More Ambient Sounds?

I am looking at the XML with the 3D sound scripts and I found this as I expected

Spoiler 3D Audio Script for Jungle Bird :

-<Script3DSound>
<ScriptID>AS3D_SS_JUNGLE_BIRD</ScriptID>
<SoundID>SND_JUNGLE_BIRD</SoundID>
<SoundType>GAME_AMBIENCE</SoundType>
<iMinVolume>75</iMinVolume>
<iMaxVolume>75</iMaxVolume>
<iPitchChangeDown>0</iPitchChangeDown>
<iPitchChangeUp>0</iPitchChangeUp>
<bLooping>1</bLooping>
<iMinTimeDelay>3000</iMinTimeDelay>
<iMaxTimeDelay>5000</iMaxTimeDelay>
<StartPosition>RANDOM</StartPosition>
<EndPosition>RANDOM</EndPosition>
<iMinVelocity>0</iMinVelocity>
<iMaxVelocity>0</iMaxVelocity>
<iMinDistanceFromListener>500</iMinDistanceFromListener>
<iMaxDistanceFromListener>1000</iMaxDistanceFromListener>
<iMinDistanceForMaxVolume>1000</iMinDistanceForMaxVolume>
<iMaxDistanceForMaxVolume>1000</iMaxDistanceForMaxVolume>
<iMinCutoffDistance>1000</iMinCutoffDistance>
<iMaxCutoffDistance>1000</iMaxCutoffDistance>
<bTaperForSoundtracks>0</bTaperForSoundtracks>
<iLengthOfSound>0</iLengthOfSound>
<fMinDryLevel>1.0</fMinDryLevel>
<fMaxDryLevel>1.0</fMaxDryLevel>
<fMinWetLevel>0.0</fMinWetLevel>
<fMaxWetLevel>0.0</fMaxWetLevel>
<iNotPlayPercent>0</iNotPlayPercent>
</Script3DSound>


Forgive me for not seeing what I guess is obvious but I am do not see where this is programmed for terrain type, though I suspect it must be because I never hear the tropical birds outside of jungle tiles. I doubt the 'jungle' tile has anything to do with this.

Also Publicola thought there might be a way to separate sounds by geographic area but I wouldn't know where to begin on that.
 
I also see 'jungle loop' for 2D scripts which must be totally different from 3D. With 3D only being used for short sounds (this might be useful for putting in the sounds of single animals)

2D being for more comprehensive ambient sounds

Still not being sure how to program this by tiles

Spoiler 2D script Jungle Loop :

<ScriptID>AS2D_SS_JUNGLELOOP</ScriptID>
<SoundID>SND_AMB_JUNGLELOOP</SoundID>
<SoundType>GAME_AMBIENCE</SoundType>
<iMinVolume>100</iMinVolume>
<iMaxVolume>100</iMaxVolume>
<iPitchChangeDown>0</iPitchChangeDown>
<iPitchChangeUp>0</iPitchChangeUp>
<iMinLeftPan>-1</iMinLeftPan>
<iMaxLeftPan>-1</iMaxLeftPan>
<iMinRightPan>-1</iMinRightPan>
<iMaxRightPan>-1</iMaxRightPan>
<bLooping>1</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>
<iNotPlayPercent>0</iNotPlayPercent>


In addition I found this for Marsh
Can terrain types have only one type of ambient sound script? It seems that marshes are made to sound like oceans at the very end?

Spoiler XML Marsh Terrain Script :

-<FootstepSounds>
-<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_DESTOYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_DESTROYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript>
</FootstepSound>
-<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_OCEAN_SELECT_AMB</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
</TerrainInfo>
</TerrainInfos>
</Civ4TerrainInfos>


Jungles are included in features

Does this mean that terrains and features can only have one sound?
Spoiler jungle feature audio script :

</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>


Or perhaps we add the desired sounds as foot step sounds?
Spoiler footstep sounds for islands :

</FootstepSounds>
<EffectType>EFFECT_BIRDSCATTER_GULLS</EffectType>
<iEffectProbability>80</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>


I think, I wonder what are the world audio scripts are (are these the sounds in 3D audio) or somewhere else, and could multiple scripts be used in the same tile.
 
