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Descr sounds generic.txt

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Revision as of 23:59, 2 January 2021 by Suppanut (talk | contribs)
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This file is M2TW only delegated file from descr_sounds.txt for manage several different sounds from different category, many of them not exist in RTW, and none of them are part of any sound bank. It could be divided into many different parts.

Engine sounds which use Sound Effects Section

This part contain sound events related to gunpowder weapons.


Part'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 -

Sound events of this section is not part of any sound bank but act as separate events for gunpowder engines. Structure of sound event is as example below.

  event { event name } 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 names which using in this part are...

 Rocket_Launcher_Fire
 Monster_Ribault_Fire
 Ribault_Fire

Strategy Map's Animations' Sounds Section

This part contain sound events related to strategy map's animation which in RTW is part of descr_sounds_stratmap_anims.txt.

Part'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.

This part contain sound events which are not part of sound bank. These sounds are using by skeleton files of agents' movement set (which use to organized set of animation for using by model) to give sound to animation at point of frame. Structure of sound event is as example below.

  event { event name } 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 names which using in this part are...

 SM_ANIM_FOOTSTEP
 SM_ANIM_BATTLE
 SM_ANIM_SWOOSH
 SM_ANIM_SMALL_SWOOSH
 SM_ANIM_SCRAPE
 SM_ANIM_FALL
 SM_ANIM_IDLE_NECK_CRACK
 SM_ANIM_IDLE_STRETCH_ARMS
 SM_ANIM_IDLE_STRETCH_BACK
 SM_ANIM_IDLE_SNEEZE
 SM_ANIM_IDLE_SCRATCH_HEAD
 SM_ANIM_IDLE_CLEAR_THROAT
 SM_ANIM_IDLE_SNIFF
 SM_BODY_HIT

Tower Firing/Ambience&Structure Sounds Section

This part contain sound events related to Tower firing and other buildings' sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.

Part'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.

  event { event name } 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 names which using in this part are...

 TOWER_ARROW_FIRING
 TOWER_BALLISTA_FIRING
 CANNON_FIRING
 ambient_Settlement
 ambient_Settlement_night
 ambient_dog
 ambient_dog_night
 ambient_euro_bell
 ambient_Settlement_arabic
 ambient_farm
 ambient_swamp
 WELL
 ambient_alchemy
 ambient_archery
 ambient_ballista
 ambient_barracks
 ambient_brothel
 ambient_gunsmith
 ambient_cannon
 ambient_cathedral
 ambient_catapult
 ambient_church
 ambient_market
 ambient_arabic_market
 ambient_tavern
 ambient_small_church
 ambient_horse_stables

Burning/Chant/Cow/Cannonball Sounds

This part contain sound events related to Burning, Chant, Cow (projectile), and Cannonball sounds in battle.

Part's structure.

  event { event name } 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 names which using in this part are...

 Burning_building_large
 Burning_building_medium
 Burning_building_small
 TORCH
 NAPTHA_LOOP
 FIRE_FLARE_UP
 Burning_man_sound
 BURNING_SCREAM
 DRUID_CHANT
 COW_IMPACT
 COW_FLYS_BUZZING
 COW_FLY
 INCOMING
 CANNON_HIT_GROUND
 CANNON_HIT_GROUND_FIERY

Building Destruction Sounds

This part contain sound events related to building destruction sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.

Part's structure.

  event { event name } 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 names which using in this part are...

 ANIM_Building_collapse
 ANIM_Building_collapse_LARGE
 ANIM_Building_collapse_SMALL
 ANIM_Stone_collapse_LARGE
 ANIM_Stone_collapse_MEDIUM
 ANIM_Stone_collapse_SMALL
 ANIM_Stone_HITS
 ANIM_Wood_collapse_LARGE
 ANIM_Wood_collapse_SMALL
 ANIM_Stone_collapse_LARGE_DISTANT
 ANIM_Stone_collapse_MEDIUM_DISTANT
 ANIM_Stone_collapse_SMALL_DISTANT
 ANIM_Wood_collapse_LARGE_DISTANT
 ANIM_Wood_collapse_SMALL_DISTANT

Gates/Portcullis Sounds

This part contain sound events related to Gates/Portcullis sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.

Part's structure.

  event { event name } 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 names which using in this part are...

 ANIM_Gate_wood_small_creak
 ANIM_Gate_wood_small_OPEN
 ANIM_Gate_wood_small_CLOSE
 ANIM_Gate_wood_large_creak
 ANIM_Gate_wood_large_open
 ANIM_Gate_wood_large_close
 ANIM_Gate_portcullis_move_down
 ANIM_Gate_portcullis_move_up
 ANIM_Gate_portcullis_UP
 ANIM_Gate_portcullis_DOWN
 ANIM_Gate_wood_SMALL_DESTROYED
 ANIM_Gate_wood_LARGE_DESTROYED
 ANIM_Gate_metal_DESTROYED
 ANIM_Gate_wood_IMPACT
 ANIM_Gate_metal_IMPACT

Misc Sounds

This part contain sound events related to Miscellaneous sounds in battle.

Part's structure.

  event { event name } 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 names which using in this part are...

 ANIM_Human_ready
 ANIM_Flag_flapping
 ANIM_KILL_MOUNT
 ANIM_SWIM
 ANIM_KICK
 ANIM_STAB
 ANIM_SWOOSH
 ANIM_SCRAPE
 ANIM_ARCHER_LOAD
 ANIM_ARCHER_AIM
 ANIM_ARCHER_FIRE
 ANIM_SPEAR_FIRE
 ANIM_Crossbow_Load
 ANIM_Crossbow_Wind
 ANIM_Crossbow_Wind_End
 ARROW_FLY
 ARROW_WHIZZ_SOUND
 CROSSBOW_FLY_CONSTANT
 CROSSBOW_FLY
 ANIM_Gunner_Fire
 ANIM_Musket_Fire
 ANIM_Musket_Rod
 ANIM_Musket_Ammo
 ANIM_Musket_Gunpowder
 ANIM_Musket_cock
 ANIM_FALL_SQUASH
 ANIM_SQUASH
 ANIM_TESTUDO
 ANIM_HORSE_ATTACK
 ANIM_HORSE_DEATH
 ANIM_HORSE_REGROUP
 ANIM_CAMEL_ATTACK
 ANIM_CAMEL_DEATH
 ANIM_ELE_ATTACK
 ANIM_ELE_DEATH
 ANIM_WARDOG_BARK
 ANIM_WARDOG_ATTACK
 ANIM_WARDOG_DEATH

Siege Engines Sounds

This part contain sound events related to Siege Engines sounds in battle.

Part'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.

  event { event name } 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 names which using in this part are...

