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DATA/XML/AUDIO.XML
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DATA/XML/AUDIO.XML
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<?xml version="1.0"?>
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<Audio>
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<!--Audio 3D distance factors for Galactic mode-->
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<Audio_Galactic_3D_Saturation_Distance_Mod>1.0</Audio_Galactic_3D_Saturation_Distance_Mod>
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<Audio_Galactic_3D_Rolloff_Distance_Mod>1.0</Audio_Galactic_3D_Rolloff_Distance_Mod>
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<Audio_Galactic_3D_Listener_Z_Pullback_Dist>0.0</Audio_Galactic_3D_Listener_Z_Pullback_Dist>
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<!--Audio 3D distance factors for Space mode-->
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<Audio_Space_3D_Saturation_Distance_Mod>1.5</Audio_Space_3D_Saturation_Distance_Mod> <!--The higher the multiplier, the larger the saturation distances are scaled-->
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<Audio_Space_3D_Rolloff_Distance_Mod>2.0</Audio_Space_3D_Rolloff_Distance_Mod> <!--The higher the multiplier, the quicker the rolloff over distance-->
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<Audio_Space_3D_Listener_Z_Pullback_Dist>60.0</Audio_Space_3D_Listener_Z_Pullback_Dist> <!--The higher the Z elevation, this higher above the map the listener is-->
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<!--Audio 3D distance factors for Land mode-->
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<Audio_Land_3D_Saturation_Distance_Mod>1.0</Audio_Land_3D_Saturation_Distance_Mod> <!--The higher the multiplier, the larger the saturation distances are scaled -->
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<Audio_Land_3D_Rolloff_Distance_Mod>10.0</Audio_Land_3D_Rolloff_Distance_Mod> <!--The higher the multiplier, the sooner the rolloff over distance -->
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<Audio_Land_3D_Listener_Z_Pullback_Dist>60.0</Audio_Land_3D_Listener_Z_Pullback_Dist> <!--The higher the Z elevation, this higher above the map the listener is-->
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<!--The higher the above number, the less "centered" on the screen the units SFX will be - advise not going over 100-->
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<!--Mapping of enumated map environment types to ambient map SFX beds (map environment type to AmbientMapSound entry (see AmbientMapSounds.xml + SFXEventsAmbient.xml)-->
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<Ambient_Map_Sounds>Temperate, Ambient_Map_Sounds_Temperate</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Arctic, Ambient_Map_Sounds_Arctic</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Desert, Ambient_Map_Sounds_Desert</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Forest, Ambient_Map_Sounds_Forest</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Swamp, Ambient_Map_Sounds_Swamp</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Volcanic, Ambient_Map_Sounds_Volcanic</Ambient_Map_Sounds>
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<Ambient_Map_Sounds>Urban, Ambient_Map_Sounds_Urban</Ambient_Map_Sounds>
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<!--SFX event to play when a player captures control of a planet an gets the one-time cash reward-->
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<SFXEvent_Planet_Capture_Bonus_Reward>Unit_Light_Saber_On</SFXEvent_Planet_Capture_Bonus_Reward>
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<!--General GUI SFXEvent for playing a bad / negative reinforcement sound-->
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<SFXEvent_GUI_Negative_Feedback>GUI_Bad_Sound</SFXEvent_GUI_Negative_Feedback>
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<!--Planet revealed-->
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<SFXEvent_Planet_Revealed>GUI_Planet_Mouse_Over</SFXEvent_Planet_Revealed> <!--Plays anytime control is gained-->
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<!--Giving teamate credits in multiplayer-->
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<SFXEvent_MP_Give_Teammate_Credits>GUI_Credits</SFXEvent_MP_Give_Teammate_Credits>
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<!--Delay duing "peace" to wait before transitioning tactical battle music back to ambient music-->
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<Music_Land_Battle_To_Ambient_Peace_Seconds>15.0</Music_Land_Battle_To_Ambient_Peace_Seconds>
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<Music_Space_Battle_To_Ambient_Peace_Seconds>15.0</Music_Space_Battle_To_Ambient_Peace_Seconds>
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<!--Battle load screen music-->
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<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>
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<!--Battle end summary screen music-->
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<Music_Event_Battle_End_Summary_Screen_Win/>
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<Music_Event_Battle_End_Summary_Screen_Lose/>
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<Telekinesis_SFXEvent_Loop>Unit_Force_Telekinesis</Telekinesis_SFXEvent_Loop>
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<Telekinesis_SFXEvent_Damage>Unit_Force_Damage</Telekinesis_SFXEvent_Damage>
