Game definition jsons - Sounds
Posted: Tue Sep 12, 2017 8:29 pm
OGG files
Daniel:
I use this:
Audacity: https://www.audacityteam.org/download/windows/
Alexander:
Makaw:
JSON:
This is a list of sound definitions in sounds.json, every item is a sound pack meaning, several sound files are randomly chosen which to play (eg. unit speeches can be different on selecting them)
packIDString: you can reference the "packIDString" in other jsons.
weight: the weight needs to be increased if you want it to sound more frequently
(
sample:
soundA weight 80
soundB weight 20
means SoundA will have 80% chance to be heard, while B is only 20% chance
same result if you set this:
soundA weight 4
soundB weight 1
)
Sounds loading and Special lists:
As sounds are loaded on-demand (was a speedup for game loading) there can some cases when no sound is hearable (as it is not loadedd in time)
important: use as small sound .ogg files as you can to speed up its load time!
Here are 2 special list where u can speed up sounds loading, BUT IMPORTANT put here VERY VERY few sounds, i write what i advise
"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD", - start loading the sound on map load (but will not wait them to be loaded)
"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD", - starts AND waits for the sound to be loaded
advised usage:
use SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD only for these (from AOS)
{"fileName": "unit_selected_small4.ogg","weight": 1}, -> a sound what is in all unit actions as a "filler" , a faint sound. if this is loaded always wil lbe some sound.
{"fileName": "unit_selected_building.ogg","weight": 1}, -> a sound of building clicks, in a game probably one of the the first clicks
{"fileName": "waypoint_set.ogg","weight": 1}, -> waypoint setter (maybe it could go to SOUND_PACK_START_LOAD_ON_MAP_LOAD? as not the first clicks)
{"fileName": "button_click.ogg","weight": 1} -> pressing any hud button sound
use SOUND_PACK_START_LOAD_ON_MAP_LOAD for the ones what are not the first ones to use (eg waypoint would be good here)
AOS soundpacks:
AOF soundpacks:
AOW soundpacks
Daniel:
I use this:
Audacity: https://www.audacityteam.org/download/windows/
Alexander:
https://audio.online-convert.com/convert-to-oggsearch wav to ogg on google
this is the first thing I've stumbled on:
Makaw:
I can convert them into a smaller .ogg file with audacity.
JSON:
This is a list of sound definitions in sounds.json, every item is a sound pack meaning, several sound files are randomly chosen which to play (eg. unit speeches can be different on selecting them)
packIDString: you can reference the "packIDString" in other jsons.
weight: the weight needs to be increased if you want it to sound more frequently
(
sample:
soundA weight 80
soundB weight 20
means SoundA will have 80% chance to be heard, while B is only 20% chance
same result if you set this:
soundA weight 4
soundB weight 1
)
Sounds loading and Special lists:
As sounds are loaded on-demand (was a speedup for game loading) there can some cases when no sound is hearable (as it is not loadedd in time)
important: use as small sound .ogg files as you can to speed up its load time!
Here are 2 special list where u can speed up sounds loading, BUT IMPORTANT put here VERY VERY few sounds, i write what i advise
"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD", - start loading the sound on map load (but will not wait them to be loaded)
"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD", - starts AND waits for the sound to be loaded
advised usage:
use SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD only for these (from AOS)
{"fileName": "unit_selected_small4.ogg","weight": 1}, -> a sound what is in all unit actions as a "filler" , a faint sound. if this is loaded always wil lbe some sound.
{"fileName": "unit_selected_building.ogg","weight": 1}, -> a sound of building clicks, in a game probably one of the the first clicks
{"fileName": "waypoint_set.ogg","weight": 1}, -> waypoint setter (maybe it could go to SOUND_PACK_START_LOAD_ON_MAP_LOAD? as not the first clicks)
{"fileName": "button_click.ogg","weight": 1} -> pressing any hud button sound
use SOUND_PACK_START_LOAD_ON_MAP_LOAD for the ones what are not the first ones to use (eg waypoint would be good here)
Code: Select all
[
{
"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD",
"items": [
]
},
{
"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD",
"items": [
{"fileName": "unit_selected_small4.ogg","weight": 1},
{"fileName": "unit_selected_building.ogg","weight": 1},
{"fileName": "waypoint_set.ogg","weight": 1},
{"fileName": "button_click.ogg","weight": 1}
]
},
{
"packIDString": "SOUND_PACK_WHIRLWIND_ATTACK",
"items": [
{"fileName": "unit_selected_here_i_stand.ogg", "weight": 1}
]
},
{
"packIDString": "SOUND_UNIT_ATTACK_CANNON",
"items": [
{"fileName": "unit_attack_cannon.ogg", "weight": 1}
]
},
{
"packIDString": "XXXSOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT", - soundpack name
"items": [
{"fileName": "unit_selected_small.ogg", "weight": 20}, - this sound should played 20/21 probability (almost all).
{"fileName": "unit_selected_yes_sire.ogg", "weight": 1} - this sound should played 1/21 probability (every 21th will be this).
]
}
]
Code: Select all
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_UNIT", SOUND_PACK_UNIT_SELECT_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_WATER_UNIT", SOUND_PACK_UNIT_SELECT_WATER_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_CATAPULT", SOUND_PACK_UNIT_SELECT_LAND_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_SCOUT", SOUND_PACK_UNIT_SELECT_LAND_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_AIR_HAWK", SOUND_PACK_UNIT_SELECT_AIR_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_BUILDING", SOUND_PACK_UNIT_SELECT_BUILDING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_PRIEST", SOUND_PACK_UNIT_SELECT_LAND_PRIEST );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_TIE", SOUND_PACK_UNIT_SELECT_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US", SOUND_PACK_UNIT_SELECT_US );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_WATER_UNIT", SOUND_PACK_UNIT_AFFIRM_WATER_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT", SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT", SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_AIR_HAWK", SOUND_PACK_UNIT_AFFIRM_AIR_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST", SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_TIE", SOUND_PACK_UNIT_AFFIRM_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SWING", SOUND_PACK_UNIT_ATTACK_SWING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ARROW", SOUND_PACK_UNIT_ATTACK_ARROW );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CATAPULT", SOUND_PACK_UNIT_ATTACK_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_RAM", SOUND_PACK_UNIT_ATTACK_RAM );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT", SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TIE", SOUND_PACK_UNIT_ATTACK_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ROCKET", SOUND_PACK_UNIT_ATTACK_ROCKET );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET", SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET_EXPLOSION", SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET_EXPLOSION );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_STINK_BOMB_EXPLOSION", SOUND_PACK_UNIT_ATTACK_STINK_BOMB_EXPLOSION );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_FIRE_ROCKET_EXPLOSION", SOUND_PACK_UNIT_ATTACK_FIRE_ROCKET_EXPLOSION );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ELEPHANT", SOUND_PACK_UNIT_ATTACK_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CANNON", SOUND_PACK_UNIT_ATTACK_CANNON );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_HEAL", SOUND_PACK_UNIT_HEAL );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_CONVERT", SOUND_PACK_UNIT_CONVERT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MEND_BUILD", SOUND_PACK_UNIT_MEND_BUILD );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HUMAN", SOUND_PACK_UNIT_DAMAGED_HUMAN );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_BUILDING", SOUND_PACK_UNIT_DAMAGED_BUILDING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_VEHICLE", SOUND_PACK_UNIT_DAMAGED_VEHICLE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_SCOUT", SOUND_PACK_UNIT_DAMAGED_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HAWK", SOUND_PACK_UNIT_DAMAGED_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELEPHANT", SOUND_PACK_UNIT_DAMAGED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET );
AOF soundpacks:
Code: Select all
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_UNIT", SOUND_PACK_UNIT_SELECT_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_WATER_UNIT", SOUND_PACK_UNIT_SELECT_WATER_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_WIZARD", SOUND_PACK_UNIT_SELECT_LAND_WIZARD );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_CATAPULT", SOUND_PACK_UNIT_SELECT_LAND_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_SCOUT", SOUND_PACK_UNIT_SELECT_LAND_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_AIR_HAWK", SOUND_PACK_UNIT_SELECT_AIR_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_BUILDING", SOUND_PACK_UNIT_SELECT_BUILDING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_PRIEST", SOUND_PACK_UNIT_SELECT_LAND_PRIEST );
// SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_TIE", SOUND_PACK_UNIT_SELECT_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT", SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ORC_LAND_UNIT", SOUND_PACK_UNIT_SELECT_ORC_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_DRAGON", SOUND_PACK_UNIT_SELECT_DRAGON );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_MAGES", SOUND_PACK_UNIT_SELECT_UND_MAGES );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_ENTS", SOUND_PACK_UNIT_SELECT_ELF_ENTS );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_EAGLE", SOUND_PACK_UNIT_SELECT_ELF_EAGLE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_SEASERPENT", SOUND_PACK_UNIT_SELECT_ELF_SEASERPENT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_WOLF", SOUND_PACK_UNIT_SELECT_ELF_WOLF );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_WIZARD", SOUND_PACK_UNIT_SELECT_ELF_WIZARD );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_FAIRY", SOUND_PACK_UNIT_SELECT_ELF_FAIRY );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_BAT", SOUND_PACK_UNIT_SELECT_UND_BAT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_WATER_UNIT", SOUND_PACK_UNIT_AFFIRM_WATER_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT", SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT", SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_AIR_HAWK", SOUND_PACK_UNIT_AFFIRM_AIR_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST", SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST );
//SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_TIE", SOUND_PACK_UNIT_AFFIRM_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_DRAGON", SOUND_PACK_UNIT_AFFIRM_DRAGON );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_ELF_ENT", SOUND_PACK_UNIT_AFFIRM_ELF_ENT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SWING", SOUND_PACK_UNIT_ATTACK_SWING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ARROW", SOUND_PACK_UNIT_ATTACK_ARROW );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CATAPULT", SOUND_PACK_UNIT_ATTACK_CATAPULT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_RAM", SOUND_PACK_UNIT_ATTACK_RAM );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT", SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT );
//SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TIE", SOUND_PACK_UNIT_ATTACK_TIE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ELEPHANT", SOUND_PACK_UNIT_ATTACK_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_DRAGON_BREATH", SOUND_PACK_UNIT_ATTACK_DRAGON_BREATH );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_HEAL", SOUND_PACK_UNIT_HEAL );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_CONVERT", SOUND_PACK_UNIT_CONVERT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MEND_BUILD", SOUND_PACK_UNIT_MEND_BUILD );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HUMAN", SOUND_PACK_UNIT_DAMAGED_HUMAN );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_BUILDING", SOUND_PACK_UNIT_DAMAGED_BUILDING );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_VEHICLE", SOUND_PACK_UNIT_DAMAGED_VEHICLE );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_SCOUT", SOUND_PACK_UNIT_DAMAGED_SCOUT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HAWK", SOUND_PACK_UNIT_DAMAGED_HAWK );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELEPHANT", SOUND_PACK_UNIT_DAMAGED_ELEPHANT );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_WIZARD", SOUND_PACK_UNIT_DAMAGED_WIZARD );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ORC", SOUND_PACK_UNIT_DAMAGED_ORC );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_DRAGON", SOUND_PACK_UNIT_DAMAGED_DRAGON );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELF_ENT", SOUND_PACK_UNIT_DAMAGED_ELF_ENT );
SoundsDef.addSoundPackName("SOUND_PACK_SPELL_ANIM_FIREBALL_EXPLOSION", SOUND_PACK_SPELL_ANIM_FIREBALL_EXPLOSION );
SoundsDef.addSoundPackName("SOUND_PACK_SPELL_ANIM_THUNDER_STORM", SOUND_PACK_SPELL_ANIM_THUNDER_STORM );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET );
Code: Select all
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP );
SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET );
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US", SOUND_PACK_UNIT_SELECT_US);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_GER", SOUND_PACK_UNIT_SELECT_GER);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_RU", SOUND_PACK_UNIT_SELECT_RU);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_JP", SOUND_PACK_UNIT_SELECT_JP);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TANK_SHOOT", SOUND_PACK_UNIT_ATTACK_TANK_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_TANK", SOUND_PACK_UNIT_MOVE_TANK);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_TANK", SOUND_PACK_UNIT_DAMAGE_TANK);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_VEHICLE_SHOOT", SOUND_PACK_UNIT_ATTACK_VEHICLE_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_VEHICLE", SOUND_PACK_UNIT_MOVE_VEHICLE);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_VEHICLE", SOUND_PACK_UNIT_DAMAGE_VEHICLE);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SHIP_SHOOT", SOUND_PACK_UNIT_ATTACK_SHIP_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_SHIP", SOUND_PACK_UNIT_MOVE_SHIP);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_SHIP", SOUND_PACK_UNIT_DAMAGE_SHIP);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_PLANE_SHOOT", SOUND_PACK_UNIT_ATTACK_PLANE_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_PLANE", SOUND_PACK_UNIT_MOVE_PLANE);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_PLANE", SOUND_PACK_UNIT_DAMAGE_PLANE);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_INF_SHOOT", SOUND_PACK_UNIT_ATTACK_INF_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_INF", SOUND_PACK_UNIT_MOVE_INF);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_INF", SOUND_PACK_UNIT_DAMAGE_INF);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_AA_SHOOT", SOUND_PACK_UNIT_ATTACK_AA_SHOOT);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_FIXED", SOUND_PACK_UNIT_MOVE_FIXED);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_FIXED", SOUND_PACK_UNIT_DAMAGE_FIXED);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US_BLD", SOUND_PACK_UNIT_SELECT_US_BLD);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_GER_BLD", SOUND_PACK_UNIT_SELECT_GER_BLD);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_RU_BLD", SOUND_PACK_UNIT_SELECT_RU_BLD);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_JP_BLD", SOUND_PACK_UNIT_SELECT_JP_BLD);
SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_BLD", SOUND_PACK_UNIT_DAMAGE_BLD);