

Wind

 	wind_sounds_distance  15.0         ; metres
 	wind_max_delay        5          ; in seconds
 	wind_speed_to_pitch   0.009   0.6
 	wind_speed_to_volume  1   -50
 	wind_height_to_speed  .06
 	wind_dir_range        20  ; degrees, the range of randomisation
 
 wind { wind type } {Min speed, Max speed}
   season { season_type ; the same as in descr_daytypes.txt }
     climates { climate_type ; as defined by descr_climates.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 wind type are the same as in descr_daytypes.txt....

 calm
 breezes
 wind
 gusts
 gales

Thunder

thunder_delay_min 12.0 ; in seconds thunder_delay_max 32.0

 thunder
   season { season_type ; the same as in descr_daytypes.txt }
       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

lod X level of detail here with X set from 100 to 1000 to 10000 but with no explanation on how and why it is using.

"thunder_delay_min" and "thunder_delay_max" are not using in vanilla M2TW.

Note "climates" is not valid condition to use with thunder section.

BANK "fauna" (RTW ONLY)

This part only using in RTW and start with

 DEFAULT: modifiers
 
 BANK: fauna

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. Modifier usage is the same as above.

 type vulture
   action idle
       event probability .02
         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

Seem to be setting for random bird cry. This part has limit setting and not clear if there are other types and actions to use or not. Most of animal sounds seem to mostly move to bank: terrain_ambient.

BANK "terrain_ambient"

This part start with

 DEFAULT: modifiers
 
 BANK: terrain_ambient

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. Modifier usage is the same as above.

This is specfic setting for terrain_ambient sound bank

 	channels	10		; number of sounds to be played simultaneously
 	delay		15		; delay between updates (in seconds)
 	radius		100  	; radius around the camera where the sounds are played (in metres)
 	radius_min  40

Terrain ambient sound event are structuring their entries like this.

 season { season_type ; the same as in descr_daytypes.txt }
   daytime { daytime_type ; the same as in descr_daytypes.txt }
     weatherevent { weatherevent_type ; the same as in descr_daytypes.txt }
       terrain { terrain_type }
       event probability 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

Available "season_type" are the same as other parts above.

Available "daytime_type" are... (setting is in descr_skydome.txt but no hardcoded name given there)

 sunrise
 mid_morning
 morning
 midday
 sunset
 mid_evening
 night
 midnight

"weatherevent_type" is type of weatherevent which defined inside descr_daytypes.txt.

"terrain_type" is type of terrain as defined by descr_battle_map_movement_modifiers.txt on battle map.

 rock
 sand
 mud
 swamp
 grass_dry
 grass_short
 grass_long
 scrub_dense
 forest_sparse
 forest_dense
 water
 ice
 snow {not use here, it define by season and climate instead)
 mud_road
 stone_road
 wood (not in descr_battle_map_movement_modifiers.txt but still count as valid type)

Note: Vanilla setting of terrain_ambient are attached probability to all of event to make them trigger at random based on probability given to each events.