For the sake of this tutorial I will assume you already know how to add a new civ with a custom 2d leader background, and how to add new music post-fall patch. Also, I'll note I found this out by following up after an important first step down the rabbit hole taken by Leugi.
Step 0: Refer to a custom leaderscene xml in your leader define.
I'm assuming you're already doing this.
Step 1: In your leaderscene xml, refer to a custom leaderobject fxsxml.
Your leaderscene xml should look like this:
The fxsxml will get our speech in in a roundabout way. So long as you don't add anything else here, the diplo screen will still use the fallback image. For the record, the leaderscene xml is to be added to VFS rather than used to update the database.
Step 2: Copy over an existing leaderobject fxsxml and change the trigger reference.
The game is pretty picky about what will work for this fxsxml, so you will need to copy an existing one and make minimal changes. Change the TimedTrigger file="..." line to refer to a file we will add next. You may remove the texture file references if you wish. Everything else must stay. Your new fxsxml needs to be added to VFS.
The originals you need are in a .fpk in \Resource\Common. Make sure you have the right one. For an example, the following code will work and was adapted from inca_pachacuti.fxsxml.
Step 4: Copy and adapt a trigger reference file.
The originals of this are also located in a .fpk in \Resource\Common. I get the distinct impression that the ec trigger codes are the same for all leaders and you can hence pick any .ftsxml to start out with. But you may want to play it safe and adapt the same leader you adapted the .fxsxml from.
For length reasons, I cannot include an entire example here. Below is a truncated version of what Pachacuti_Triggers.ftsxml looks like unmodified:
The .ftsxml file is divided into two parts. The <event_tracks> part you should just leave in and ignore. Then we get to the triggers part. Each entry in this part associates a specific audio script with a specific ec code. Now just replace each audio script with one you will add yourself and we're in business. You may safely remove the lines handling SFX sounds, unless you actually want to add some of those too. Don't forget to add your .ftsxml file to VFS.
I can currently only speculate on the significance of the time="" part, but ignoring it isn't giving me any grief so far.
Step 5: Create the audio scripts and defines.
I'll assume you done something like this before, but there are some details which may be important. For the defines, set <DontCache>1</DontCache> and <LoadType>DynamicResident</LoadType>. For the scripts, set <TaperSoundtrackVolume>0.85</TaperSoundtrackVolume> and <SoundType>GAME_SPEECH</SoundType>.
If you want a handy reference list, you can look up the game's scripts and defines in \Assets\Sounds\XML. You can even use replace-all a couple of times to convert those to something you can use in your mod. The syntax varies a bit between those files and what you need to add though, so be careful with that and check the database log if you don't hear anything.
Step 0: Refer to a custom leaderscene xml in your leader define.
I'm assuming you're already doing this.
Step 1: In your leaderscene xml, refer to a custom leaderobject fxsxml.
Your leaderscene xml should look like this:
Code:
<LeaderScene FallbackImage="MyLeader_diplo.dds">
<LeaderObject model="MyLeader.fxsxml"></LeaderObject>
</LeaderScene>
Step 2: Copy over an existing leaderobject fxsxml and change the trigger reference.
The game is pretty picky about what will work for this fxsxml, so you will need to copy an existing one and make minimal changes. Change the TimedTrigger file="..." line to refer to a file we will add next. You may remove the texture file references if you wish. Everything else must stay. Your new fxsxml needs to be added to VFS.
The originals you need are in a .fpk in \Resource\Common. Make sure you have the right one. For an example, the following code will work and was adapted from inca_pachacuti.fxsxml.
