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  • descr_sound.txt, modding sound between RTW (older one, not the RTWII) and M2TW

    Ok,
    I have tried to use the specifics desr_sounds of M2TW in RTW 1.6, in the mod of Roma Surrectum 1.6
    descr_sounds_music_types.txt and descr_sounds_accents.txt that i have modified, and modify the descr_sounds_music.txt, i haven't used descr_sounds_generic.txt of M2TW because more or less it is the descr_sounds_stratmap.txt and the descr_sounds_interface.txt of RTW.
    look my work for each one of the 4 files :

    Descr_sounds_music_types :

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; This file should be in the same folder as descr_regions.txt
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    music_type roman

    ; romans_brutii faction (see world\maps\base\descr_regions.txt)
    regions Cisalpine_Gaul Venetia Liguria Etruria Umbria Latium Apulia Campania Pannonia Neopolitania
    regions Sicilia_Romanus Asculania Samnium

    faction romans_brutii slave

    music_type greek

    ; romans_julii romans_scipii macedon greek_cities numidia thrace seleucid
    regions Lincestis Transalpine_Gaul Narbonensis Carpetani Ilergetes Corsica Sardinia Minoa
    regions Epiro Maeotae Lycia_Oriens Lycia_Taurica Bithynia Mysia Lydia_Inferior Lydia_Superior
    regions Caria Rhodos Crete Hatlusus Bosphorus Cherson Thrace Iona Propontis Thracia Moesia Dardania
    regions Epirus Macedonia Macedonia_Superior Thessalia Aetolia Attica Laconia Euboea Lesbos Dalmatia
    regions Illyria Thracipontus Epeiros Olympus Argonesus Messene Sicilia_Poeni Sicilia_Boreus
    regions Sicilia_Graecus Sicilia_Medius Sicilia_Oriens Calabria Bruttium Peloponnesus Ionia Cypria
    regions Paionia Phokis Tribus_Getae Cyrenaica

    faction romans_julii romans_scipii macedon greek_cities numidia thrace seleucid britons

    music_type eastern

    ; parthia pontus armenia seleucid
    regions Colchis Iberi Atropatene Media Elymais Choracene Corduene Persis Persarmenia Carmania
    regions Adiabene Dahae Bactria Utian Sumeria Babylonia Assyria
    regions Syria Coele_Syria Aram Regnum_Palmyrae Phoenicia Judaea Sinai Nabatea Nabatei Euphrates
    regions Arabia Mesopotamia Phoenicia_Inferior Osroene Characene
    regions Armenia Sophene Cappadocia Cilicia Van Pamphylia Phrygia Phrygia_Superior Pontus Galatia
    regions Cyprus Lower_Colchis Commagene Paphlagonia

    faction parthia pontus armenia seleucid

    music_type barbarian

    ; dacia spain germans gauls
    regions Tribus_Aestii Tribus_Venedae Bastarnae Tribus_Rugii Boihaemum Tribus_Cimbri Gothi_Insulae
    regions Tribus_Chattii Tribus_Cherusci Nervi Sequani Belgica Lugdenensis Arverni Central_Gaul
    regions Aquitania Tuath_Ruteni Galli_Aquitania Lugdinensis Armorica Caledonia Hibernia Britannia
    regions Bretonia Britannia_Inferior Tuath_Silurii Gallaecia Lusitania Celtiberia Cantabirl Turduli
    regions Hispania Agri_Decumates Noricum Helveti Helvetia Germania_Superior Locus_Gepidae
    regions Locus_Burgundiones Tribus_Varini Tribus_Semnonae Sviones Svealand Tribus_Saxones Hercinia_Silva
    regions Dacia Muntean

    faction dacia spain germans gauls

    music_type nomad

    ; Scythia
    regions Vandali Scirii Messagetae Tribus_Sakae Tribus_Alanni Tribus_Roxolani Tribus_Lazyges
    regions Thyssagetae Scythia Sarmatia Tribus_Sarmatae Hyperboria Hvnni

    faction scythia

    music_type egyptian
    ; egypt
    regions Thebais Lybia Marmarika Nile_Delta Middle_Egypt

    faction egypt

    music_type carthaginian
    ; carthage
    regions Taraconensis Baetica Baliares Phazani Tripolitania Sinus_Numidicus Gaetulia Tingitana
    region Africa Mauretania Numidia Byzacium Sahara

    faction carthage



    for descr_sounds_music.txt

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;MUSIC
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;

    DEFAULT: priority 9999 randomdelay 0 pan .5
    DEFAULT: dry_level 1.0 wet_level 0.0
    DEFAULT: pref MUSIC STREAMED

    required_samples_cutoff 3

    ;; music events timeout in seconds
    ;; music state will change to the previous one if no events occured within the time out
    music_timeout 30
    music_retrigger 10

