; ; SFX.TXT ; All sound effects in the game are specified here ; and/or files included from here. ; ; ; Here is the file format. File is NOT case sensitive. ; ;--------------- SFX File format --------------------------------------- ; ;#include "filename" ; includes specified sub SFX file (which has ; ; the same format as this file) ; ;[NameOfSoundEventType] ; Name of new sound event (up to 31 characters) ;Control = ; ;Sounds = ; ;Volume = ; <0..100> (100 = full volume) ;Delay = ; (milliseconds) ;Priority = ; ;Type = ; < global normal center dialog screen shroud > ;FShift = ; ;VShift = ; ;Limit = ; (max number of events at one time) ;Range = ; ;LoopLimit = ; ;MinVolume = ; minimum volume for GLOBAL Type event ;Attack = ; ;Decay = ; ; ; ;[GlobalDefaults] ; this is not a real event but can be used to specify ; ; defaults for all events in all files that follow ; ;[LocalDefaults] ; allows you to override global defaults for all events ; ; that follow in the current file ; ;[SectionDefaults] ; allows you to override local defaults ; ; ;----------------------------------------------------------------------- ; ;Explaination of the following attributes: ; ; Sounds ; Volume ; Control ; Delay ; Priority ; Limit ; LoopCount ; FShift ; VShift ; Range ; Type ; MinVolume ; Attack ; Decay ; ; SOUND: ; ; Syntax: Sounds = {$} {$} ...{$} ; ; Up to 32 sound files can be associated with an audio event. Do not ; specify path or extension of the file, just the name of the file. The ; file name must not be more that 31 characters. If there are spaces in the ; filename then enclose the name in double quotes(e.g. "Big Bad Sound"). ; However, avoid using spaces if possible. ; The sound files are expected to be in the "DuneAudio\sfx\sounds" directory, ; and should be WAVE format. We currently support IMA ADPCM, PCM, Stereo, ; mono at any sample rate. For best performance, use mono ; 22050Hz. ; ; Any sounds that require localization must have a dollar sign ($) in front ; of their names in the sound list (not in the filename itself) and ; versions of these sound files must be placed in the appropriate language ; sub directories in "DuneAudio\sfx\sounds\". ; ; NOTE: all sound files should be normalized ; ; ; VOLUME: ; ; Syntax: Volume = <0..100> ; ; Volume level playback for audio event. We assume that all sounds are ; normalized. Use this attribute to set the mixing levels for audio. ; The value specified is the percentage of full volume. e.g. 25 means ; playback at one quarter of full volume. ; CONTROL: ; ; Syntax: Control = ; ; The control attributes can be used in any combination to achieve desired ; playback effects. ; The default control behaviour is to play the ; first sound in the sound list just once. The following control keywords ; can be used to: ; ; loop ; Continually play sound event. LoopLimit attribute can be used to ; specify how many times to loop the event. ; ; random ; Randomly pick sound from sound list to play. ; ; interrupt ; This new instances of this type sound event have priority over ; already playing instances. ; ; all ; Use all sounds in sound list. ; ; predelay ; Normally if the DELAY attribute is specified the delay happens ; when the sound finishes playing. PREDELAY forces the delay to ; happen at the start of the sound. Random predelays help avoid ; 'phasing' when multiple instances of the same audio event happen ; at the same time. ; ; attack ; Specifies that the first sound in the sound list gets played, ; regardless, at the start of the audio event (see ATTACK attribute ; also). This sound is called the attack sound. ; ; decay ; Specifies that the last sound in the sound list gets played, ; regardless, at the end of the audio event. ( see DECAY attribute ; also). This sound is called the decay sound. ; ; DELAY ; ; Syntax: Delay = < maxDelay> ; ; Used to specify a delay (in milliseconds) to wait at the end of an each ; sound that is played in an event. The control PREDELAY moves the wait to ; the