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Sounds
ChiefOfGxBxL edited this page Jun 2, 2018
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9 revisions
Translator.Sounds
var result = new Translator.Sounds.jsonToWar(soundData);
// Now you can write result.buffer to a war3map.w3s file
soundData: [<Sound>]; // Array of sounds
Where <Sound>
is a sound structure defined by:
{
name: <String> // e.g. "gg_snd_HumanGlueScreenLoop1",
path: <String> // e.g. "Sound\\Ambient\\HumanGlueScreenLoop1.wav",
eax: <String = "DefaultEAXON">,
flags: {
looping: <Boolean = false>,
3dSound: <Boolean = false>,
stopOutOfRange: <Boolean = false>,
music: <Boolean = false>
},
fadeRate: { <Object = {in:10, out:10}>
in: <Integer = 10>,
out: <Integer = 10>
},
volume: <Integer = -1>,
pitch: <Float = 1.0>,
channel: <Integer = 0>,
distance: {
min: <Float>,
max: <Float>,
cutoff: <Float>
}
}
EAX Effects enum
default = DefaultEAXON
combat = CombatSoundsEAX
drums = KotoDrumsEAX
spells = SpellsEAX
missiles = MissilesEAX
hero speech = HeroAcksEAX
doodads = DoodadsEAX
Channel enum
0 = General
1 = Unit Selection
2 = Unit Acknowledgment
3 = Unit Movement
4 = Unit Ready
5 = Combat
6 = Error
7 = Music
8 = User Interface
9 = Looping Movement
10 = Looping Ambient
11 = Animations
12 = Constructions
13 = Birth
14 = Fire
Made with ❤️ for ⚔️ WarCraft III
Need help: Check the Wiki
Found bug: Create an issue