Defines audio looping, volume and range. |
An example of a customised audio.cfg is shown below:
audio_module { /* audio format: audio [filename] [oneshot/loop] [volume 0-100] [range] */ /*sitrepmod*/ audio "sit-lasactiv.ogg" oneshot 100 1800 /*Laser Satellite Activated*/ audio "sit-lascomp.ogg" oneshot 100 1800 /*Laser Satellite Completed*/ audio "sit-cbcomp.ogg" oneshot 100 1800 /*Counter Battery Radar Completed*/ audio "sit-batcomp.ogg" oneshot 100 1800 /*Battery Completed*/ audio "sit-cmdatk.ogg" oneshot 100 1800 /*Commander under attack*/ /* .... and lots of other audio files .... */ } |
Do not modify the first two lines or last line in the file.
Text between /* and */ is a comment and does not get processed - it's just there for descriptive purposes.
The file uses a convention of grouping audio files together based on the folder they are in, with a comment at the start of each block saying what the folder name is (eg. "/* sitrepmod */" in the example above).
As you can see from the fist comment in the file, each line defines the following properties:
An example of a looping audio file is bldloop.ogg - the sound made by construction droids when they are building:
audio "bldloop.ogg" loop 20 1800 |
Avoid using "loop" because it's not possible to stop looping sounds via the Javasrcipt API - they'd just play forever.
Define audio file locations in audio.wrf first. |
File locationThe "audio.cfg" that comes with Warzone can be found here: base.wz or base audio.cfg If you want an "audio.cfg" in your mod, it should be stored here: <your mod>.wz or <your mod> audio.cfg |
AvailabilityWarzone 3.1 and earlier, and possibly Warzone 3.2 and above (not checked 3.2 yet).
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