 ANIM_Siege_Move_Medium
 ANIM_Siege_Move_Large
 ANIM_cannon_load_in
 ANIM_cannon_load_out
 ANIM_cannon_load_ball
 ANIM_destroyed_siege_SMALL
 ANIM_destroyed_siege_MEDIUM
 ANIM_destroyed_siege_LARGE
 ANIM_cannon_creaks
 ANIM_cannon_thud
 ANIM_cannon_wheel_bounce
 ANIM_cannon_ball_roll
 ANIM_cannon_ball_jam
 ANIM_cannon_small_distant
 ANIM_cannon_large_distant
 ANIM_cannon_recover
 ANIM_artillery_Fire
 ANIM_Basilisk_Fire
 ANIM_Bombard_Fire
 ANIM_Bombard_Recover
 ANIM_Culverin_Fire
 ANIM_Great_Bombard_Fire
 ANIM_Huge_Bombard_Fire
 ANIM_Huge_Bombard_Recoil
 ANIM_Huge_Bombard_Chain
 ANIM_Huge_Bombard_Prepare
 ANIM_Huge_Bombard_Move
 ANIM_Mortar_Fire
 ANIM_ribault_fuse
 ANIM_Serpentine_Fire
 ANIM_Ballista_Fire
 ANIM_Ballista_distant_Fire
 ANIM_Ballista_Crank
 ANIM_Ballista_Finish_Crank
 ANIM_Ballista_Load
 ANIM_Catapult_whoosh
 ANIM_Catapult_Fire
 ANIM_Catapult_distant_Fire
 ANIM_Catapult_Crank
 ANIM_Catapult_Crank_Finish
 ANIM_Trebuchet_Fire
 ANIM_Trebuchet_Crank
 ANIM_Trebuchet_distant_Fire
 ANIM_Trebuchet_distant_Crank
 ANIM_Trebuchet_recover
 ANIM_Trebuchet_swing
 ANIM_Trebuchet_Rope_drop
 ANIM_RL_Fuse
 ANIM_RL_Prepare
 ANIM_RL_Fuse_loop
 ANIM_Ladder_Raised
 ANIM_Ladder_Destroyed
 ANIM_Siege_Tower_Open
 ANIM_Siege_Tower_Close
 ANIM_Siege_Tower_Creak
 ANIM_Siege_Tower_Wind
 ANIM_Siege_Tower_Destroyed
 ANIM_RAM_PREPARE
 ANIM_Bell_Standard

M2TW's Additional Interface Sounds

This part contain sound events related to M2TW's additional interface sounds in battle.

Part'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.

  event { event name } 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 names which using in this part are...

 STRAT_PRISONERS_EXECUTED
 STRAT_PRISONERS_EXECUTED_GUNPOWDER
 STRAT_PRISONERS_RELEASED
 STRAT_PRISONERS_RANSOMED
 STRAT_SELECT_CARD
 STRAT_DESELECT_CARD
 BATTLE_UI_START_DRAG_FORMATION
 BATTLE_UI_END_DRAG_FORMATION
 BATTLE_UI_START_DRAG_SELECTION
 BATTLE_UI_END_DRAG_SELECTION
 BUTTON_DOWN

Front End Sounds

This part contain sound events related to front end sounds interface. Similar content in RTW would contain in descr_sounds_interface.txt.

Part'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.

  event { event name } 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 names which using in this part are...

 BATTLE_UI_FLASH_UNIT_UNDERLAYS
 UI_NEXT_FACTION_BUTTON
 UI_NEXT_TEAM_BUTTON
 UI_CHANGE_ARMOUR
 UI_CHANGE_EXPERIENCE
 UI_CHANGE_WEAPON
 UI_CLEAR_CURRENT_ARMY
 UI_COMPUTER_CHOOSE_ARMY
 UI_REFRESH_GAME_LIST
 UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING
 UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING
 UI_LOAD_KEY_SETTINGS
 UI_SAVE_KEY_SETTINGS
 START_GAME
 UI_HIGHLIGHT
 UI_SELECT_MENU_ITEM
 UI_RETURN_TO_PREVIOUS
 UI_TEXT_FIELD_CLICKED
 UI_TEXT_FIELD_ENTERED
 UI_FIELD_CHANGED
 UI_TICK_BOX_ON
 UI_TICK_BOX_OFF
 UI_HELP_DIALOG_APPEAR
 UI_HELP_DIALOG_DISAPPEAR

Strategy Map Interface Sounds

This part contain sound events related to strategy map interface sounds. Similar content in RTW would contain in descr_sounds_interface.txt.

Part'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.

  event { event name } 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 names which using in this part are...

