Audio2DScripts: Difference between revisions
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The '''Audio2DScripts''' file defines the primary background and foreground sounds for each screen and playing attribute. These include the music for the opening, map and diplomacy screens and the primary background for the city screen. Foreground sounds include those for tech discoveries, structure and unit builds, and mouse clicks. | |||
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. | <font color=red>This page is missing information. | ||
Do not remove this notice until it is complete.</font> | Do not remove this notice until it is complete.</font> | ||
= | ==Tags== | ||
===Text Tags=== | ===Text Tags=== | ||
{| border="1" cellpadding=" | {| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | ||
|- | |- | ||
! style="background:#efefef;" | Tag Name | ! style="background:#efefef;" | Tag Name | ||
! style="background:#efefef;" | Description | ! style="background:#efefef;" | Description | ||
|- | |- | ||
!ScriptID | |||
| This is the name of the sound object used by the Audio2D script. This ID is used in [[CIV4LeaderHeadInfos]], [[AudioSoundscapeScripts]] and by Python CyAudioGame.Play2DSound() function. The IDs are prefixed with AS2D_ for easier identification and followed by the filename. | |||
|- | |- | ||
!SoundID | |||
| Implemented in AudioDefines to retrieve the sound file. | |||
|- | |- | ||
!SoundType | |||
| Indicates which volume slider to use under Game Options -> Audio AMBIENCE, INTERFACE, MUSIC, SFX or SPEECH. These are prefixed with GAME_ for easy identification. Values are defined in AudioDefines. | |||
|} | |} | ||
=== | ===Integer Tags=== | ||
{| border="1" cellpadding=" | |||
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not. | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |- | ||
! style="background:#efefef;" | Tag Name | ! style="background:#efefef;" | Tag Name | ||
! style="background:#efefef;" | Description | ! style="background:#efefef;" | Description | ||
|- | |- | ||
| | !iMinVolume | ||
| Minimum volume to play this sound. Values are from 0 to 100. | |||
|- | |- | ||
| | !iMaxVolume | ||
| Maximum volume to play this sound. Values are from 0 to 100. | |||
|- | |- | ||
! | !iPitchChangeDown | ||
| <font color=red>unknown.</font> Set to 0. | |||
|- | |- | ||
| | !iPitchChangeUp | ||
| <font color=red>unknown.</font> Set to 0. | |||
|- | |- | ||
| | !iMinLeftPan | ||
| <font color=red>unknown.</font> Set to -1. | |||
|- | |- | ||
!iMaxLeftPan | |||
| <font color=red>unknown.</font> Set to -1. | |||
|- | |- | ||
!iMinRightPan | |||
| <font color=red>unknown.</font> Set to -1. | |||
|- | |- | ||
!iMaxRightPan | |||
| <font color=red>unknown.</font> Set to -1. | |||
|- | |- | ||
!iMinTimeDelay | |||
| <font color=red>unknown.</font> Minimum time in delay playing sound. Values in milliseconds. | |||
|- | |- | ||
!iMaxTimeDelay | |||
| <font color=red>unknown.</font> Maximum time in delay playing sound. Values in milliseconds. | |||
|- | |- | ||
!iLengthOfSound | |||
| <font color=red>unknown.</font> Set to 0. | |||
|- | |- | ||
!iNotPlayPercent | |||
| <font color=red>unknown.</font> Set to 0. (Beyond the Sword only) | |||
|} | |||
===Boolean Tags=== | |||
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" (repeat indefinitely). | |||
|- | |- | ||
!bTaperForSoundtracks | |||
| <font color=red>unknown.</font> Set to 0. | |||
|} | |} | ||
===Floating-Point | ===Floating-Point=== | ||
{| border="1" cellpadding=" | {| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | ||
|- | |- | ||
! style="background:#efefef;" | Tag Name | ! style="background:#efefef;" | Tag Name | ||
! style="background:#efefef;" | Description | ! 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> Set to 0.0. | |||
|- | |- | ||
!fMaxWetLevel | |||
| <font color=red>unknown.</font> Set to 0.0. | |||
|} | |} | ||
=Example= | ==Example== | ||
<Script2DSound> | <Script2DSound> | ||
<ScriptID>AS2D_ERROR</ScriptID> | <ScriptID>AS2D_ERROR</ScriptID> | ||
Line 109: | Line 132: | ||
<fMaxWetLevel>0.0</fMaxWetLevel> | <fMaxWetLevel>0.0</fMaxWetLevel> | ||
</Script2DSound> | </Script2DSound> | ||
Revision as of 22:52, 20 May 2009
The Audio2DScripts file defines the primary background and foreground sounds for each screen and playing attribute. These include the music for the opening, map and diplomacy screens and the primary background for the city screen. Foreground sounds include those for tech discoveries, structure and unit builds, and mouse clicks.
