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Shared and Unique Sounds |
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If you've spent any time trying
to play with sounds, you've no doubt noticed that some units
have the same sound file. There's no way to fix that, so you
need to think about sounds when you are creating your units for
the game. Whatever units are in, for example, the knight and
crusader slots will have the same sound. You should plan carefully
for this so that those two slots are filled with similar-sounding
units.
Fortunately, not all of the sounds are unique. The following
sounds map lets you easily pick out where you want to put a particular
unit. It uses colors to tell you which units are "unique"
and therefore have their own sound, which have no sound, and
which share sounds with other units. The letters tell you what
sound file is used. So, all units with "A" share the
same sound. |
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The Sounds File Map |
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Red:
Sound is shared by more than one unit
Pink: Unique
sound
Gray: No
sound or special
Key to Sound Map: |
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A - Swordfgt.wav
B - Mchnguns.wav
C - Infantry.wav
D - Swrdhors.wav
E - Elephant.wav
G - Cavalry.wav
H - Medgun.wav
I - Catapult.wav
J - Fire---.wav; Biggun.wav; then, Largexpl.wav
K - [AIR UNITS] versus air, Aircombt.wav;
versus ground, Divebomb.wav.
These also use Engnsput.wav for running out of fuel and Divcrash.wav
for
crashing
L - Helishot.wav
M - [AIR UNITS] versus air, Jetcombt.wav;
versus ground, Jetbomb.wav.
These slots also use Jetsputr.wav for running out of fuel and
Jetcrash.wav
for crashing |
N - Biggun.wav; then, Largexpl.wav
O - Navbttle.wav; then, Largexpl.wav
P - Torpedo.wav
Q - [SPECIAL] Nukexplo.wav; note that
the unit in this slot has the nuclear
explosion effect!
R - Missile.wav
U1 to U3 - Custom1.wav
through Custom3.wav [user created]
1 to 8 - Extra1.wav
through Extra8.wav [user created] |
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The easiest units to work with
are obviously the pink ones (e.g., elephant) because changing
the sound for that unit doesn't mess up any sounds for any other
units. |
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Other Sounds Associated With
Particular Units |
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A few other useful sound files
and what units they go with:
- Boatsink.wav - played when
a trireme is lost at sea
- Diesel.wav - played when the
freight unit, if a trade unit, arrives at its destination
- Spysound.wav - played when
a spy does her dirty work
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Other Useful Sounds |
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A few other useful sound files
and when they are played:
- Aqueduct.wav - played when
an aqueduct is built
- Barracks.wav - played when
barracks built and when taking a city
- Bldcity.wav - played when
a city is constructed
- Cathedrl.wav - played when
cathedrals are built
- Civdisor.wav - played during
civil disorder
- Newbank.wav - played when
banks are built
- Fanfare0 to Fanfare8 - played
when meeting with other civs
- Menuend.wav - mostly used
as the music when starting a scenario
- Newgovt.wav - played when
a new government is established
- Newonder.wav - played when
a wonder is built
- Pos1.wav - mostly used when
you choose "buy" to build something
- Sell.wav - used when an improvement
is sold
- Stkmarkt.wav - played when
stockmarkets are built
There are others you can play
with. Most are either self-explanatory or only require a little
bit of fooling around to figure out what they are.
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| Edits
and Corrections |
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Many thanks to Kobayashi
for submitting the following edits to this tip (Dec 2000);
- Carrier does not use the navbattl.wav file
- Torpedo.wav does not require the submarine position
- Missile.wav does not require the cruise missile position
- Helishot.wav does not require the helicopter position
- Biggun.wav/Largexpl.wav do not require the ship positions
- Aeroplanes sounds can be obtained from any position before stealth
fighter
- Jet planes sounds can be obtained from any position after bomber
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