 OPEN_MSG
 MERGE_ARMIES
 STRAT_SELECT_CHARACTER
 STRAT_SELECT_CITY_DOWN
 STRAT_SELECT_CITY
 STRAT_TAB_SELECT
 END_TURN (for culture slot 0? for default?, south_european)
 END_TURN_CULTURE_1 (for culture slot 1, north_european)
 END_TURN_CULTURE_2 (for culture slot 2, mesoamerican)
 END_TURN_CULTURE_3 (for culture slot 3, greek)
 END_TURN_CULTURE_4 (for culture slot 4, eastern_european)
 END_TURN_CULTURE_5 (for culture slot 5, middle_eastern)
 END_TURN_CULTURE_6 (for culture slot 6)
 STRAT_END_TURN_DOWN
 STRAT_BATTLE_ZOOM
 STRAT_BUILD_FORT
 STRAT_BUILD_WATCHTOWER
 STRAT_TRAINING_QUEUE_SELECT_UNIT
 STRAT_TRAINING_QUEUE_DELETE_UNIT
 STRAT_TRAINING_QUEUE_DRAG_UNIT
 STRAT_CONSTRUCTION_SELECT_BUILDING
 STRAT_CONSTRUCTION_DRAG_BUILDING
 STRAT_TOOLTIP
 STRAT_SHOW_INFO_RIGHT_CLICK
 STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN
 STRAT_DISBAND_UNIT
 STRAT_DESTROY_BUILDING
 STRAT_SCROLL_OPENS
 STRAT_SCROLL_CLOSES
 STRAT_PANEL_MENU_SELECT
 STRAT_PANEL_MENU_SCROLL_BALL
 STRAT_PANEL_MENU_SCROLL_ARROWS
 STRAT_PANEL_MENU_SCROLLING
 STRAT_PANEL_MENU_TICK_BOX_ON
 STRAT_PANEL_MENU_TICK_BOX_OFF
 STRAT_PANEL_MENU_CLOSE_BUTTON
 STRAT_PANEL_MENU_CHECK_BUTTON
 STRAT_PANEL_MENU_X_BUTTON
 STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON
 STRAT_SET_GAME_OPTIONS
 STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW
 STRAT_OPEN_FACTION_SUMMARY
 STRAT_OPEN_MISSIONS_LOG
 STRAT_SHOW_TRADE_SUMMARY
 STRAT_OPEN_FINANCES_WINDOW
 STRAT_OPEN_POPE_TAB
 STRAT_SHOW_FAMILY_TREE
 STRAT_OPEN_CONTRUCTION_PANEL
 STRAT_OPEN_TRAINING_PANEL
 STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN
 STRAT_PICKUP_CARD
 STRAT_DROP_CARD
 STRAT_SHOW_UNITS_IN_GARRISON
 STRAT_SHOW_BUILDS_IN_SETTLEMENT
 STRAT_SHOW_VISITORS_IN_SETTLEMENT
 STRAT_SHOW_UNITS_ON_SHIP
 STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON
 STRAT_SELECT_NEXT
 STRAT_SELECT_PREVIOUS
 STRAT_SHOW_MISSION_TARGET
 STRAT_SHOW_CARDINAL_LIST
 STRAT_SELECT_BUILDING
 STRAT_ADD_BUILDING_TO_QUEUE
 STRAT_REMOVE_FROM_QUEUE
 STRAT_PICKUP_BUILDING
 STRAT_DROP_BUILDING
 STRAT_ASK_FOR_ADVICE
 STRAT_LOCATE_POSITION_OF_SETTLEMENT
 STRAT_ASK_FOR_UNIT_ADVICE
 STRAT_SHOW_RALLY_POINTS
 STRAT_REMOVE_RALLY_POINT
 STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING
 STRAT_SHOW_EVENTS_LOG
 STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP
 STRAT_SET_FACTION_HEIR
 STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP
 STRAT_LOCATION_POSITION_OF_SETTLEMENT
 STRAT_SHOW_BUILDINGS_IN_SETTLEMENT
 STRAT_ARROW_BUTTONS
 STRAT_SELECT_DETAIL
 STRAT_ADVICE_PANEL_SLIDING_IN
 STRAT_ADVICE_PANEL_SLIDING_OUT
 STRAT_ADVICE_BUBBLE_APPEARS
 STRAT_ADVICE_BUBBLE_DISAPPEARS
 STRAT_NEW_MESSAGES_AVAILABLE
 STRAT_EVENT_CARD_STARTS_TO_FALL
 STRAT_EVENT_CARD_STOPS_FALLING
 STRAT_MESSAGE_DISMISS
 STRAT_DIPLOMACY_AMBIENT
 STRAT_DIPLOMACY_SCROLL_OPEN
 STRAT_DIPLOMACY_SCROLL_CLOSE
 STRAT_DIPLOMACY_TEXT_CLICK
 STRAT_DIPLOMACY_ARROW_BUTTONS

Battle Map Interface Sounds

This part contain sound events related to battle map interface sounds. Similar content in RTW would contain in descr_sounds_interface.txt.