Code:
<Asset>
<Mesh file="Inca_Pachacuti.gr2"/>
<Animation file="Inca_Pachacuti_INTRO.gr2" ec="6000"/>
<Animation file="Inca_Pachacuti_NEUTRAL_IDLE.gr2" ec="7000"/>
<Animation file="Inca_Pachacuti_REQUEST.gr2" ec="7002"/>
<Animation file="Inca_Pachacuti_NEUTRAL_HELLO.gr2" ec="7003"/>
<Animation file="Inca_Pachacuti_NEUTRAL_YES_GESTURE.gr2" ec="7008, 7070"/>
<Animation file="Inca_Pachacuti_NEUTRAL_NO_GESTURE.gr2" ec="7009, 7071"/>
<Animation file="Inca_Pachacuti_NEUTRAL_YES_GESTURE_BASE.gr2" ec="7030"/>
<Animation file="Inca_Pachacuti_NEUTRAL_YES_LAYER_1.gr2" ec="7005"/>
<Animation file="Inca_Pachacuti_NEUTRAL_YES_LAYER_2.gr2" ec="7012"/>
<Animation file="Inca_Pachacuti_NEUTRAL_YES_LAYER_3.gr2" ec="7013"/>
<Animation file="Inca_Pachacuti_NEUTRAL_NO_GESTURE_BASE.gr2" ec="7031"/>
<Animation file="Inca_Pachacuti_NEUTRAL_NO_LAYER_1.gr2" ec="7006"/>
<Animation file="Inca_Pachacuti_NEUTRAL_NO_LAYER_2.gr2" ec="7014"/>
<Animation file="Inca_Pachacuti_NEUTRAL_HEARIT_LAYER_1.gr2" ec="7007"/>
<Animation file="Inca_Pachacuti_NEUTRAL_HEARIT_LAYER_2.gr2" ec="7010"/>
<Animation file="Inca_Pachacuti_NEUTRAL_HEARIT_LAYER_3.gr2" ec="7011"/>
<Animation file="Inca_Pachacuti_DEFEATED.gr2" ec="8000"/>
<Animation file="Inca_Pachacuti_DEFEATED_IDLE.gr2" ec="8001"/>
<Animation file="Inca_Pachacuti_DECLARE_WAR.gr2" ec="9000"/>
<Animation file="Inca_Pachacuti_HATE_IDLE.gr2" ec="9001"/>
<Animation file="Inca_Pachacuti_TRANS_NEUTRAL_ATTACK.gr2" ec="9021"/>
<Animation file="Inca_Pachacuti_ATTACKED.gr2" ec="9002"/>
<Animation file="Inca_Pachacuti_TRANS_HATE_ATTACK.gr2" ec="9022"/>
<Animation file="Inca_Pachacuti_HATE_HELLO.gr2" ec="9004"/>
<Animation file="Inca_Pachacuti_HATE_YES_GESTURE.gr2" ec="9010, 9003, 9070"/>
<Animation file="Inca_Pachacuti_HATE_NO_GESTURE.gr2" ec="9011, 9071"/>
<Animation file="Inca_Pachacuti_HATE_YES_GESTURE_BASE.gr2" ec="9030"/>
<Animation file="Inca_Pachacuti_HATE_YES_LAYER_01.gr2" ec="9006"/>
<Animation file="Inca_Pachacuti_HATE_YES_LAYER_3.gr2" ec="9015"/>
<Animation file="Inca_Pachacuti_HATE_YES_LAYER_02.gr2" ec="9014"/>
<Animation file="Inca_Pachacuti_HATE_NO_GESTURE_BASE.gr2" ec="9031"/>
<Animation file="Inca_Pachacuti_HATE_NO_LAYER_01.gr2" ec="9005"/>
<Animation file="Inca_Pachacuti_HATE_NO_LAYER_02.gr2" ec="9012"/>
<Animation file="Inca_Pachacuti_HATE_NO_LAYER_03.gr2" ec="9013"/>
<Animation file="Inca_Pachacuti_HATE_HEARIT_LAYER_01.gr2" ec="9007"/>
<Animation file="Inca_Pachacuti_HATE_HEARIT_LAYER_02.gr2" ec="9016"/>
<Animation file="Inca_Pachacuti_HATE_HEARIT_LAYER_3.gr2" ec="9017"/>
<Animation file="Inca_Pachacuti_TRANS_HATE_PEACEFUL.gr2" ec="7021"/>
<Animation file="Inca_Pachacuti_PEACEFUL.gr2" ec="7001"/>
<AnimGraph file="HATE_TRANS_PEACEFUL_GRAPH_LEADERS.dge"/>
<AnimGraph file="PEACEFUL_GRAPH_LEADERS.dge"/>