    ;; music events fade time in seconds
    ;; fading is used when the music changes from one state to another
    music_fade_in 0
    music_fade_out 3
    music_fade_out_timeout 10


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


    event Prologue_Campaign_Battle_Music fadeout 3
    folder data/sounds/music
    CampaignBattle1-Time_2_Kill.mp3
    end

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

    event TEUTOBURG_INTRO_MUSIC fadeout 3
    folder data/sounds/music
    Tension3-Death_Approaches.mp3
    end

    event TEUTOBURG_BATTLE_MUSIC fadeout 3
    folder data/sounds/music
    Battle3-Melee_Cafe.mp3
    end




    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    DEFAULT: streamed

    BANK: music_bank


    ;;;;;;;;;;;;;;;;;;;;; ROMAN MUSIC ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    music_type roman, greek

    ;;; FRONTEND


    state MUSIC_FRONTEND
    event
    folder data/sounds/data/sounds/music
    Frontend1-Rome_Total_War.mp3
    Frontend2-Rome_HQ.mp3
    Gladiator.mp3
    end


    ;;; BATTLE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music
    Tension1-Journey_to_Rome_Part1.mp3
    Tension2-Caesars_Nightmare.mp3
    Tension3-Death_Approaches.mp3
    Tension4-Drums_of_Doom.mp3
    end


    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music
    Mobilize1-Journey_to_Rome_Part2.mp3
    Mobilize2-Warrior_March.mp3
    Mobilize3-Enemy_is_Near.mp3
    Mobilize4-Army_of_Drums.mp3
    Mobilize5-Mobilize.mp3
    Mobilize6-Soldiers_Chant.mp3
    Intro_Roman_Scipii.mp3
    Intro_Roman_Brutii.mp3
    end
    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music
    Battle1-Imperial_Conflict.mp3
    Battle2-Mayhem.mp3
    Battle3-Melee_Cafe.mp3
    Battle4-Romantic_Battle.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5 volume -40
    folder data/sounds/data/sounds/music
    Gladiator_Soundtracks_01_Progeny.mp3
    Gladiator_Soundtracks_02_The_Wheat.mp3
    Gladiator_Soundtracks_03_The_Battle.mp3
    Gladiator_Soundtracks_04_Earth.mp3
    ExPercival.mp3
    Gladiator_Soundtracks_05_Sorrow.mp3
    Gladiator_Soundtracks_06_To_Zucchabar.mp3
    Gladiator_Soundtracks_07_Patricide.mp3
    Gladiator_Soundtracks_08_The_Emperor_is_Dead.mp3
    Gladiator_Soundtracks_09_The_Might_of_Rome.mp3
    ExMortArthur.mp3
    Gladiator_Soundtracks_10_Strength_and_Honor.mp3
    Gladiator_Soundtracks_11_Reunion.mp3
    Gladiator_Soundtracks_12_Slaves_to_Rome.mp3
    Gladiator_Soundtracks_14_Am_I_Not_Merciful.mp3
    Intro_Roman_Julii.mp3
    Gladiator_Soundtracks_15_Elysium.mp3
    Gladiator_Soundtracks_16_Honor_Him.mp3
    Gladiator.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign3-Divinitus.mp3
    Campaign4-Lonely_Strategos.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music
    Frontend1-Rome_Total_War.mp3
    Frontend2-Rome_HQ.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event fadeout 0
    folder data/sounds/music
    CampaignBattle1-Time_2_Kill.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music
    Win2-Roman_Victory.mp3
    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CREDITS

    state MUSIC_CREDITS1 delay 3
    event
    folder data/sounds/music
    Credits-Forever_(Rome_Total_War).mp3
    end

    state MUSIC_CREDITS2
    event
    folder data/sounds/music
    Battle1-Imperial_Conflict.mp3
    Battle2-Mayhem.mp3
    Battle3-Melee_Cafe.mp3
    Battle4-Romantic_Battle.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign3-Divinitus.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    CampaignBattle1-Time_2_Kill.mp3
    CampaignWin1-Invicta.mp3
    Frontend1-Rome_Total_War.mp3
    Frontend2-Rome_HQ.mp3
    Intro_Barbarian.mp3
    Intro_Carthage.mp3
    Intro_Eastern.mp3
    Intro_Egyptian.mp3
    Intro_Greek.mp3
    Intro_Roman_Brutii.mp3
    Intro_Roman_Julii.mp3
    Intro_Roman_Scipii.mp3
    Mobilize1-Journey_to_Rome_Part2.mp3
    Mobilize2-Warrior_March.mp3
    Mobilize3-Enemy_is_Near.mp3
    Mobilize4-Army_of_Drums.mp3
    Mobilize5-Mobilize.mp3
    Mobilize6-Soldiers_Chant.mp3
    Tension1-Journey_to_Rome_Part1.mp3
    Tension2-Caesars_Nightmare.mp3
    Tension3-Death_Approaches.mp3
    Tension4-Drums_of_Doom.mp3
    Win1-Barbarian_Victory.mp3
    CampaignWin1-Invicta.mp3
    end


