Audio3DScripts: Difference between revisions

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The '''Audio3DScripts''' file defines attributes for sounds used by 3D sound script operations. These attributes define how and if sound is played at a distance from a source. Most notably, when you are zoomed into a resource (e.g. cows) on the map screen, they are louder the closer you are zoomed in and if they are centered on the screen.
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All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.
 
<font color=red>This page is missing information.
Do not remove this notice until it is complete.</font>
 
 
==Tags==
===Text===
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
!ScriptID
| The script object name prefixed with AS3D_ followed by the file name. Used in [[AudioSoundscapeScripts]] and by Python CyAudioGame.Play3DSound() function.
|-
!SoundID
| Implemented in [[AudioDefines]] to retrieve the sound file.
|-
!SoundType
| Indicates which volume slider to use under Game Option -> Audio. Values are defined in [[AudioDefines]] and are prefixed with GAME_. Values are AMBIENCE, INTERFACE, MUSIC, SFX or SPEECH.
|-
!StartPosition
| Position to player where the sounds appears to come from when it starts (most effective for surround sound setups.) Values are defined in [[AudioDefines]]. Values are NONE, RANDOM, ALL, FRONT, BACK, BACK_LEFT, BACK_RIGHT, LEFT, RIGHT, FRONT_LEFT, FRONT_RIGHT and REARS
|-
!EndPosition
| Position to player where the sounds appears to come from when it ends (most effective for surround sound setups.) Values are defined in [[AudioDefines]]. Values are NONE, RANDOM, ALL, FRONT, BACK, BACK_LEFT, BACK_RIGHT, LEFT, RIGHT, FRONT_LEFT, FRONT_RIGHT and REARS
|}
 
 
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===Boolean===
 
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
!bLooping
| Indicates whether the sound will "loop", ie: repeat indefinitely.
|-
!bTaperForSoundtracks
| <font color=red>unknown.</font> Set to 0.
|}
 
 
===Floating===
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
!fMinDryLevel
| <font color=red>unknown.</font> Set to 1.0.
|-
!fMaxDryLevel
| <font color=red>unknown.</font> Set to 1.0.
|-
!fMinWetLevel
| <font color=red>unknown.</font> Values between 0.0 - 1.0.
|-
!fMaxWetLevel
| <font color=red>unknown.</font> Values between 0.0 - 1.0.
|}
 
 
==Example==
 
In the following example of code, please note that there is a specific order of all of the tags.  You ''must'' list the tags in this order for the game to properly interpret your file.
 
<Script3DSound>
    <ScriptID>AS3D_ERROR</ScriptID>
    <SoundID>SND_ERROR</SoundID>
    <SoundType>GAME_SFX</SoundType>
    <iMinVolume>80</iMinVolume>
    <iMaxVolume>80</iMaxVolume>
    <iPitchChangeDown>0</iPitchChangeDown>
    <iPitchChangeUp>0</iPitchChangeUp>
    <bLooping>0</bLooping>
    <iMinTimeDelay>0</iMinTimeDelay>
    <iMaxTimeDelay>0</iMaxTimeDelay>
    <StartPosition>FRONT</StartPosition>
    <EndPosition>FRONT</EndPosition>
    <iMinVelocity>0</iMinVelocity>
    <iMaxVelocity>0</iMaxVelocity>
    <iMinDistanceFromListener>0</iMinDistanceFromListener>
    <iMaxDistanceFromListener>0</iMaxDistanceFromListener>
    <iMinDistanceForMaxVolume>100000</iMinDistanceForMaxVolume>
    <iMaxDistanceForMaxVolume>100000</iMaxDistanceForMaxVolume>
    <iMinCutoffDistance>100000</iMinCutoffDistance>
    <iMaxCutoffDistance>100000</iMaxCutoffDistance>
    <bTaperForSoundtracks>0</bTaperForSoundtracks>
    <iLengthOfSound>0</iLengthOfSound>
    <fMinDryLevel>1.0</fMinDryLevel>
    <fMaxDryLevel>1.0</fMaxDryLevel>
    <fMinWetLevel>0.0</fMinWetLevel>
    <fMaxWetLevel>0.0</fMaxWetLevel>
</Script3DSound>
 
{{Civ4_XML_Files}}

Revision as of 22:28, 23 April 2010

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