Type
- This page is about the usage of Type= in relation to sound-files; for the use on Superweapons, see Types.
sound(md).ini
Flag: | Type |
File(s): | sound(md).ini |
Values: | GLOBAL, NORMAL, SCREEN, LOCAL, PLAYER, SHROUD, UNSHROUD |
Default: | NORMAL SCREEN UNSHROUD |
Applicable to: | Game sound sections |
This flag controls how and under which circumstances this section's sound is played. According to The Guide, the values set the following:
- SHROUD – Can be heard only when played under shroud
- UNSHROUD – Can be heard only when played when not under shroud
- PLAYER – Can be heard only by the player causing this sound event to be played
- LOCAL – Can be heard only at its point of origin and at the distance from its Range=
- SCREEN – Can be heard only if a player is viewing the part of the map on which it is played
- GLOBAL – Can be heard by all players across the whole map
DeeZire also lists
- NOISE_SHY – Over-ride, sound does not play if other sounds are being played
- GUN_SHY – Over-ride, sound does not play if sounds with greater Volume= are being played
but like most of his priority-values, these are nowhere to be found in the INI. It is possible that they were found in the EXE, if anyone has verified these values, please edit this page accordingly.
Notice that, like indicated in the default-field, you can use multiple values on Type=, seperated by a blank space. As with Priority, while the values are all all-caps in the comments, they vary in their capitalization when actually used.
eva(md).ini
Flag: | Type |
File(s): | eva(md).ini |
Values: | QUEUE, STANDARD, INTERRUPT, QUEUED_INTERRUPT (case-insensitive) |
Special Values: | None |
Default: | STANDARD |
Applicable to: | VoxTypes |
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?