Last edited:
Forgive me for not seeing what I guess is obvious but I am do not see where this is programmed for terrain type, though I suspect it must be because I never hear the tropical birds outside of jungle tiles. I doubt the 'jungle' tile has anything to do with this.
Yes, what you found later is the answer to that: the audio defines define the sound effect and you assign it to a terrain/feature type in the terrain/feature defines. FootstepAudioType is what is played when a unit enters the feature, I don't think that should be changed in this project. WorldSoundscapeAudioScript probably provides the ambient sounds when you are just on the map while having a unit on that tile selected. The script itself probably has further definitions for multiple sound files that can appear as part of it, maybe with rules or frequencies associated with them. Just get Notepad++ and do a full text search for the tag in the entire XML folder to quickly locate it.

It's theoretically possible to use continents or regions to determine the sound effect, but that's not supported by XML and would need to be implemented in the DLL. I would not worry about that for now. Start small, then when the abilities of the existing limitations are exhausted we can look at expanding.
 
So I am not messing with World Soundscape AudioScript I guess? But the audio defines and terrain/feature defines
And this means multiple files could be used then?
 
No I think that's exactly what you would need to look into. I don't know what it looks like but it's reasonable to assume that multiple sounds can be played and this is where they are put together.
 
Spoiler audio defines :

-<SoundData>
<SoundID>SND_BIRD</SoundID>
<Filename>Sounds/Ambient/ForestBird</Filename>
<LoadType>DYNAMIC_RES</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
-<SoundData>
<SoundID>SND_JUNGLE_BIRD</SoundID>
<Filename>Sounds/Ambient/JungleBird</Filename>
<LoadType>DYNAMIC_RES</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
-<SoundData>
<SoundID>SND_CRICKETS</SoundID>
<Filename>Sounds/Ambient/Crickets</Filename>
<LoadType>DYNAMIC_RES</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>


I wonder if these are the kind of sounds that should be used as dynamic _res I suppose. Problem is, I still have not found where else crickets would be.

Still, I am closer to finding out how this would work
 
What is the difference between dymanic res, resident and streamed sound? Does this indicate how much a player must interact with a place to hear the sound?
 
Update: Document can now be edited, please put your suggestions in the table!
 
Several hours and a computer later, I installed the game just to find the original sound XML files. I found the soundscape scripts
Like this
Spoiler desert soundscape script :

<ScriptSoundscape>
<ScriptID>ASSS_DESERT_SELECT_AMB</ScriptID>
<iMinVolume>100</iMinVolume>
<iMaxVolume>100</iMaxVolume>
<SoundscapeElement>
<ScriptType>2D</ScriptType>
<ScriptID>AS2D_SS_DESERTLOOP</ScriptID>
</SoundscapeElement>
<SoundscapeElement>
<ScriptType>3D</ScriptType>
<ScriptID>AS3D_SS_DESERT_SAND</ScriptID>
</SoundscapeElement>
<SoundscapeElement>
<ScriptType>3D</ScriptType>
<ScriptID>AS3D_SS_DESERT_HAWK</ScriptID>
</SoundscapeElement>


It seems to me, unless I am wrong that each terrain type can only have one script at a time? The good news is that it seems that one could add new sounds to the preexisting scripts

Also Dawn of Civ has some terrain types like Marsh/Rainforest where entirely new scripts with original sounds could be made.
 
However one big issue concerns me. In the actual audio files there will be several sounds with a similar name, Jungle Bird for example but in the Audio Defines there is only one Jungle Bird entry. What am I missing about the code here? It seems like there is a mechanism I don't know about that could make this all more complicated.
 
What is the difference between dymanic res, resident and streamed sound? Does this indicate how much a player must interact with a place to hear the sound?
I don't know, but it's more likely that it affects how the sound is loaded. I would mimic existing definitions here.

Several hours and a computer later, I installed the game just to find the original sound XML files. I found the soundscape scripts
Like this
Spoiler desert soundscape script :

<ScriptSoundscape>
<ScriptID>ASSS_DESERT_SELECT_AMB</ScriptID>
<iMinVolume>100</iMinVolume>
<iMaxVolume>100</iMaxVolume>
<SoundscapeElement>
<ScriptType>2D</ScriptType>
<ScriptID>AS2D_SS_DESERTLOOP</ScriptID>
</SoundscapeElement>
<SoundscapeElement>
<ScriptType>3D</ScriptType>
<ScriptID>AS3D_SS_DESERT_SAND</ScriptID>
</SoundscapeElement>
<SoundscapeElement>
<ScriptType>3D</ScriptType>
<ScriptID>AS3D_SS_DESERT_HAWK</ScriptID>
</SoundscapeElement>


It seems to me, unless I am wrong that each terrain type can only have one script at a time? The good news is that it seems that one could add new sounds to the preexisting scripts

Also Dawn of Civ has some terrain types like Marsh/Rainforest where entirely new scripts with original sounds could be made.
That seems correct!