    ;;;;;;;;;;;;;;;;;;;;; BARBARIAN MUSIC ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type barbarian, nomad

    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music
    Tension1-Journey_to_Rome_Part1.mp3
    Tension2-Caesars_Nightmare.mp3
    Tension3-Death_Approaches.mp3
    Tension4-Drums_of_Doom.mp3
    end


    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music
    Mobilize1-Journey_to_Rome_Part2.mp3
    Mobilize2-Warrior_March.mp3
    Mobilize3-Enemy_is_Near.mp3
    Mobilize4-Army_of_Drums.mp3
    Mobilize5-Mobilize.mp3
    Mobilize6-Soldiers_Chant.mp3
    Intro_Roman_Scipii.mp3
    Intro_Roman_Brutii.mp3
    end
    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music
    Battle1-Imperial_Conflict.mp3
    Battle2-Mayhem.mp3
    Battle3-Melee_Cafe.mp3
    Battle4-Romantic_Battle.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CAMPMAP


    state MUSIC_STRATMAP_SUMMER
    event delay 5 volume -40
    folder data/sounds/data/sounds/music
    ExPercival.mp3
    ExMortArthur.mp3
    Intro_Barbarian.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music
    Frontend1-Rome_Total_War.mp3
    Frontend2-Rome_HQ.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event fadeout 0
    folder data/sounds/music
    CampaignBattle1-Time_2_Kill.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music
    Win1-Barbarian_Victory.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music
    GameWin-Barbarian.mp3
    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end

    ;;;;;;;;;;;;;;;;;;;;; ARABIC MUSIC ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type carthaginian, egyptian, eastern


    ;;; BATTLE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music
    Tension1-Journey_to_Rome_Part1.mp3
    Tension2-Caesars_Nightmare.mp3
    Tension3-Death_Approaches.mp3
    Tension4-Drums_of_Doom.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music
    Mobilize1-Journey_to_Rome_Part2.mp3
    Mobilize2-Warrior_March.mp3
    Mobilize3-Enemy_is_Near.mp3
    Mobilize4-Army_of_Drums.mp3
    Mobilize5-Mobilize.mp3
    Mobilize6-Soldiers_Chant.mp3
    Intro_Roman_Scipii.mp3
    Intro_Roman_Brutii.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music
    Battle1-Imperial_Conflict.mp3
    Battle2-Mayhem.mp3
    Battle3-Melee_Cafe.mp3
    Battle4-Romantic_Battle.mp3
    end


    ;;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end



    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5 volume -40
    folder data/sounds/data/sounds/music
    ARABIAN_OUD_MUSIC_Middle_Eastern_OUD_instrumental_ KANUN.mp3
    Musique_mystique_persane_Ã*_écouter_en_silence_et _avec_le_cÂœur.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    Intro_Egyptian.mp3
    Intro_Carthage.mp3
    end


    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music
    Frontend1-Rome_Total_War.mp3
    Frontend2-Rome_HQ.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event fadeout 0
    folder data/sounds/music
    CampaignBattle1-Time_2_Kill.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music
    CampaignWin1-Invicta.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


    ;;; CAMPAIGN RESULT



    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music
    GameWin-Arabic.mp3
    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music
    Lose1-Lost_Souls.mp3
    end


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

    BANK: living_city_music
    music_type roman
    event streamed volume -35
    folder data/sounds/music
    Intro_Roman_Julii.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign3-Divinitus.mp3
    Campaign4-Lonely_Strategos.mp3
    end

    music_type barbarian
    event streamed volume -35
    folder data/sounds/music
    Intro_Barbarian.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    end

    music_type nomad
    event streamed volume -35
    folder data/sounds/music
    Intro_Barbarian.mp3
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    end

    music_type carthaginian
    event streamed volume -35
    folder data/sounds/music
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    Intro_Egyptian.mp3
    Intro_Carthage.mp3
    end
    music_type greek
    event streamed volume -35
    folder data/sounds/music
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    Intro_Egyptian.mp3
    Intro_Carthage.mp3
    end
    music_type egyptian
    event streamed volume -35
    folder data/sounds/music
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    Intro_Egyptian.mp3
    Intro_Carthage.mp3