start of each sound being played. The delay is randomized between ; the min and max delay times. e.g.: ; ; Delay = 3000 8000 ; wait from 3 to 8 seconds between sounds ; Delay = 1000 ; wait exactly 1 second between sounds ; ; PRIORITY ; ; Syntax: Priority = ; ; Priority and Limit are the most important attributes of them all. While ; possibly hundreds of audio events want to trigger every frame, only a few ; will be chosen. It is vitally important to ensure that important events ; do not get dropped. The audio engine uses the priority of the audio event ; when choosing which events to drop. So make priorities are set correctly ; for all events. ; ; LIMIT ; ; Syntax: Limit = ; ; Limit specifies the maximum number of instances of an audio event type ; that can be played SIMULTANEOUSLY. Limit of one, along with IMMEDIATE ; control, can be used to achieve monaural sounds. ; ; LOOPLIMIT ; Syntax: LoopLimit = ; ; By default looping is infinite. LoopLimit can be used to specify the ; exact number of loop iterations. 0 count means loop forever. ; ; FSHIFT ; ; Syntax: FShift = ; ; The FShift attribute alows the playback frequency to be randomly changed ; in order to give some variance to repetitive sounds. The engine uses a ; percentage value to represent the frequency of a sound. 100 percent ; means normal frequency. 50 percent means half the frequency. 200 percent ; means twice the frequency, and so on. ; ; The minDelta and maxDelta values describe a range relative to 100 percent ; frequency. For example: ; ; FShift = -5 5 ; vary frequency between (100 -5) and (100 + 5) ; FShift = 5 10 ; vary frequency between 105% and 110% of original ; FShift = -50 0 ; vary frequency between 50% and 100% of original ; ; ; VSHIFT ; ; Syntax: VShift = ; ; Like FShift, VShift is used to randomly change the volume of a sound ; in order the give it more variance. The VShift value is the maximum ; drop in volume alowed. For example, ; ; Volume = 80 ; VShift = 10 ; vary volume between 80 and 70 ; ; RANGE ; ; Syntax: Range = ; ; Specifies the audible range of a sound in game cells. ; ; ; TYPE ; ; Syntax: Type = < global normal screen center dialog shrouded> ; ; Type information allows the game engine to modify event behaviour. Meaning: ; ; global ; Positional audio event is always audible regardless of where in ; the world it is. Instead of fading to silence when out of range ; like normal events, global events do not fade below MINVOLUME. ; ; normal ; default type. ; ; screen ; Audio event fades out only when it moves off the edge of the screen. ; ; center ; Audio event fades out from the center of the screen ; ; dialog ; The audio event contains speech and should be treated as dialog. ; ; shrouded ; Not audible when shrouded ; ; MIMVOLUME ; ; Syntax: MinVolume = <0.100> ; ; See "GLOBAL" TYPE above. ; ; ATTACK ; ; Syntax: Attack = ; ; By default when the control keyword 'attack' is specified the first sound ; in the sound list is used as the attack sound. If the Attack attribute is ; supplied then the first sounds in the sound list are considered ; attack sounds, and are randomly chosen from on playback. Obviously this ; is used in order to vary the attack sound. ; ; ; DECAY ; ; Syntax: Decay = ; ; By default when the control keyword 'decay' is specified the last sound ; in the sound list is used as the decay sound. If the Decay attribute is ; supplied then the last sounds in the sound list are considered ; decay sounds, and are randomly chosen from on playback. Obviously this ; is used in order to vary the decay sound. ; ; ;dko use this to test hooks out to see if they work. Use the actual hook name. [TestEvent] Play=HKLightInfantryGun ; the defaults for all events [GlobalDefaults] Control = random MinVolume = 40 Range = 15 Volume = 80 Limit = 5 Type = NORMAL SCREEN Priority = NORMAL #include "UISFX.txt" #include "AtreidesSFX.txt" #include "OrdosSFX.txt" #include "HarkonnenSFX.txt" #include "GeneralSFX.txt" #include "InterfaceSFX.txt"