This flag controls how and under which circumstances this section's sound is played.
All of these are case-insensitive.
Value
|
Effect
|
AMBIENT
|
|
VIOLENT
|
|
MOVEMENT
|
|
QUIET
|
|
LOUD
|
|
GLOBAL
|
Can be heard by all players across the whole map
|
SCREEN
|
Can be heard only if a player is viewing the part of the map on which it is played
|
LOCAL
|
Can be heard only at its point of origin and at the distance from its Range
|
PLAYER
|
Can be heard only by the player causing this sound event to be played
|
NORMAL
|
no effect
|
GUN_SHY
|
Over-ride, sound does not play if sounds with greater Volume= are being played
|
NOISE_SHY
|
Over-ride, sound does not play if other sounds are being played
|
UNSHROUD
|
Can be heard only when played when not under shroud
|
SHROUD
|
Can be heard only when played under shroud
|
In eva(md).ini, this flag, if present, is only set to QUEUE. There are, however, hundreds of sections omitting it, suggesting there's a default value. Whether this is QUEUE or something else is not known.
If this flag is present and set to QUEUE, the voice in it's section will be played after the currently playing voices have finished (the alternative being that it gets ignored).
Note that this questions the use of the alleged QUEUE and QUEUE_INTERRUPT values of Priority. What would you need a priority of QUEUE for, if the type tells the game to queue the sound anyway?
Accepted values
This needs testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.
All of these are case-insensitive. More information is needed to determine their exact effects.
- QUEUE
- STANDARD
- INTERRUPT
- QUEUED_INTERRUPT