#textdomain wesnoth # Music control macros, and declarations of sound resource lists. # # As of 1.1.3, music is parsed as follows: #! 1. the [scenario]-level [music] tag #! 2. the [story]-level music key #! 3. any [event]-level [music] tags # # If you change the music at a lower level, the tags above it will NOT # be re-parsed and your scenario will sound wrong. For example, if # you set scenario music with the normal [scenario]-level music tag # but change the music during the [story], it is never reset back to # normal. Therefore, these macros are intended to catch instances # like that. Of course, if you want something more elaborate, code it # manually. # These macros do not rely on any other macros. Please don't change this. #define DEFAULT_MUSIC_PLAYLIST # A macro to define a standard playlist suitable for any level. The # music is defined twice to catch instances where music is changed in # a story and not set back. [music] name=knolls.ogg ms_before=12000 [/music] [music] name=wanderer.ogg ms_before=12000 append=yes [/music] [music] name=battle.ogg ms_before=12000 append=yes [/music] [music] name=main_menu.ogg ms_before=12000 append=yes [/music] [music] name=the_king_is_dead.ogg ms_before=12000 append=yes [/music] [music] name=knalgan_theme.ogg ms_before=12000 append=yes [/music] [music] name=revelation.ogg ms_before=12000 append=yes [/music] [music] name=loyalists.ogg ms_before=12000 append=yes [/music] [music] name=breaking_the_chains.ogg ms_before=12000 append=yes [/music] [music] name=elvish-theme.ogg ms_before=12000 append=yes [/music] [music] name=legends_of_the_north.ogg ms_before=12000 append=yes [/music] [music] name=traveling_minstrels.ogg ms_before=12000 append=yes [/music] [music] name=underground.ogg ms_before=12000 append=yes [/music] [music] name=vengeful.ogg ms_before=12000 append=yes [/music] [music] name=frantic.ogg ms_before=12000 append=yes [/music] [event] name=prestart [music] name=knolls.ogg ms_before=12000 [/music] [music] name=wanderer.ogg ms_before=12000 append=yes [/music] [music] name=battle.ogg ms_before=12000 append=yes [/music] [music] name=main_menu.ogg ms_before=12000 append=yes [/music] [music] name=revelation.ogg ms_before=12000 append=yes [/music] [music] name=loyalists.ogg ms_before=12000 append=yes [/music] [music] name=the_king_is_dead.ogg ms_before=12000 append=yes [/music] [music] name=knalgan_theme.ogg ms_before=12000 append=yes [/music] [music] name=breaking_the_chains.ogg ms_before=12000 append=yes [/music] [music] name=elvish-theme.ogg ms_before=12000 append=yes [/music] [music] name=legends_of_the_north.ogg ms_before=12000 append=yes [/music] [music] name=traveling_minstrels.ogg ms_before=12000 append=yes [/music] [music] name=underground.ogg ms_before=12000 append=yes [/music] [music] name=vengeful.ogg ms_before=12000 append=yes [/music] [music] name=frantic.ogg ms_before=12000 append=yes [/music] [/event] #enddef # # #define SCENARIO_MUSIC MUSIC # This music macro ensures that the correct music is selected # for a scenario just in case it is changed by [story]. # It should be positioned at the top of the scenario file # so it can be overridden by other prestart or start events. # # It also allows for the convenient use of standardized # intra-scenario music, should we decide to use one. [music] name="loyalists.ogg" [/music] [event] name=prestart [music] name={MUSIC} [/music] [/event] #enddef # For some animations some units use a list of sounds, from which one is # randomly picked every time, instead of a single sound. Here the most commonly # used lists are wrapped inside macros. # # These are used in unit .cfg files, for example like this: # #! [animation] #! hits=no #! #! [frame] #! begin=-200 #! end=0 #! sound={SOUND_LIST:MISS} #! image="units/dwarves/warrior-attack.png" #! [/frame] #define SOUND_LIST:HOLY magic-holy-1.ogg,magic-holy-2.ogg,magic-holy-3.ogg,magic-holy-4.ogg #enddef #define SOUND_LIST:HOLY_MISS magic-holy-miss-1.ogg,magic-holy-miss-2.ogg,magic-holy-miss-3.ogg,magic-holy-miss-4.ogg #enddef #define SOUND_LIST:MISS miss-1.ogg,miss-2.ogg,miss-3.ogg #enddef #define SOUND_LIST:THROW throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav #enddef #define SOUND_LIST:SWORD_SWISH