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 Tags
Tag Name | Description |
---|---|
ScriptID | This is the name of the sound object used by the Audio2D script. This ID is used in CIV4LeaderHeadInfos, AudioSoundscapeScripts and by Python CyAudioGame.Play2DSound() function. The IDs are prefixed with AS2D_ for easier identification and followed by the filename. |
SoundID | Implemented in AudioDefines to retrieve the sound file. |
SoundType | Indicates which volume slider to use under Game Options -> Audio AMBIENCE, INTERFACE, MUSIC, SFX or SPEECH. These are prefixed with GAME_ for easy identification. Values are defined in AudioDefines. |
Integer Tags
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 are from 0 to 100. |
iMaxVolume | Maximum volume to play this sound. Values are from 0 to 100. |
iPitchChangeDown | unknown. Set to 0. |
iPitchChangeUp | unknown. Set to 0. |
iMinLeftPan | unknown. Set to -1. |
iMaxLeftPan | unknown. Set to -1. |
iMinRightPan | unknown. Set to -1. |
iMaxRightPan | unknown. Set to -1. |
iMinTimeDelay | unknown. Minimum time in delay playing sound. Values in milliseconds. |
iMaxTimeDelay | unknown. Maximum time in delay playing sound. Values in milliseconds. |
iLengthOfSound | unknown. Set to 0. |
iNotPlayPercent | unknown. Set to 0. (Beyond the Sword only) |
Boolean Tags
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" (repeat indefinitely). |
bTaperForSoundtracks | unknown. Set to 0. |
Floating-Point
Tag Name | Description |
---|---|
fMinDryLevel | unknown. Set to 1.0. |
fMaxDryLevel | unknown. Set to 1.0. |
fMinWetLevel | unknown. Set to 0.0. |
fMaxWetLevel | unknown. Set to 0.0. |
Example
<Script2DSound> <ScriptID>AS2D_ERROR</ScriptID> <SoundID>SND_ERROR</SoundID> <SoundType>GAME_SFX</SoundType> <iMinVolume>80</iMinVolume> <iMaxVolume>80</iMaxVolume> <iPitchChangeDown>0</iPitchChangeDown> <iPitchChangeUp>0</iPitchChangeUp> <iMinLeftPan>-1</iMinLeftPan> <iMaxLeftPan>-1</iMaxLeftPan> <iMinRightPan>-1</iMinRightPan> <iMaxRightPan>-1</iMaxRightPan> <bLooping>0</bLooping> <iMinTimeDelay>0</iMinTimeDelay> <iMaxTimeDelay>0</iMaxTimeDelay> <bTaperForSoundtracks>0</bTaperForSoundtracks> <iLengthOfSound>0</iLengthOfSound> <fMinDryLevel>1.0</fMinDryLevel> <fMaxDryLevel>1.0</fMaxDryLevel> <fMinWetLevel>0.0</fMinWetLevel> <fMaxWetLevel>0.0</fMaxWetLevel> </Script2DSound>