Audio3DScripts: Difference between revisions

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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===
===Floating===

Latest revision as of 01:39, 3 October 2011

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.

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.

This page is missing information. Do not remove this notice until it is complete.


Tags

Text

Tag Name 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


Integer

All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.

Tag Name Description
iMinVolume Minimum volume to play this sound. Values from 0 to 100.
iMaxVolume Maximum volume to play this sound. Values from 0 to 100.
iPitchChangeDown unknown. Negative values (in Hz? Known values are 0, -2000, -3000, -4000, -5000, -7000)
iPitchChangeUp unknown. Positive values (in Hz? known values are 0, 2000, 3000, 4000, 5000, 7000)
iMinTimeDelay unknown. Minimum time delay before playing sound. Values in milliseconds
iMaxTimeDelay unknown. Maximum time delay before playing sound. Values in milliseconds.
iLengthOfSound unknown. Set to 0.
iMinVelocity unknown. Minimum velocity to play the sound. Set to 0
iMaxVelocity unknown. Maximum velocity to play the sound. Set to 0.
iMinDistanceFromListener unknown. Minimum distance in meters from listen before playing the sound.
iMaxDistanceFromListener unknown. Maximum distance in meters from listen before playing the sound.
iMinDistanceForMaxVolume Minimum distance in meters to play the sound at maximum volume.
iMaxDistanceForMaxVolume Maximum distance in meters to play the sound at maximum volume.
iMinCutoffDistance Minimum distance in meters before stop playing the sound.
iMaxCutoffDistance Maximum distance in meters before stop playing the sound.
iNotPlayPercent unknown. Set to 0. (Beyond the Sword only)


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".

Tag Name Description
bLooping Indicates whether the sound will "loop", ie: repeat indefinitely.
bTaperForSoundtracks unknown. Set to 0.


Floating

Tag Name Description
fMinDryLevel unknown. Set to 1.0.
fMaxDryLevel unknown. Set to 1.0.
fMinWetLevel unknown. Values between 0.0 - 1.0.
fMaxWetLevel unknown. 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>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only