Part'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.

  event { event name } 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 names which using in this part are...

 BATTLE_UI_SELECT_UNIT
 BATTLE_UI_SWORD_ATTACK
 BATTLE_UI_QUICK_SWORD_ATTACK
 BATTLE_UI_SPEAR_ATTACK
 BATTLE_UI_QUICK_SPEAR_ATTACK
 BATTLE_UI_MISSILE_ATTACK
 BATTLE_UI_QUICK_MISSILE_ATTACK
 BATTLE_UI_SIEGE_ATTACK
 BATTLE_UI_GRAB_SIEGE_WEAPON
 BATTLE_UI_WALK_TO_LOCATION
 BATTLE_UI_RUN_TO_LOCATION
 BATTLE_SCROLL_OPENS
 BATTLE_SCROLL_CLOSES
 BATTLE_PANEL_MENU_SELECT
 BATTLE_PANEL_MENU_SCROLL_BALL
 BATTLE_PANEL_MENU_SCROLL_ARROWS
 BATTLE_PANEL_MENU_SCROLLING
 BATTLE_PANEL_MENU_TICK_BOX_ON
 BATTLE_PANEL_MENU_TICK_BOX_OFF
 BATTLE_PANEL_MENU_CLOSE_BUTTON
 BATTLE_PANEL_MENU_CHECK_BUTTON
 BATTLE_PANEL_MENU_X_BUTTON
 BATTLE_END_DEPLOYMENT
 BATTLE_FOLLOW_UNIT
 BATTLE_STOP_FOLLOWING_UNIT
 BATTLE_ZOOM_UNIT
 BATTLE_HIDE_UI
 BATTLE_UNHIDE_UI
 BATTLE_TURN_MUSIC_ON
 BATTLE_TURN_MUSIC_OFF
 BATTLE_TURN_SOUND_EFFECTS_ON_
 BATTLE_TURN_SOUND_EFFECTS_OFF
 BATTLE_ZOOM_RADAR_IN
 BATTLE_ZOOM_RADAR_OUT
 BATTLE_PAUSE
 BATTLE_UNPAUSE
 BATTLE_DOUBLE_SPEED
 BATTLE_TRIPLE_SPEED
 BATTLE_SELECT_CARD
 BATTLE_DESELECT_CARD
 BATTLE_PICKUP_CARD
 BATTLE_DROP_CARD
 BATTLE_ZOOM_TO_UNIT
 BATTLE_ZOOM_GENERAL
 BATTLE_SELECT_ALL
 BATTLE_DESELECT_ALL
 BATTLE_SELECT_CAVALRY
 BATTLE_SELECT_INFANTRY
 BATTLE_SELECT_MELEE
 BATTLE_SELECT_MISSILE_
 BATTLE_SELECT_SIEGE
 BATTLE_SELECT_NEXT_GROUP
 BATTLE_SELECT_PREVIOUS_GROUP
 BATTLE_HALT_STOP_CURRENT_ORDERS
 BATTLE_WITHDRAW
 BATTLE_GROUP_SELECTED_UNITS
 BATTLE_UNGROUP_SELECTED_UNITS
 BATTLE_ENABLE_LINKING
 BATTLE_DISABLE_LINKING
 BATTLE_TIGHT_FORMATION
 BATTLE_LOOSE_FORMATION
 BATTLE_ENABLE_SKIRMISH_MODE
 BATTLE_DISABLE_SKIRMISH_MODE
 BATTLE_ENABLE_FIRE_AT_WILL
 BATTLE_DISABLE_FIRE_AT_WILL
 BATTLE_NORMAL_FORMATION
 BATTLE_SPECIAL_FORMATION
 BATTLE_ENABLE_GUARD_MODE
 BATTLE_DISABLE_GUARD_MODE
 BATTLE_RUN_MODE
 BATTLE_WALK_MODE
 BATTLE_SHOW_GROUP_FORMATIONS
 BATTLE_HIDE_GROUP_FORMATIONS
 BATTLE_SELECT_GROUP_FORMATION
 BATTLE_AI_ASSISTANCE_ON
 BATTLE_AI_ASSISTANCE_OFF

