![]() ![]() * For Unit Sounds, you can alternatively use Advanced Genie Editor to check which sounds with which names are bound through the Sounds tab (see Section 6 of the Guide). For Unit Sounds, make sure that you cover all variations of your sound with your replaced ones. Find the Sound that interests you and copy its corresponding File Names / Event Names. Check the Audio spreadsheet (linked at the top of the post), the Unit Sounds* and UI sounds tabs.Place your converted WEM file inside the sounds folder.Within that mod directory, create folders in the following order: resources\_common\drs\sounds.Create a new mod in your personal AoE2DE directory.I cannot provide specific help with that, however user-created guides for doing this are available. First of all you will need to prepare your source files into WEM files.Pictured: example Play Sound effect with "Play_Chat_Received" as the sound. The Location requirement for 3D sounds may be removed in future updates. They can be used in "Play Sound" as long as Location is set for them to play on the map. They cannot be used in "Display Instructions" effects. These are normally battlefield effects (explosions/gunpowder, melee/ranged sounds, villager working effects, death screams). 3D events make use of in-game coordinates and will have panning.These can be used in both "Display Instructions" and "Play Sound" effects without any restrictions. Examples are UI sounds (button clicks, notifications, unit select and move orders, etc.). 2D events are not bound to any specific location on the map, and are played at the middle of your stereo setup without any panning. ![]() At this moment there is no visible separation between them in the spreadsheet, so you will have to keep in mind their characteristics below. There are two types of events: 2D and 3D. ![]()
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