    end
    music_type eastern
    event streamed volume -35
    folder data/sounds/music
    Campaign1-Autumn.mp3
    Campaign2-Melancholy.mp3
    Campaign4-Lonely_Strategos.mp3
    Campaign5-Arabic_Winter.mp3
    Campaign6-Arabic_Summer.mp3
    Intro_Egyptian.mp3
    Intro_Carthage.mp3

    end



    and for descr_sounds.txt


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; 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 } { maist } { 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 instead of 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 a sound 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 .4

    doppler_factor 2.0

    ;;
    ;; 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 .1

    ;; priority floor (priority units)
    priority_floor -1000.0

    ;; pitch offset for water, wind and rain sounds
    pitch_offset .2

    ;;
    ;; Audio ducking control
    ;;
    ducking_on 1 ; 0- off, 1 - on
    ducking_fade_in 1 ; in seconds
    ducking_fade_out 1 ; in seconds
    ducking_amount -30 ; in volume units

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

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

    ;
    ; New event parameter: effect_level
    ;

    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

    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 3 (TM)", "Creative Labs EAX 2 (TM)"
    room ENVIRONMENT_ALLEY
    parameter "EAX effect volume" 1.0

    provider "Miles Fast 2D Positional Audio"
    room ENVIRONMENT_ALLEY

    ;;;;; smaller christmas tree forest
    forest
    climates sandy_desert, swamp, sub_arctic, semi_arid, temperate_grassland_fertile, temperate_grassland_infertile
    provider "Miles Fast 2D Positional Audio"
    room ENVIRONMENT_FOREST
    parameter "EAX effect volume" .6
    provider "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)"
    room ENVIRONMENT_FOREST
    parameter "EAX effect volume" .6

    ;;;; big large tree forest
    forest
    climates temperate_forest_open, temperate_forest_deep, alpine
    provider "Miles Fast 2D Positional Audio"
    room ENVIRONMENT_FOREST
    parameter "EAX effect volume" 1.0
    provider "Creative Labs EAX 3 (TM)", "Creative Labs EAX 2 (TM)"
    room ENVIRONMENT_FOREST
    parameter "EAX effect volume" 1.0

    frontend
    master_room ENVIRONMENT_FOREST
    parameter "EAX effect volume" 1.0

    campaign
    master_room ENVIRONMENT_FOREST
    parameter "EAX effect volume" 1.0
    end

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

    ; List of used music types
    music_types_enum roman greek eastern barbarian nomad egyptian carthaginian

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

    include descr_sounds_accents.txt
    ; include descr_sounds_music_types.txt
    include descr_sounds_music.txt
    include descr_sounds_interface.txt
    include descr_sounds_stratmap.txt
    include descr_sounds_stratmap_anims.txt
    include descr_sounds_stratmap_voice.txt
    include descr_sounds_units.txt
    include descr_sounds_weapons.txt
    include descr_sounds_structures.txt
    include descr_sounds_enviro.txt
    include descr_sounds_engine.txt
    include descr_sounds_events.txt
    include descr_sounds_advice.txt
    include descr_sounds_prebattle.txt
    include descr_sounds_battle_events.txt
    include descr_sounds_narration.txt


    And in fine for descr_sounds_accents.txt


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

    culture Roman
    factions romans_brutii, romans_senate, slave

    culture Greek
    factions romans_julii, romans_scippi, greek_cities, britons, macedon, seleucid, numidia, thrace

    culture Nomad
    factions Scythia

    culture Barbarian
    factions spain, dacia, germans, gauls

    culture Eastern
    factions pontus, parthia, armenia

    culture Carthaginian
    factions carthage

    culture Egyptian
    factions egypti lauch the game with .exe of RTW 1.6 and i read the error message : can't find or launch the Database Sounds, come back to windows...As you can observe i have the file with the title accents, but i have remove "accent" by "culture" into the file cause of the 6 export_descr_sounds_blablabla of RTW whose are build with "culture" and not with "accent" like in the 6 files export_descr_sounds_blablabla of M2TW.
    What is going wrong? my modifivation seems to be all right?
    May be the difference between RTW and M2TW about the sound database is hardcoded in the .exe file?

    "VoilÃ*", like we say in French, "ironic expression". Anyway ALL HELPS, IDEAS, are hugely WELLCOME!!!!

  • #2
    Sujet déplacé dans une catégorie ou tu auras peut être un peu plus d'aide

    Commentaire


    • #3
      Merci, mais si tu peux me donner "la catégorie" ce sera plus facile et aisé, bonne journée à toi Foeurdr.

      Commentaire

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