<AnimGraph file="NEUTRAL_YES_MULTI_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_NO_MULTI_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_NO_MULTI_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_YES_MULTI_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_IDLE_RESTART_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_IDLE_RESTART_GRAPH_LEADER.dge"/>
<AnimGraph file="ATTACKED_GRAPH_LEADER.dge"/>
<AnimGraph file="TRANS_HATE_ATTACKED_GRAPH_LEADER.dge"/>
<AnimGraph file="TRANS_NEUTRAL_ATTACKED_GRAPH_LEADER.dge"/>
<AnimGraph file="DECLARE_WAR_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_IDLE_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_IDLE_GRAPH_LEADER.dge"/>
<AnimGraph file="DEFEATED_IDLE_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_HELLO_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_HELLO_GRAPH_LEADER.dge"/>
<AnimGraph file="REQUEST_GRAPH_LEADER.dge"/>
<AnimGraph file="DEMAND_GRAPH_LEADER.dge"/>
<AnimGraph file="INTRO_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_HEAR_IT_SPEECH_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_HEAR_IT_SPEECH_GRAPH_LEADER.dge"/>
<StateMachine file="LEADER_FULL_STATE.fsmxml"/>
<AnimGraph file="DEFEATED_GRAPH_LEADER.dge"/>
<AnimGraph file="HATE_RESPONSE_ATTACKED_GRAPH_LEADER.dge"/>
<AnimGraph file="NEUTRAL_RESPONSE_ATTACKED_GRAPH_LEADER.dge"/>
<TimedTrigger file="MyLeader_Triggers.ftsxml"/>
<BoneUsage/>
</Asset>
The originals of this are also located in a .fpk in \Resource\Common. I get the distinct impression that the ec trigger codes are the same for all leaders and you can hence pick any .ftsxml to start out with. But you may want to play it safe and adapt the same leader you adapted the .fxsxml from.
For length reasons, I cannot include an entire example here. Below is a truncated version of what Pachacuti_Triggers.ftsxml looks like unmodified:
Spoiler :
Code:
<trigger_system type="FGrannyTimedTriggerSystem">
<event_tracks>
<event_track ec="1">
<track id="1" name="Sound" />
<track id="2" name="Effect" />
<track id="3" name="Transfer" />
<track id="4" name="Action" />
</event_track>
<event_track ec="6000">
<track id="1" name="Sound" />
<track id="2" name="Effect" />
<track id="3" name="Transfer" />
<track id="4" name="Action" />
</event_track>
<event_track ec="7000">
<track id="1" name="Sound" />
<track id="2" name="Effect" />
<track id="3" name="Transfer" />
<track id="4" name="Action" />
</event_track>
<event_track ec="7002">
<track id="1" name="Sound" />
<track id="2" name="Effect" />
<track id="3" name="Transfer" />
<track id="4" name="Action" />
</event_track>
<event_track ec="7003">
<track id="1" name="Sound" />
<track id="2" name="Effect" />
<track id="3" name="Transfer" />
<track id="4" name="Action" />
</event_track>
...
