Is there a way for having wonder audio quotes?

Enginseer

Salientia of the Community Patch
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Nov 7, 2012
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Code:
<Script2DFile>
	<Script2DSounds>
		<Script2DSound>
			<ScriptID>AS2D_GDR_SPLASHY</ScriptID>
			<SoundID>SND_GDR_SPLASHY</SoundID>
			<SoundType>GAME_MUSIC_STINGS</SoundType>
			<iMaxVolume>85</iMaxVolume>
			<iMinVolume>85</iMinVolume>
			<fTaperSoundtrackVolume>0.0</fTaperSoundtrackVolume>
		</Script2DSound>
	</Script2DSounds>
</Script2DFile>
<AudioDefinesFile>
	<SoundDatas>
		<SoundData>
			<SoundID>SND_GDR_SPLASHY</SoundID>
			<Filename>WhenTheGDRWonderDone</Filename>
			<bDontCache />
			<bOnlyLoadOneVariationEachTime />
			<LoadType>DYNAMIC_RES</LoadType>
		</SoundData>
	</SoundDatas>
</AudioDefinesFile>

Code:
<Buildings>
		<Row>
			<Type>BUILDING_GDR_HEADQUARTERS</Type>
			<BuildingClass>BUILDINGCLASS_GDR_HEADQUARTERS</BuildingClass>
			<Cost>-1</Cost>
			<TrainedFreePromotion>PROMOTION_MACHINE_ADAPTION</TrainedFreePromotion>
			<UnlockedByLeague>true</UnlockedByLeague>
			<PrereqTech>TECH_NUCLEAR_FUSION</PrereqTech>
			<Description>TXT_KEY_BUILDING_GDR_HEADQUARTERS</Description>
			<Quote>TXT_KEY_BUILDING_GDR_HEADQUARTERS_QUOTE</Quote>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_GDR_HEADQUARTERS_TEXT</Civilopedia>
			<Help>TXT_KEY_BUILDING_GDR_HEADQUARTERS_HELP</Help>
			<NukeImmune>true</NukeImmune>			
			<Defense>1500</Defense>
			<AllowsRangeStrike>true</AllowsRangeStrike>
			<HurryCostModifier>-1</HurryCostModifier>
			<MinAreaSize>-1</MinAreaSize>			
			<ConquestProb>100</ConquestProb>
			<IconAtlas>UNIT_ATLAS_2</IconAtlas>
			<PortraitIndex>36</PortraitIndex>
			<WonderSplashImage>GDRSplashy.dds</WonderSplashImage>
			<WonderSplashAnchor>L,B</WonderSplashAnchor>
			<WonderSplashAudio>AS2D_GDR_SPLASHY</WonderSplashAudio>
		</Row>
	</Buildings>

I've managed to make audio for tech quotes, but I haven't figured out how to make quotes for wonder quotes? I tried copying the method that Firaxis used to no avail. Can anyone shed light on this? I have the correct file names of course and made sure there was no mistake on file location.
 
Doesn't seem to work. I even tried downloading the original mod that you used the template off and their audio didn't play as well..?
 
Did you check the 'Reload Audio System' checkbox in ModBuddy ?

Also, the mp3 files (or whatever sound format file you are using) has to be set ImportIntoVFS=true.

If you are directly using the 'Colosseum and Amphitheater' mod as created by Sun Ce of Wu and you are not hearing the audio files play when the wonder is constructed then I would say to check and make sure you aren't running a dreadfully outdated version of the game. Plus, I am not 100% certain the use of audio in wonders etc., is back-compatible to pre-BNW.
 
I thought you were crazy, but no audio seems to be playing from any of the wonders! I guess I gotta verify my cache then or do some mod conflict check.
 
After figuring out why I had no audio a week when spawning a wonder, it was because I spawned the wonder at turn 0 and apparently at turn 0, the files aren't loaded yet. Anyone whoever is reading this would take this into advice from an amateur modder that tends to use IGE to test their mods.
 
Directly using IGE to pop the wonder into a city is more likely the trouble. Use IGE to give the prerequisite tech, and then to give a great engineer or three. Then select the wonder as the city's production item and use the great engineer(s) to rush the wonder. Then observe results upn NEXT TURN processing.

I'm not sure if Live Tuner behaves differently in this regard than IGE
 
IGE and LiveTuner ultimately behave the same way - in that they both use the Lua API to achieve an effect. The issue is that the Lua API doesn't always behave the same way as the game core (C++) does.

The method you propose rushing the building (or giving a ton of cash/faith/culture/science for other effects) means that the actual building production is done within the game core in the same manner as would happen during regular play. So the effects will be the same.
 
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