However one big issue concerns me. In the actual audio files there will be several sounds with a similar name, Jungle Bird for example but in the Audio Defines there is only one Jungle Bird entry. What am I missing about the code here? It seems like there is a mechanism I don't know about that could make this all more complicated.
I don't understand what the problem is? You can pick your own names even if it is JUNGLE_BIRD2.
 
[I don't understand what the problem is? You can pick your own names even if it is JUNGLE_BIRD2.[/QUOTE]

it seems to me that even though there was over nine sounds they were only being represented by one entry. How could it be that still all pay? Unless the entry is activating a script.
 
Jungles are included in features

Does this mean that terrains and features can only have one sound?
Spoiler jungle feature audio script :

</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>

Every terrain type/terrain feature (and also improvements) can only have 1 <WorldSoundscapeAudioScript>. It seems that this can be modified to have multiple scripts, but I don't think it is necessary because it seems that it is possible to define multiple ambient sounds and effect sounds in one script.

EDIT: I see you discovered this yourself.:thumbsup:

What is the difference between dymanic res, resident and streamed sound? Does this indicate how much a player must interact with a place to hear the sound?

It determines how the sound is loaded. I second Leoreth that its best to mimic the current definitions.
http://modiki.civfanatics.com/index.php?title=AudioDefines#Text

Looking at the FileName section on that wikipage, a possible solution to have multiple ambient sounds is mimicking how unitordersounds are handled. They also have 1 definition, but because of adding the 000 etc it still uses multiple sound files.

However one big issue concerns me. In the actual audio files there will be several sounds with a similar name, Jungle Bird for example but in the Audio Defines there is only one Jungle Bird entry. What am I missing about the code here? It seems like there is a mechanism I don't know about that could make this all more complicated.

You mean the multiple AS3D_SS_BIRD entries in the definition below? I don't know why there are multiple of them. Right now my hypothesis is that the multiple entries means the sound effect gets played more often. (This can easily be tested by adding the AS3D_SS_BIRD a lot more. If you constantly hear birds that my hypothesis is probably correct)

Spoiler :

Code:
    <ScriptSoundscape>
        <ScriptID>ASSS_FOREST_SELECT_AMB</ScriptID>
        <iMinVolume>100</iMinVolume>
        <iMaxVolume>100</iMaxVolume>
        <SoundscapeElement>
            <ScriptType>2D</ScriptType>
            <ScriptID>AS2D_SS_FORESTLOOP</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
    </ScriptSoundscape>


PS
Small last tip. If you use code in your post, put it in [ CODE ] [/CODE]. This saves the indentation, which makes it more readable.
 
Every terrain type/terrain feature (and also improvements) can only have 1 <WorldSoundscapeAudioScript>. It seems that this can be modified to have multiple scripts, but I don't think it is necessary because it seems that it is possible to define multiple ambient sounds and effect sounds in one script.

EDIT: I see you discovered this yourself.:thumbsup:



It determines how the sound is loaded. I second Leoreth that its best to mimic the current definitions.
http://modiki.civfanatics.com/index.php?title=AudioDefines#Text

Looking at the FileName section on that wikipage, a possible solution to have multiple ambient sounds is mimicking how unitordersounds are handled. They also have 1 definition, but because of adding the 000 etc it still uses multiple sound files.



You mean the multiple AS3D_SS_BIRD entries in the definition below? I don't know why there are multiple of them. Right now my hypothesis is that the multiple entries means the sound effect gets played more often. (This can easily be tested by adding the AS3D_SS_BIRD a lot more. If you constantly hear birds that my hypothesis is probably correct)

Spoiler :

Code:
    <ScriptSoundscape>
        <ScriptID>ASSS_FOREST_SELECT_AMB</ScriptID>
        <iMinVolume>100</iMinVolume>
        <iMaxVolume>100</iMaxVolume>
        <SoundscapeElement>
            <ScriptType>2D</ScriptType>
            <ScriptID>AS2D_SS_FORESTLOOP</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
    </ScriptSoundscape>


PS
Small last tip. If you use code in your post, put it in [ CODE ] [/CODE]. This saves the indentation, which makes it more readable.

