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Total War : ROME
Rome : Total War et Rome Remastered
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#1
descr_sound.txt, modding sound between RTW (older one, not the RTWII) and M2TW
21-02-2023, 19h09
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 } { ma
ist } { 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!!!!
Foeurdr
Alias Cherebuschka
Expert tacticien
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#2
21-02-2023, 21h11
Sujet déplacé dans une catégorie ou tu auras peut être un peu plus d'aide
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Pyrrhon
Eplucheur de patates
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#3
22-02-2023, 11h20
Merci, mais si tu peux me donner "la catégorie" ce sera plus facile et aisé, bonne journée à toi Foeurdr.
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