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<Telekinesis_SFXEvent_Slam>Unit_Anim_Tank_Ground_Slam</Telekinesis_SFXEvent_Slam>
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<!--Command bar button command HUD V/O-->
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<SFXEvent_Command_Bar_Attack/>
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<SFXEvent_Command_Bar_Attack_Move/>
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<SFXEvent_Command_Bar_Move/>
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<SFXEvent_Command_Bar_Waypoint/>
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<SFXEvent_Command_Bar_Stop/>
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<SFXEvent_Command_Bar_Guard/>
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<!--Delay between base attack announcements-->
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<Delay_Between_Space_Base_Attack_Announcement_Seconds>60</Delay_Between_Space_Base_Attack_Announcement_Seconds>
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<Delay_Between_Land_Base_Attack_Announcement_Seconds>60</Delay_Between_Land_Base_Attack_Announcement_Seconds>
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<!--A testing value to turn off weapon behavior and hard point weapon firing SFX. Default is False.-->
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<Test_Disable_Weapon_Fire_SFX>False</Test_Disable_Weapon_Fire_SFX>
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<!--List of supported 3D providers for Miles Sound System 6.6H / 6.6G-->
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<MSS_3D_Provider_Name>"Miles Fast 2D Positional Audio"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Creative Labs EAX 4 (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Creative Labs EAX 3 (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Creative Labs EAX 2 (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Creative Labs EAX (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Dolby Surround"</MSS_3D_Provider_Name>
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<!--Not supported per LucasArts...
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<MSS_3D_Provider_Name>"Aureal A3D Interactive (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"Aureal A3D 2.0 (TM)"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"DirectSound3D Software Emulation"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"DirectSound3D Hardware Support"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Pan and Volume"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Light HRTF"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Full HRTF"</MSS_3D_Provider_Name>
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<MSS_3D_Provider_Name>"RAD Game Tools RSX 3D Audio"</MSS_3D_Provider_Name>-->
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<!--MSS Mixahead settings for dealing with times of sustained disk I/O-->
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<!--From MSS 6.6G/H:
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DIG_DS_FRAGMENT_CNT
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On Win32, this preference determines the maximum buffer fragments that the MSS mixer uses when it replaces the DirectSound mixer.
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This preference doesn't have any effect on latency - it just controls the maximum value that the DIG_DS_MIX_FRAGMENT_CNT can be set to.
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Units: Buffer fragments.
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Default Value: 96 on Win32
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DS_MIX_FRAGMENT_CNT
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This preference determines the number of buffer fragments that the MSS mixer mixes ahead when it replaces the DirectSound mixer.
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This preference multiplied by the DIG_DS_FRAGMENT_SIZE determines the current digital latency.
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You can change this preference at runtime, so if you are getting skipping during a CPU intensive operation, you can bump up this preference,
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call AIL_serve to fill the digital buffers, run the CPU intensive operation, and then set this preference back to its default.
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This will eliminate virtually all skipping problems.
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This value must be less than DIG_DS_FRAGMENT_CNT.
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Units: Buffer fragments.
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Default Value: 8.-->
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<Default_MSS_DIG_DS_MIX_FRAGMENT_CNT>8</Default_MSS_DIG_DS_MIX_FRAGMENT_CNT> <!--MSS Default is 8, Must be less than DIG_DS_FRAGMENT_CNT-->
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<Default_MSS_DIG_DS_FRAGMENT_CNT>96</Default_MSS_DIG_DS_FRAGMENT_CNT> <!--MSS Default is 96, Must be more than DIG_DS_MIX_FRAGMENT_CNT-->
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<Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT> <!--Must be less than DIG_DS_FRAGMENT_CNT (1000/8=125)-->
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<Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT> <!--Must be more than DIG_DS_MIX_FRAGMENT_CNT(1000/8=125)-->
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</Audio>
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