descr_sounds.txt

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    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; The Sounds database - Very much a work in progress;; The file format is pretty much ripped wholesale from shogun;; event { name } {3d/1d} {streamed} { probability } { volume }; { minDist } { maxDist } { minPitch } { maxPitch }; { looped } {randomdelay} { probradius } { pan }; { pref sfx|speech|music }; folder { base path }; {sample name} modifiers (any of probability, volume etc); {sample name} ...; end;; The streamed keyword means that the sample will be streamed from disk insteadof loaded at initialisation time; Volume is a modifier to the base volume set in the preferences (between -100db & 0db); Pan is -100.0db to 100.0db ( N.B. Pan is currently ignored as either asound is played in 3D or 1D); minDist must be greater than 1.0f; retrigger delay in seconds before retriggering the sound (used currently in music code)

    ; looped will overwrite the parameter in play_tracked_sound;; DEFAULT: sets some default values for all the following sound events; parameters are as per the event keyword (i.e. minDist, volume etc);; Artem (20/1/03): there is a limitation in the current version of the parser,; which does not allow to have an event definition after a bank definition!; Individual events must be listed after a DEFAULT clause or at the begining of; the file.;; Artem (30/07/2003):; New event parameter 'randomdelay' is the delay in seconds; before 3D sounds start playing.

    ;; Artem (11/11/2003):; probradius - distance to camera inside which the probability is set to 1.0;; pan - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;;;; will load that many samples per event in Win98 machines;;required_samples_cutoff 2

    ;;;; rollof_factor by default is 1.0f;; see "Minimum and Maximum Distances" page in DirectSound help;;;rolloff_factor .4rolloff_factor 1

    doppler_factor 0.5

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    ;;;; strat map rollof_factor by default is 1.0f;; see "Minimum and Maximum Distances" page in DirectSound help;;stratmap_rolloff_factor 3

    ;;;; default maxdist percentage. This is the percentage of the volume at which the sound is turned off.;;volume_cutoff .01

    ;; priority floor (priority units)priority_floor -1000.0

    ;; pitch offset for water, wind and rain soundspitch_offset .2

    ;;;; Audio ducking control;;ducking_on 1 ; 0- off, 1 - onducking_fade_in 1 ; in seconds

    ducking_fade_out 1 ; in secondsducking_amount -40 ; in volume units

    ;;;; Camera culling sphere radius for event triggering of units, default = 10.0f ;;

    cam_cull_radius_unit 100.0f;

    ;;;; Camera culling sphere radius for event triggering of siege engines, default = 10.0f

    cam_cull_radius_engine 2000.0f;

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ; ENVIRONMENT_GENERIC, // factory default; ENVIRONMENT_PADDEDCELL,; ENVIRONMENT_ROOM, // standard environments; ENVIRONMENT_BATHROOM,; ENVIRONMENT_LIVINGROOM,; ENVIRONMENT_STONEROOM,; ENVIRONMENT_AUDITORIUM,; ENVIRONMENT_CONCERTHALL,

    ; ENVIRONMENT_CAVE,; ENVIRONMENT_ARENA,; ENVIRONMENT_HANGAR,; ENVIRONMENT_CARPETEDHALLWAY,; ENVIRONMENT_HALLWAY,; ENVIRONMENT_STONECORRIDOR,; ENVIRONMENT_ALLEY,; ENVIRONMENT_FOREST,; ENVIRONMENT_CITY,; ENVIRONMENT_MOUNTAINS,

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    ; ENVIRONMENT_QUARRY,; ENVIRONMENT_PLAIN,; ENVIRONMENT_PARKINGLOT,; ENVIRONMENT_SEWERPIPE,; ENVIRONMENT_UNDERWATER,; ENVIRONMENT_DRUGGED,; ENVIRONMENT_DIZZY,; ENVIRONMENT_PSYCHOTIC,

    ;; New event parameter: effect_level;

    ;; MTW2 climates; mediterranean; sandy_desert; rocky_desert; unused1; steppe; temperate_deciduous_forest; temperate_coniferous_forest; unused2; highland; alpine

    ; tropical; semi_arid

    EAX: global parameter "Mute at maximum" 0

    terrain grass_short, grass_long, scrub_dense room ENVIRONMENT_GENERIC

    terrain sand, rock

    room ENVIRONMENT_GENERIC terrain forest_dense room ENVIRONMENT_GENERIC

    terrain swamp room ENVIRONMENT_GENERIC

    terrain mud room ENVIRONMENT_GENERIC

    terrain mud_road room ENVIRONMENT_GENERIC

    terrain stone_road room ENVIRONMENT_GENERIC

    terrain water room ENVIRONMENT_GENERIC

    terrain ice room ENVIRONMENT_GENERIC

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    terrain snow room ENVIRONMENT_GENERIC

    terrain wood room ENVIRONMENT_GENERIC

    terrain dirt room ENVIRONMENT_GENERIC

    city level town, large_town, city, large_city, huge_city ; village,

    provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)" room ENVIRONMENT_ALLEY parameter "EAX effect volume" .8

    provider "Miles Fast 2D Positional Audio" room ENVIRONMENT_ALLEY

    ;;;;; small forest

    forest climates mediterranean, tropical, semi_arid, steppe, highland provider "Miles Fast 2D Positional Audio"

    room ENVIRONMENT_FOREST parameter "EAX effect volume" .2 provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)" room ENVIRONMENT_FOREST parameter "EAX effect volume" .2

    ;;;; large forestforest

    climates unused2, temperate_deciduous_forest, temperate_coniferous_forest, alpine provider "Miles Fast 2D Positional Audio"

    room ENVIRONMENT_FOREST parameter "EAX effect volume" .6 provider "Creative Labs EAX 4 (TM)", "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)" room ENVIRONMENT_FOREST parameter "EAX effect volume" .6

    frontend master_room ENVIRONMENT_FOREST parameter "EAX effect volume" .6

    campaign master_room ENVIRONMENT_FOREST

    parameter "EAX effect volume" .6 end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ; List of used music typesmusic_types_enum northern_european eastern_european southern_european middle_eastern mesoamerican greek gondor rohan isengard goblins

    ; descr_sounds_music_types.txt is loaded in world_map from world/maps/base/

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    include descr_sounds_accents.txt

    include descr_sounds_music.txtinclude descr_sounds_interface.txtinclude descr_sounds_stratmap.txtinclude descr_sounds_stratmap_voice.txtinclude descr_sounds_units.txtinclude descr_sounds_units_ambient.txtinclude descr_sounds_units_idle.txtinclude descr_sounds_units_march.txtinclude descr_sounds_units_run.txtinclude descr_sounds_units_charge.txtinclude descr_sounds_units_fight.txtinclude descr_sounds_units_fire.txtinclude descr_sounds_units_anims.txtinclude descr_sounds_units_voice.txtinclude descr_sounds_units_reform.txtinclude descr_sounds_units_collide.txtinclude descr_sounds_units_taunt.txtinclude descr_sounds_units_retreat.txtinclude descr_sounds_units_confirm.txtinclude descr_sounds_units_celebrate.txtinclude descr_sounds_weapons.txt

    include descr_sounds_structures.txtinclude descr_sounds_enviro.txtinclude descr_sounds_engine.txtinclude descr_sounds_events.txtinclude descr_sounds_advice.txtinclude descr_sounds_prebattle.txtinclude descr_sounds_battle_events.txtinclude descr_sounds_narration.txtinclude descr_sounds_generic.txt