sword-1.ogg #enddef #define SOUND_LIST:BAT_HIT bat-hit-1.ogg,bat-hit-2.ogg,bat-hit-3.ogg,bat-hit-4.ogg #enddef #define SOUND_LIST:DRAKE_HIT drake-hit-1.ogg,drake-hit-2.ogg,drake-hit-3.ogg #enddef #define SOUND_LIST:DWARF_HIT dwarf-hit-1.ogg,dwarf-hit-2.ogg,dwarf-hit-3.ogg,dwarf-hit-4.ogg #enddef #define SOUND_LIST:DWARF_DIE dwarf-die-1.ogg,dwarf-die-2.ogg #enddef #define SOUND_LIST:ELF_HIT human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-1.ogg,elf-hit-2.ogg #enddef #define SOUND_LIST:ELF_FEMALE_HIT human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef #define SOUND_LIST:GOBLIN_HIT goblin-hit-1.ogg,goblin-hit-2.ogg,goblin-hit-3.ogg #enddef #define SOUND_LIST:GOBLIN_DIE goblin-die-1.ogg,goblin-die-2.ogg #enddef #define SOUND_LIST:GRYPHON_HIT gryphon-hit-1.ogg,gryphon-hit-2.ogg,gryphon-hit-3.ogg #enddef #define SOUND_LIST:GRYPHON_DIE gryphon-die-1.ogg,gryphon-die-2.ogg #enddef #define SOUND_LIST:HORSE_HIT horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg #enddef #define SOUND_LIST:HUMAN_HIT human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg #enddef #define SOUND_LIST:HUMAN_FEMALE_HIT human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef #define SOUND_LIST:HUMAN_OLD_HIT human-old-hit-1.ogg,human-old-hit-2.ogg,human-old-hit-3.ogg,human-old-hit-4.ogg #enddef #define SOUND_LIST:HUMAN_OLD_DIE human-old-die-1.ogg,human-old-die-2.ogg,human-old-die-3.ogg #enddef #define SOUND_LIST:HUMAN_DIE human-die-1.ogg,human-die-2.ogg,human-die-3.ogg #enddef #define SOUND_LIST:HUMAN_FEMALE_DIE human-female-die-1.ogg,human-female-die-2.ogg,human-female-die-3.ogg #enddef #define SOUND_LIST:LICH_HIT lich-hit-1.ogg,lich-hit-2.ogg #enddef #define SOUND_LIST:NAGA_HIT naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef #define SOUND_LIST:OGRE_HIT ogre-hit-1.ogg,ogre-hit-2.ogg,ogre-hit-3.ogg,ogre-hit-4.ogg #enddef #define SOUND_LIST:OGRE_DIE ogre-die-1.ogg,ogre-die-2.ogg,ogre-die-3.ogg #enddef #define SOUND_LIST:ORC_HIT orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef #define SOUND_LIST:ORC_DIE orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef #define SOUND_LIST:ORC_SMALL_HIT orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef #define SOUND_LIST:ORC_SMALL_DIE orc-small-die-1.ogg,orc-small-die-2.ogg #enddef #define SOUND_LIST:SKELETON_HIT skeleton-hit-1.ogg,skeleton-hit-2.ogg,skeleton-hit-3.ogg #enddef #define SOUND_LIST:SKELETON_BIG_HIT skeleton-big-hit-1.ogg,skeleton-big-hit-2.ogg,skeleton-big-hit-3.ogg #enddef #define SOUND_LIST:SKELETON_DIE skeleton-die-1.ogg,skeleton-die-2.ogg #enddef #define SOUND_LIST:TROLL_HIT troll-hit-1.ogg,troll-hit-2.ogg,troll-hit-3.ogg,troll-hit-4.ogg #enddef #define SOUND_LIST:TROLL_DIE troll-die-1.ogg,troll-die-2.ogg,troll-die-3.ogg #enddef #define SOUND_LIST:ZOMBIE_WEAK_HIT zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef #define SOUND_LIST:ZOMBIE_HIT zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg,zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef #define SOUND:SLOW # A convenient way to use the standard slowing sound in an attack # animation. Put anywhere inside an attack animation block. [if] hits=hit [secondary_unit_filter] [not] [wml_filter] [status] slowed="yes" [/status] [/wml_filter] [/not] [/secondary_unit_filter] slowed_sound_start_time=-100 [slowed_sound_frame] duration=100 sound=slowed.wav [/slowed_sound_frame] [/if] #enddef #define SOUND:POISON # A convenient way to use the standard poison sound in an attack # animation. Put anywhere inside an attack animation block. [if] hits=hit [secondary_unit_filter] [not] [wml_filter] [status] poisoned="yes" [/status] [/wml_filter] [/not] [/secondary_unit_filter] poisoned_sound_start_time=-100 [poisoned_sound_frame] duration=100 sound=poison.ogg [/poisoned_sound_frame] [/if] #enddef #define SOUND:HIT_AND_MISS HITSOUND MISSSOUND TIME # A more convenient way of wiring in hit and miss sounds to an # attack animation. Just specify the sounds to use and the time # when they should trigger. [if] hits=yes attack_sound_start_time={TIME} [attack_sound_frame] sound={HITSOUND} [/attack_sound_frame] [/if] [else] hits=no attack_sound_start_time={TIME} [attack_sound_frame] sound={MISSSOUND} [/attack_sound_frame] [/else] #enddef