The Rest of Sound Entries

This part contain sound events which note as "NOT WORKING". But although not assigned any sound sample to, those event entries are not disable by ";". Similar content in RTW would contain in descr_sounds_interface.txt.

  event { event name } 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 names which using in this part are...

 UI_F1_HELP
 UI_HELP_DIALOG_CHECK
 UI_ESC_KEY
 UI_QUIT_DIALOG_APPEAR
 UI_QUIT_DIALOG_CHECK
 UI_QUIT_DIALOG_X
 UI_QUIT_DIALOG_DISAPPEAR
 UI_ERROR_DIALOG_APPEAR
 UI_ERROR_DIALOG_CHECK
 UI_ERROR_DIALOG_DISAPPEAR
 UI_DROP_MENUS_DOWN
 UI_DROP_MENUS_UP
 UI_DROP_MENU_ITEM_HIGHLIGHT
 UI_DROP_MENU_ITEM_SELECT
 UI_DROP_MENU_SCROLL_ARROW_HEAD
 UI_DROP_MENU_SCROLL_BALL
 UI_DROP_MENU_SCROLLING
 UI_CONTINUE_CAMPAIGN
 UI_SELECT_A_FACTION
 UI_FACTION_SHIELD_BUTTONS
 UI_START_THE_CAMPAIGN
 UI_SELECT_CAMPAIGN
 UI_SELECT_BATTLE
 UI_CHOOSE_AN_ARMY
 UI_START_THE_HISTORICAL_BATTLE
 UI_CHOOSE_LOCATION
 UI_CUSTOMISE_THE_BATTLE
 UI_ARROW_BUTTONS
 UI_ATTACKER_BUTTON
 UI_DEFFENDER_BUTTON
 UI_NO_FACTION_BUTTON
 UI_CUSTOMISE_THE_ARMIES
 UI_PICK_UP_CARD
 UI_DROP_CARD
 UI_SELECT_UNIT
 UI_REMOVE_UNIT
 UI_LEVELS_ARROWS
 UI_START_THE_BATTLE
 UI_GAME_APPEARS
 UI_GAME_DISAPPEARS
 UI_JOIN_AS_SPECTATOR
 UI_JOIN_GAME
 UI_HOST_GAME
 UI_REFRESH_GAME_LIST
 UI_SORT_BY_COLUMN_BUTTONS
 UI_SELECT_GAME
 UI_CHOOSE_CONDITIONS_FOR_BATTLE
 UI_LOAD_SELECT_GAME
 UI_APPLY_VIDEO_SETTINGS
 UI_SELECT_FUNCTION
 UI_START_REASSIGNMENT
 UI_KEY_REASSIGNED
 UI_RESTORE_DEFAULT_KEYS
 BATTLE_SELECT_UNIT_DESTINATION
 BATTLE_INVALID_DESTINATION
 BATTLE_MELEE_ATTACK_UNIT
 BATTLE_CHARGE_MELEE_ATTACK_UNIT
 BATTLE_MISSILE_ATTACK_UNIT
 BATTLE_CHARGE_MISSILE_ATTACK_UNIT
 BATTLE_SIEGE_ATTACK
 BATTLE_CHARGE_SIEGE_ATTACK
 BATTLE_INVALID_ATTACK_TARGET
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