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Descr sounds units ambient.txt

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Rome:Total War & Remastered - Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds_units.txt for manage sound bank: "unit_ambient" "animal_ambient" "ambient_anims".

File's structure is divide into 3 parts.

BANK: unit_ambient

 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 -

 BANK: unit_ambient

This declare start of sound bank "unit_ambient".

Categories using in this part

primary condition, not change until declare it again

 unit { unit_category } { unit_class ; split each entries by "," }
 type { unit_type ; split each entries by "," }

Note: Choose only one of them at the time.

Secondary condition, not change until declare it again or new declaration of primary condition

   season { season_type }

Tertiary condition, not change until declare it again or new declaration of primary/secondary condition

     climates { climate_type }

Condition which declare right before start event entries

       terrain { terrain_type }

Available unit_category are the same as in export_descr_units.txt

 infantry
 cavalry
 siege
 handler
 ship
 non_combatant

Available unit_class are the same as in export_descr_units.txt

 light
 heavy
 missile
 spearmen

Available unit_type are what defined inside export_descr_units.txt

Available season_type are....

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

Available climate_type are what defined in descr_climates.txt.

Available terrain_type are the same as one in descr_battle_map_movement_modifers.txt on battle map.

 rock
 sand
 mud
 swamp
 grass_dry
 grass_short
 grass_long
 scrub_dense
 forest_sparse
 forest_dense
 water
 ice
 snow
 mud_road
 stone_road
 wood (not in descr_battle_map_movement_modifiers.txt but still count as valid type)

After declaration of category, sound event entries are like this....

First are infantry entries...

 unit infantry { unit_class ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      event lod 1 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 lod 10 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 lod 30 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: Due to how file is sorting, make sure you scroll during searching from up to down to make sure that you not lost or assigned sounds sample in wrong place.


Second groups are ambient sound of chariot, elephant, and camel units separately from other category by give sound to unit type directly with pattern below

 type { unit_type ; as defined in EDU, split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }

Event entries for chariots

      event lod 1 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 lod 4 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 lod 8 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 entries for elephants

      event lod 1 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 lod 4 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 entries for camels

      event lod 1 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 lod 10 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 lod 20 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


Third group are cavalry entries...

 unit cavalry { unit_class ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      event lod 1 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 lod 10 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 lod 20 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

Fourth group are handler entries... (RTW only)

 unit handler { unit_class ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      event lod 1 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 lod 10 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 lod 20 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

Fifth group are infantry attached to siege engine entries...

 unit siege { unit_class ; split each entries by "," }
   season { season_type }
     climates { climate_type }
       terrain { terrain_type }
      event lod 1 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 lod 10 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 lod 20 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


BANK: animal_ambient

 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.

 BANK: animal_ambient

This declare start of sound bank "animal_ambient" which are sound of animals for handlers and mounts for cavalry.

Structure of this part is divide into 2 section

First part is for animals in descr_animals.txt part (this part is not defined in M2TW)

 animal { animal_type }
      event lod 1 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 lod 10 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 lod 15 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 animal_type are...

 wardogs
 pigs

Second part is for mounts in descr_mount.txt part

 mount { mount_type }
      event lod 1 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 lod 10 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 lod 20 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 mount_type are as define in descr_mount.txt

BANK: ambient_anims

 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.

 BANK: ambient_anims

This declare start of sound bank "ambient_anims" which manage sound of ambient animations.

Primary category for this part are "class" or "type", which choose only one

 class { unit_voice_type }
 type { unit_class }

Secondary category for this part is "exclude_units"

 exclude_units { unit_type ; split entries by "," }

Third category which right before declare of sound events are "anim"

 anim { animation_type }

Available unit_voice_type is as defined and use by export_descr_unit.txt

Available unit_class is as defined and use by export_descr_unit.txt

Available unit_type is unit type as defined by export_descr_unit.txt

Available animation_type are different in RTW and M2TW (they are same sound entry which using by animation as assigned in skeleton files)

Structure of this part is following this pattern

 class/type { unit_voice_type/unit_class }
   exclude_units { unit_type ; split entries by "," }
     anim { animation_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
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