So If I have a file with the 000 then they are all linked together?
This really helps alot.
I think I might be able to remember everything to add
audio defines, 2D/3D script, add sound to soundscape script?
 
Every terrain type/terrain feature (and also improvements) can only have 1 <WorldSoundscapeAudioScript>. It seems that this can be modified to have multiple scripts, but I don't think it is necessary because it seems that it is possible to define multiple ambient sounds and effect sounds in one script.

EDIT: I see you discovered this yourself.:thumbsup:



It determines how the sound is loaded. I second Leoreth that its best to mimic the current definitions.
http://modiki.civfanatics.com/index.php?title=AudioDefines#Text

Looking at the FileName section on that wikipage, a possible solution to have multiple ambient sounds is mimicking how unitordersounds are handled. They also have 1 definition, but because of adding the 000 etc it still uses multiple sound files.



You mean the multiple AS3D_SS_BIRD entries in the definition below? I don't know why there are multiple of them. Right now my hypothesis is that the multiple entries means the sound effect gets played more often. (This can easily be tested by adding the AS3D_SS_BIRD a lot more. If you constantly hear birds that my hypothesis is probably correct)

Spoiler :

Code:
    <ScriptSoundscape>
        <ScriptID>ASSS_FOREST_SELECT_AMB</ScriptID>
        <iMinVolume>100</iMinVolume>
        <iMaxVolume>100</iMaxVolume>
        <SoundscapeElement>
            <ScriptType>2D</ScriptType>
            <ScriptID>AS2D_SS_FORESTLOOP</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
        <SoundscapeElement>
            <ScriptType>3D</ScriptType>
            <ScriptID>AS3D_SS_BIRD</ScriptID>
        </SoundscapeElement>
    </ScriptSoundscape>


PS
Small last tip. If you use code in your post, put it in [ CODE ] [/CODE]. This saves the indentation, which makes it more readable.

So If I have a file with the 000 then they are all linked together?
This really helps alot.
I think I might be able to remember everything to add
audio defines, 2D/3D script, add sound to soundscape script?

I might be able to try my hand at this soon.
Except I wonder
Could I make a script for a terrain like Marsh or Rainforest that does not have one?
 
So If I have a file with the 000 then they are all linked together?
This really helps alot.
I think I might be able to remember everything to add
audio defines, 2D/3D script, add sound to soundscape script?

You can use unitselection- or unitordersounds as an example. (e.g. BabylonOrder-000, BabylonOrder-001 etc.)

I might be able to try my hand at this soon.
Except I wonder
Could I make a script for a terrain like Marsh or Rainforest that does not have one?

Sure. You can have an unique one for every terrain type and also an unique one for feature types. Or you can use a script for multiple terrain types. (I can imagine that the jungle script also works for rainforests)
 
I am thinking about trying to bring in the first new files, to see what will happen. Does anyone think its possible to use .ogg files? Does everything have to be converted?
 
So, I have been able to make a separate script for the Rainforest, however there is not much in it so far. Only this looping sound:
https://commons.wikimedia.org/wiki/...ontezuma)_(W_PSAROCOLIUS_MONTEZUMA_R1_C4).ogg. See also if you think this sound is suitable, so far I was just playtesting to see if I could make this work. I messed with soundscape scripts, 2D, audio defines and the terrainfile to make this work.

I wonder if its possible to add multiple loops thought that might defeat the purpose of the loop.
 
I notice something else,

It seems that the forest bonus can be broadleaf or pine? Is this part of the default of the game. I wonder if the two could be separated? Pine and broadleaf forests have different uses.

Also, why were Jungle and Rainforest separated again?
 
Beach Day Everyone

Or rather time for beach sounds.

I am still not sure if one could use more than one loop file on a terrain ( I have not tested this yet) however, I have two different loop sounds that could be used for islands to replace the default ocean sounds

https://freesound.org/people/blaukreuz/sounds/520246/ *Cape Verde Islands

An alternative (or something to be used concurrently)

https://freesound.org/people/GaryEdstrom/sounds/164043/ *Midway

I think the first somehow sounds closer to most beaches, but the second is higher quality


If there was a way to program a sound to be with a tundra coast this shetland recording might also be good
https://freesound.org/people/straget/sounds/437204/
 
Back
Top Bottom