Sounds Map
This handy reference displays what sounds are used for what units, and which units can be safely changed without sharing a sound file.
by Blackclove (March 1999)
|
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.
The Sounds File Map |
Key to Sound Map:
A - Swordfgt.wav | L - Helishot.wav |
B - Mchnguns.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 |
C - Infantry.wav | N - Biggun.wav; then, Largexpl.wav |
D - Swrdhors.wav | O - Navbttle.wav; then, Largexpl.wav |
E - Elephant.wav | P - Torpedo.wav |
G - Cavalry.wav | Q - [SPECIAL] Nukexplo.wav; note that the unit in this slot has the nuclear explosion effect! |
H - Medgun.wav | R - Missile.wav |
I - Catapult.wav | U1 to U3 - Custom1.wav through Custom3.wav [user created] |
J - Fire---.wav; Biggun.wav; then, Largexpl.wav | 1 to 8 - Extra1.wav through Extra8.wav [user created] |
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 | 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. |
Other Sounds Associated With Particular Units |
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
Other Useful Sounds |
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.
Edits and Corrections (December 2000) |
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