</event_tracks>
<triggers>
<trigger type="FTimedTriggerSound" id="1" time="1.00185215" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_INTO" bone="" />
<trigger type="FTimedTriggerSound" id="2" time="0.8592595" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_PEACEFUL" bone="" />
<trigger type="FTimedTriggerSound" id="3" time="1.001852" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_REQUEST" bone="" />
<trigger type="FTimedTriggerSound" id="4" time="0.692593" duration="0" repeat="0" ec="7003" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_HELLO" bone="" />
<trigger type="FTimedTriggerSound" id="5" time="1.00555563" duration="0" repeat="0" ec="7005" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_YES01" bone="" />
<trigger type="FTimedTriggerSound" id="6" time="1.00555575" duration="0" repeat="0" ec="7012" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_YES02" bone="" />
<trigger type="FTimedTriggerSound" id="7" time="1.00370383" duration="0" repeat="0" ec="7013" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_YES03" bone="" />
<trigger type="FTimedTriggerSound" id="8" time="1.361108" duration="0" repeat="0" ec="7006" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_NO01" bone="" />
<trigger type="FTimedTriggerSound" id="9" time="0.8537042" duration="0" repeat="0" ec="7014" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_NO02" bone="" />
<trigger type="FTimedTriggerSound" id="10" time="1.00370383" duration="0" repeat="0" ec="7015" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_NO03" bone="" />
<trigger type="FTimedTriggerSound" id="11" time="0.6851856" duration="0" repeat="0" ec="7007" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_LETS_HEAR_IT01" bone="" />
<trigger type="FTimedTriggerSound" id="12" time="0.688889" duration="0" repeat="0" ec="7010" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_LETS_HEAR_IT02" bone="" />
<trigger type="FTimedTriggerSound" id="13" time="0.6907409" duration="0" repeat="0" ec="7011" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_NEUTRAL_LETS_HEAR_IT03" bone="" />
<trigger type="FTimedTriggerSound" id="14" time="0.6777778" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_DEFEATED" bone="" />
<trigger type="FTimedTriggerSound" id="15" time="0.8574075" duration="0" repeat="0" ec="9000" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_DECLARES_WAR" bone="" />
<trigger type="FTimedTriggerSound" id="16" time="0" duration="0" repeat="0" ec="9002" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_ATTACKED" bone="" />
<trigger type="FTimedTriggerSound" id="17" time="0.674074352" duration="0" repeat="0" ec="9004" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_HELLO" bone="" />
<trigger type="FTimedTriggerSound" id="18" time="1.00740767" duration="0" repeat="0" ec="9005" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_NO01" bone="" />
<trigger type="FTimedTriggerSound" id="19" time="0.5240744" duration="0" repeat="0" ec="9012" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_NO02" bone="" />
<trigger type="FTimedTriggerSound" id="20" time="0.848148465" duration="0" repeat="0" ec="9013" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_NO03" bone="" />
<trigger type="FTimedTriggerSound" id="21" time="1.34629321" duration="0" repeat="0" ec="9006" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_YES01" bone="" />
<trigger type="FTimedTriggerSound" id="22" time="1.00370371" duration="0" repeat="0" ec="9014" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_YES02" bone="" />
<trigger type="FTimedTriggerSound" id="23" time="1.001852" duration="0" repeat="0" ec="9015" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_YES02" bone="" />
<trigger type="FTimedTriggerSound" id="24" time="0.6925928" duration="0" repeat="0" ec="9007" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_LETS_HEAR_IT01" bone="" />
<trigger type="FTimedTriggerSound" id="25" time="0.6870368" duration="0" repeat="0" ec="9016" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_LETS_HEAR_IT02" bone="" />
<trigger type="FTimedTriggerSound" id="26" time="0.687037349" duration="0" repeat="0" ec="9017" track="1" tier="-1" event="AS2D_LEADER_SPEECH_PACHACUTI_HATE_LETS_HEAR_IT03" bone="" />
<trigger type="FTimedTriggerSound" id="27" time="5.84885454" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BRUSH_CLOTH_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="28" time="6.27271557" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="29" time="3.11355281" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="30" time="2.740192" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BRUSH_CLOTH_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="31" time="2.34615374" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="32" time="4.6282053" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="33" time="4.844442" duration="0" repeat="0" ec="6000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="34" time="2.07509112" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="35" time="2.05476713" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="36" time="1.20502281" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="37" time="1.17948711" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="38" time="2.705128" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_DROP_CROSS_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="39" time="1.61512673" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL" bone="" />
<trigger type="FTimedTriggerSound" id="40" time="1.56467187" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS" bone="" />
