cod4-sdk/raw/soundaliases/generic.csv
2008-01-19 00:00:00 +00:00

168 KiB

1#Dialog_generic - All the dialog called automaticall from animscripts.
2# If the text in the first column of a row starts with a # character, the row is ignoredIf the first column for a row is blank, then the row is ignored
3If the first column for a row is blank, then the row is ignored
4# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.
5# This means it is safe to swap entire columns around, though you should never swap partial columns.
6# You can invent new keys, but the game will ignore them if it doesn't know about them.
7# You can leave out keys, but the "name" and "file" keys must always be present.
8namename of the alias that is used to play this sound (required)
9sequenceused to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)
10filethe name of the file that contains the sound data (required)
11vol_min0 is silent, 1 is full volume (default = 1)
12vol_max0 is silent, 1 is full volume (default = same as vol_min)
13vol_modblank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range
14pitch_min1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)
15pitch_max1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)
16dist_minwithin this distance in inches, the sound is always full volume (default = 120)
17dist_maxoutside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff.
18channelauto, menu, weapon, voice, item, body, local, music, announcer (default = auto)
19typeprimed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded)
20probabilityweight to use for the weighted probability of playing this sound instead of another sound (default = 1)
21loopwhether this sound is "looping" or "nonlooping" (default = "nonlooping")
22masterslaveif "master", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave.
23loadspecspace-separated list of which maps should use this alias; eg, "burnville dawnville". If blank, the alias is used on all maps.
24compressiona string corresponding to an entry in "XMAUpdate.tbl" which is used to determine compression by XMAUpdate.exe
25secondaryaliasnamedefined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias).
26volumefalloffcurveif blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve'
27startdelaydefaults to no delay. The value is the number of milliseconds to delay starting the sound by
28speakermapif blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'.
29reverbblank means the alias is affected normally by wet and dry levels, "fulldrylevel" forces the alias to use a full drylevel (ignoring the global drylevel), "nowetlevel" forces the alias to use no wetlevel (ignoring the global wetlevel)
30lfe percentagethis determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound