VoiceEnterStateAttack = NoSound ; AI is actually entering an attack state
VoiceEnterStateAttackCharge = NoSound ; AI is actually entering an attack state for first time in n seconds
VoiceEnterStateAttackAir = NoSound ; AI is actually entering an attack state for an airborn target
VoiceEnterStateAttackStructure = NoSound ; AI is actually entering an attack state for a structure
VoiceEnterStateAttackMachine = NoSound ; AI is actually entering an attack state for a machine
VoiceEnterStateMove = NoSound ; AI is actually entering a move state
VoiceEnterStateMoveToHigherGround = NoSound ; AI is actually entering a move state which will take it to higher location
VoiceEnterStateMoveOverWalls = NoSound ; AI is actually entering a move state which requires that unit go over a wall
VoiceEnterStateRetreatToCastle = NoSound ; AI is actually entering a move state during battle from outside castle to inside
VoiceEnterStateMoveToCamp = NoSound ; AI is actually entering a move state NOT during battle from outside castle to inside
VoiceEnterStateMoveWhileAttacking = NoSound ; AI is actually entering a move state during battle
SoundAmbient = NoSound ; Always played until dead (if SoundAmbientDamaged / SoundAmbientReallyDamaged defined,
; played until that damage level is reached)
SoundAmbientBattle = NoSound ; Extra ambient played when in battle
SoundAmbientDamaged = NoSound ; Played when damaged (looping)
SoundAmbientReallyDamaged = NoSound ; Played when really damaged (looping)
SoundAmbientRubble = NoSound ; Played when dead (looping)
SoundEnter = NoSound
SoundExit = NoSound
SoundCreated = NoSound ; Played when created (produced)
SoundCrushing = NoSound ; Sound made when crushing another unit, NOT when being crushed
SoundFallingFromPlane = NoSound
SoundImpact = NoSound ; Unit was hit by a shockwave / impact weapon (except Cyclonic impacts)
SoundImpactCyclonic = NoSound ; Unit was hit by a Cyclonic shockwave / impact weapon (first hit only)
SoundMoveLoop = NoSound ; Played while moving
SoundMoveLoopDamaged = NoSound
SoundMoveStart = NoSound ; When starting a move
SoundMoveStartDamaged = NoSound ; Starting a move while damaged
SoundOnDamaged = NoSound ; Played when going into "damaged" state
SoundOnReallyDamaged = NoSound ; Played when going into "really damaged" state
SoundPromotedElite = NoSound
SoundPromotedHero = NoSound
SoundPromotedVeteran = NoSound
SoundStealthOn = NoSound ; Played when turning on stealth
SoundStealthOff = NoSound ; Played when turning off stealth
UnitSpecificSounds
;; This is the list of unit specific sounds recognized by the game. Be careful --
;; the INI parser will not warn you about typos made in the name of the various sounds
; Deploy
; Undeploy
; DisguiseStarted
; DisguiseRevealedSuccess
; DisguiseRevealedFailure
; TurretMoveLoop ; Played while turret is changing orientation
; UnderConstruction ; Loop, being built from scratch by a worker/dozer
; UnderRepairFromDamage ; Loop, being repaired from a damaged state by a worker/dozer
; UnderRepairFromRubble ; Loop, being repaired from rubble by a worker/dozer
; VoiceAttackUnit<ObjectName> ; Played when ordered to attack a specific type of object e.g. VoiceAttackUnitRohanEntFir
; VoiceBombard ; Played when order to attack the ground (defaults to VoiceAttack)
; VoiceBuildResponse
; VoiceCaptureBuildingComplete
; VoiceCombatDrop
; VoiceCrush
; VoiceDeliverRing ; Going back to castle to give it the One Ring. Defaults to VoiceMoveToCamp, then to VoiceMoveUnderAttack if under attack, then to VoiceMove
; VoiceDesperateAttack
; VoiceEnter
; VoiceEnterHostile ; Used for ContestableContain entering
; VoiceEnterUnit<ObjectName> ; Played when entering a specific type of object e.g. VoiceEnterUnitMordorMumakil
; VoiceGetHealed
; VoiceGarrison
; VoiceNoBuild
; VoicePrimaryWeaponMode ; Played when switching to primary weapon
; VoiceSecondaryWeaponMode ; Played when switching to secondary weapon
; VoiceTertiaryWeaponMode ; Played when switching to tertiary weapon
; VoiceRapidFire ; Played when getting into rapid fire mode
; VoiceRepair
; VoiceSalvage
; VoiceSendToSlaughterhouse ; Going to a fortress or slaughterhouse to be decommissioned. Defaults to VoiceMoveToCamp, then to VoiceMoveUnderAttack if under attack, then to VoiceMove
; VoiceSupply
; VoiceUnload
; VoiceInitiateCaptureBuilding ; Defined in SpecialAbilityCaptureBuilding
; VoiceEnterStateInitiateCaptureBuilding ; Defined in SpecialAbilityCaptureBuilding
End
VoicePriority = 5
; Settings for VoiceMoveToCamp / VoiceRetreatToCastle
CampnessValue = CAMPNESS_DEFAULT ; If this is a structure, how much does it contribute to the 'campness' of the area around it? We must be
; moving from an area with 0 campness to an area with 5000 campness (see AudioSettings.ini for current numbers)
; to get VoiceMoveToCamp
CampnessValueRadius = 600 ; How far away to project our campness
; *** ENGINEERING Parameters ***
RadarPriority = INVALID ; INVALID means not set, and generally won't be on the radar
DisplayColor = R:100 G:100 B:100 ; Editor display color