; ; Music definition file for Emperor ; ; Format: ; ;#include "" ; inlcude contents of ; ;[] ; track logical name ;Data = ; file to play (no path, no extension) ;Title = ; name user sees ;Group = <group list> ;Volume = <0..100> ; playback volume level ;Loop = <yes | no> ; seamless looping ; ;DEFINITIONS ; ; DATA ; ; Syntax: Data = <filename> ; ;Name of sound file to play for this track, without path or extension. ;The Music system will search for the file in the music directory and/or ;the CDROM drive at playback time. ; ;TITLE ; ; Syntax: Title = <title/label> ; ;This is real name of the track, i.e. the name the user sees. I am not ;sure how localization is being done on the project, but I would suspect ;that a string label would be used here. ; ;GROUP ; ; Syntax: Group = <Common Atreides Harkonnen Ordos> ; ;Specifies the house that this track is associated with. Groups are also ;used to specify where the final assets are stored, i.e. on a particular CD ;or on the harddisk. ; ;VOLUME ; ; Syntax: Volume = <0..100> ; ;Volume level for this track. We assume that all sounds are normalized. :Use this attribute to set the mixing levels for game audio. The value ;specified is the percentage of full volume; e.g. 25 means playback at ;one quarter of full volume. ; ;LOOP ; ; Syntax: Loop = < yes | no > ; ;If set to yes then the track will seamlessly loop. Idea for continuous ;ambient music. ; ;[GlobalDefaults] ; specify defaults for all following tracks ;[LocalDefaults] ; overrides global defaults for following tracks ; ; in current file ;[SectionDefaults] ; overrides local defaults for following tracks ; ; in current file ; [Groups] 0 = InvalidHouse 1 = Atreides 2 = Harkonnen 3 = Ordos 4 = HD 5 = CD1 6 = CD2 7 = CD3 8 = CD4 [GlobalDefaults] Title = no title Group = HD InvalidHouse ; ; Include tracks for each house ; #include "AtreidesMusic.txt" #include "HarkonnenMusic.txt" #include "OrdosMusic.txt" #include "CommonMusic.txt" ; ; Following tracks do not belong to any house ; ;[MainTitle] ;Data = (AT01)The_War_Begins