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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.
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| <font color=red>This page is missing information.
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| Do not remove this notice until it is complete.</font>
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| ==Tags==
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| ===Text===
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| {| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
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| |-
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| ! style="background:#efefef;" | Tag Name
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| ! style="background:#efefef;" | Description
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| |-
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| !ScriptID
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| | The script object name prefixed with AS3D_ followed by the file name. Used in [[AudioSoundscapeScripts]] and by Python CyAudioGame.Play3DSound() function.
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| |-
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| !SoundID
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| | Implemented in [[AudioDefines]] to retrieve the sound file.
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| |-
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| !SoundType
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| | 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.
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| |-
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| !StartPosition
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| | 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
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| |-
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| !EndPosition
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| | 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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| |}
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| ===Boolean===
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| 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".
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| {| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
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| |-
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| ! style="background:#efefef;" | Tag Name
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| ! style="background:#efefef;" | Description
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| |-
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| !bLooping
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| | Indicates whether the sound will "loop", ie: repeat indefinitely.
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| |-
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| !bTaperForSoundtracks
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| | <font color=red>unknown.</font> Set to 0.
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| |}
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| ===Floating===
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| {| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
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| |-
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| ! style="background:#efefef;" | Tag Name
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| ! style="background:#efefef;" | Description
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| |-
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| !fMinDryLevel
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| | <font color=red>unknown.</font> Set to 1.0.
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| |-
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| !fMaxDryLevel
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| | <font color=red>unknown.</font> Set to 1.0.
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| |-
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| !fMinWetLevel
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| | <font color=red>unknown.</font> Values between 0.0 - 1.0.
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| |-
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| !fMaxWetLevel
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| | <font color=red>unknown.</font> Values between 0.0 - 1.0.
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| |}
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| ==Example==
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| 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.
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| <Script3DSound>
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| <ScriptID>AS3D_ERROR</ScriptID>
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| <SoundID>SND_ERROR</SoundID>
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| <SoundType>GAME_SFX</SoundType>
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| <iMinVolume>80</iMinVolume>
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| <iMaxVolume>80</iMaxVolume>
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| <iPitchChangeDown>0</iPitchChangeDown>
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| <iPitchChangeUp>0</iPitchChangeUp>
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| <bLooping>0</bLooping>
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| <iMinTimeDelay>0</iMinTimeDelay>
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| <iMaxTimeDelay>0</iMaxTimeDelay>
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| <StartPosition>FRONT</StartPosition>
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| <EndPosition>FRONT</EndPosition>
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| <iMinVelocity>0</iMinVelocity>
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| <iMaxVelocity>0</iMaxVelocity>
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| <iMinDistanceFromListener>0</iMinDistanceFromListener>
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| <iMaxDistanceFromListener>0</iMaxDistanceFromListener>
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| <iMinDistanceForMaxVolume>100000</iMinDistanceForMaxVolume>
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| <iMaxDistanceForMaxVolume>100000</iMaxDistanceForMaxVolume>
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| <iMinCutoffDistance>100000</iMinCutoffDistance>
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| <iMaxCutoffDistance>100000</iMaxCutoffDistance>
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| <bTaperForSoundtracks>0</bTaperForSoundtracks>
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| <iLengthOfSound>0</iLengthOfSound>
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| <fMinDryLevel>1.0</fMinDryLevel>
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| <fMaxDryLevel>1.0</fMaxDryLevel>
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| <fMinWetLevel>0.0</fMinWetLevel>
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| <fMaxWetLevel>0.0</fMaxWetLevel>
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| </Script3DSound>
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| {{Civ4_XML_Files}}
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