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Difference between revisions of "Descr sounds weapons.txt"

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{{RTW M2TW Modding Logo}}<br>
 
This file is delegated file from [[descr_sounds.txt]] for manage sound bank: "weapon_hit".
 
This file is delegated file from [[descr_sounds.txt]] for manage sound bank: "weapon_hit".
  
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   water
 
   water
 
   ice
 
   ice
   snow
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   snow {not use here, it define by season and climate instead)
 
   mud_road
 
   mud_road
 
   stone_road
 
   stone_road
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[[Category: M2TW Modding]]
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[[Category: M2TW Sound Files]]
[[Category:RTW Modding]]
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[[Category:RTW Sound Files]]

Latest revision as of 14:26, 13 March 2021

Rome:Total War & Remastered - Modding Index

M2TW Modding Index



This file is delegated file from descr_sounds.txt for manage sound bank: "weapon_hit".

File'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 -


 required_samples_cutoff X

Limit sound that would be loaded into list to be not more than X per event


 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 ;;;;;;;;;;;;     SAP POINT     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
 event WEAPON_SAP_DIGGING mindist 2 volume 0 fadein .5 fadeout .5 probability 1  priority 210
 	folder data/sounds/SFX/Individual/Siege_Engines/Mining_Tunnel
 	Siege_Mining_Tunnel_Digging_04
 end

This part is to define sound of digging from sap point. Exist in both RTW and M2TW.

 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 ;;;;;;;;;;;;     FLAMING PIG     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
 event FLAMING_PIG mindist 3 looped volume -20 minpitch .75  maxpitch 1.15 fadein 1.0 fadeout 1.0 priority 90 distancepriority -3
 	folder data/sounds/SFX/Individual/Misc
 	Flaming_Pig_06a 
 	Flaming_Pig_06b 
  	Flaming_Pig_06c
 	end

This part is RTW only section. Using to define sound of flaming pig.


 BANK: weapon_hit

All sounds related to weapon hit are defined with entries within this file. Below is category condition which valid for this sound bank.

Primary:

 weapon_type { weapon sound type or ballista_tower/arrow_tower/cannon_tower}
 unit { list of unit's type in EDU:pri/sec } (split each entries by comma)
 weapon {EDU's attack Weapon type} {EDU's attack damage types}
  • Valid weapon sound type are knife/sword/spear/axe/mace/club (as assign to primary and secondary attack in EDU to generate sound)
  • cannon_tower weapon type is M2TW only
  • Valid unit type are EDU's unit_type (not unit's dictionary), EDU's unit class (light, heavy, missile or spearmen) and/or EDU's unit category (infantry, cavalry, siege, handler, ship or non_combatant)
  • Valid weapon attack type are melee/thrown/missile/siege_missile (as assign to primary and secondary attack in EDU to generate sound)
  • Valid attack damage type are piercing/blunt/slashing/fire (as assign to primary and secondary attack in EDU to generate sound)

Secondary:

   {flaming} fly/hit/death_hit {armour_type/"ground terrain_type"/"building building_type"}
 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)
  • Valid building_type are battle map's building type as defined by descr_building_battle.txt and its subsidary
  • If not give specific option, engine would consider it as "all/any" of possible of that type

Example of how to use secondary condition

   fly
   flaming fly
   hit flesh
   flaming hit leather
   hit ground
   flaming hit ground water
   hit ground mud
   hit building
   flaming hit building hayfield_new
   death_hit metal
   flaming death_hit flesh
   ....etc.

Then sound events' body in this have following format

 weapon_type/weapon/unit {type}
   {flaming} fly/hit/death_hit {armour_type/"ground terrain_type"/"building building_type"}
      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
   {flaming} fly/hit/death_hit {armour_type/"ground terrain_type"/"building building_type"}
      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
      ....
 

{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)

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 -


Note 1: In case sound event assigned to unit end up overlapped by many events, last setting (near bottom of the file than the others) would take highest priority in this file.

Note 2: Apart from sap point and flaming pigs, this file also set sound of tower projectiles and sound of chariot attack too.