<trigger type="FTimedTriggerSound" id="41" time="2.15170956" duration="0" repeat="0" ec="7001" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS" bone="" />
<trigger type="FTimedTriggerSound" id="42" time="3.53106546" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="43" time="2.59333158" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="44" time="1.27963579" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="45" time="3.22820759" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="46" time="3.359046" duration="0" repeat="0" ec="7002" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="47" time="1.38590324" duration="0" repeat="0" ec="7003" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="48" time="1.12535024" duration="0" repeat="0" ec="7003" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="49" time="1.82084107" duration="0" repeat="0" ec="7003" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="50" time="1.38590324" duration="0" repeat="0" ec="7008" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="51" time="1.12535024" duration="0" repeat="0" ec="7008" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="54" time="1.22190332" duration="0" repeat="0" ec="7009" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="55" time="1.80934989" duration="0" repeat="0" ec="7009" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="56" time="2.32884073" duration="0" repeat="0" ec="7009" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="57" time="1.07086146" duration="0" repeat="0" ec="7030" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="58" time="1.6635164" duration="0" repeat="0" ec="7030" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="59" time="2.13092446" duration="0" repeat="0" ec="7030" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL" bone="" />
<trigger type="FTimedTriggerSound" id="60" time="1.53851628" duration="0" repeat="0" ec="7031" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="61" time="2.13092446" duration="0" repeat="0" ec="7031" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="62" time="1.07086146" duration="0" repeat="0" ec="7031" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="63" time="1.7571063" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="64" time="1.73157024" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="65" time="1.27821338" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS" bone="" />
<trigger type="FTimedTriggerSound" id="66" time="2.14637637" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL" bone="" />
<trigger type="FTimedTriggerSound" id="67" time="2.55997539" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="68" time="2.48654914" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="69" time="2.21420956" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS" bone="" />
<trigger type="FTimedTriggerSound" id="70" time="3.18429446" duration="0" repeat="0" ec="7050" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_DROP_CROSS_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="71" time="1.38590324" duration="0" repeat="0" ec="7070" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="72" time="1.12535024" duration="0" repeat="0" ec="7070" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="73" time="2.28717422" duration="0" repeat="0" ec="7071" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_PAT_CAMEL_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="74" time="1.07086146" duration="0" repeat="0" ec="7071" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_SAIL_WIND" bone="" />
<trigger type="FTimedTriggerSound" id="75" time="1.53851628" duration="0" repeat="0" ec="7071" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_CLOTH_MOVE_DRESS_CR" bone="" />
<trigger type="FTimedTriggerSound" id="76" time="2.97326422" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_WOOD_POLE_DROP" bone="" />
<trigger type="FTimedTriggerSound" id="52" time="2.9888885" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_DROP_CROSS" bone="" />
<trigger type="FTimedTriggerSound" id="53" time="4.008771" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
<trigger type="FTimedTriggerSound" id="77" time="4.0933094" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET" bone="" />
<trigger type="FTimedTriggerSound" id="78" time="4.608772" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP" bone="" />
<trigger type="FTimedTriggerSound" id="79" time="4.715531" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BOOT_CARPET" bone="" />
<trigger type="FTimedTriggerSound" id="80" time="2.81552148" duration="0" repeat="0" ec="8000" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_BRUSH_CLOTH_LOW" bone="" />
...
<trigger type="FTimedTriggerSound" id="149" time="1.98768961" duration="0" repeat="0" ec="9021" track="1" tier="-1" event="AS2D_LEADER_SFX_PACHACUTI_STEP_LOW" bone="" />
</triggers>
</trigger_system>
I can currently only speculate on the significance of the time="" part, but ignoring it isn't giving me any grief so far.
Step 5: Create the audio scripts and defines.
I'll assume you done something like this before, but there are some details which may be important. For the defines, set <DontCache>1</DontCache> and <LoadType>DynamicResident</LoadType>. For the scripts, set <TaperSoundtrackVolume>0.85</TaperSoundtrackVolume> and <SoundType>GAME_SPEECH</SoundType>.
If you want a handy reference list, you can look up the game's scripts and defines in \Assets\Sounds\XML. You can even use replace-all a couple of times to convert those to something you can use in your mod. The syntax varies a bit between those files and what you need to add though, so be careful with that and check the database log if you don't hear anything.