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Descr sounds interface.txt

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RTW Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds.txt for manage several sound bank cursor_click which related to sound when clicking order in different situation.

In RTW version, This file also contain other interface sounds which outside sound bank too. These sounds in M2TW would be moved to descr_sounds_generic.txt.

Sound Bank "cursor_click"

Part's structure.

 DEFAULT: modifiers

DEFAULT = setting declared by this would be used for following sound events unless specified in event or DEFAULT is declared in the same category again.

List of modifiers (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 -


 BANK: cursor_click

This is declare of beginning of entries of "cursor_click". Organization of cursor_click is always coming in pair (one for normal, another is double click) as you would see in format below.

 type { normal/battle/strat/strat_v2 }
   mode { command_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
     double
     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)

"type" is category of game mode which included normal, battle, strat, strat_v2

"mode" is command situation as list below....

 attack
 attack_range
 attack_thrown
 attack_siege
 attack_range_out_of_range
 attack_thrown_out_of_range
 attack_siege_out_of_range
 move
 move_in_range
 move_out_of_range
 select
 timer
 cohort
 step_left
 step_right
 step_fwd
 step_back
 rotate_right
 rotate_left
 mouse_look
 click_down
 exchange
 default_action
 no_action
 enter_settlement
 disembark
 set_rally_point
 set_rally_point_and_select
 object_placement
 pickup_equipment
 enter

"double" is category which done by double click the mouse.

Interface's Sound Events (RTW ONLY)

In RTW, after finished part of "BANK: cursor_click", the file also include sound event entries which not part of any sound banks which related to interface of games. Similar content in M2TW would not in this file but would be moved to descr_sounds_generic.txt.

Structure like this part would be like this.

 DEFAULT: modifiers

DEFAULT = setting which declare by this would be using for follow sound events as it now start new part of file. In this part default would be declare several times to separate each part of interface sounds which have different sound setting.

  • Working Globally
  • Working Front End
  • Working Strategy Map
  • Working Battle Map

Each of event would be structure like this....

  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, sort by line of encounter are...

  • Working globally
 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
  • Working Front End
 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
  • Working Strategy Map
 OPEN_MSG
 MERGE_ARMIES
 STRAT_SELECT_CHARACTER
 STRAT_SELECT_CITY_DOWN
 STRAT_SELECT_CITY
 STRAT_SENATE_POLICY_TAB
 STRAT_SENATE_MISSIONS_TAB
 STRAT_SENATE_FLOOR_TAB
 END_TURN
 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_DELETE_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_FINANCES_WINDOW
 STRAT_OPEN_SENATE_MISSIONS_LOG
 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_OPEN_FACTION_SUMMARY
 STRAT_SELECT_NEXT
 STRAT_SELECT_PREVIOUS
 STRAT_SHOW_MISSION_TARGET
 STRAT_SHOW_SENATE_OFFICES_LIST
 STRAT_SELECT_BUILDING
 STRAT_ADD_BUILDING_TO_QUEUE
 STRAT_REMOVE_FROM_QUEUE
 STRAT_PICKUP_BUILDING
 STRAT_DROP_BUILDING
 STRAT_ADD_UNIT_TO_QUEUE
 STRAT_REMOVE_UNIT_FROM_QUEUE
 STRAT_PICKUP_UNIT
 STRAT_DROP_UNIT
 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_SHOW_FAMILY_TREE
 STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP
 STRAT_SET_FACTION_HEIR
 STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP
 STRAT_SHOW_TRADE_SUMMARY
 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
  • Working Battle Map
 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 volume 0
 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
  • Not Working (not sure what it mean as they declare as event and some also assign sound sample in it without mark ";" to disable the line. Could this mean all these events are blank events with game engine not trigger them?)
 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 volume
 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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