Seperate arc_sounds from story_sounds

This commit is contained in:
D4rkl1ght3r
2025-08-10 16:25:12 +02:00
parent eb4b36d6b7
commit 09896b3386
3 changed files with 472 additions and 578 deletions

470
DATA/AUDIO/arc_sounds.ini Normal file
View File

@@ -0,0 +1,470 @@
; REM Story Arc Audio Entries
[Sound]
nickname = dx_REM_0101_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent01.wav
[Sound]
nickname = dx_REM_0102_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent02.wav
[Sound]
nickname = dx_REM_0201_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent0201.wav
; Alright. So what's the Plan?
[Sound]
nickname = dx_REM_0101_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison01.wav
[Sound]
nickname = dx_REM_0102_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison02.wav
[Sound]
nickname = dx_REM_0103_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison03.wav
[Sound]
nickname = dx_REM_0201_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0201.wav
; Don't worry, Trent. Just let me handle all the conversation
[Sound]
nickname = dx_REM_0201_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0201.wav
; Don't move! State your business.
[Sound]
nickname = dx_REM_0202_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0202.wav
; My name is Harrison. I am one of Liberty's newest diplomats. My task is to define the conditions for the new tax agreement
[Sound]
nickname = dx_REM_0202_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0202.wav
; Welcome to Rochester
[Sound]
nickname = dx_REM_0203_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0203.wav
; Thanks for your combat assistance, but the Junkers don't not accept any regulations
[Sound]
nickname = dx_REM_0204_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0204.wav
; We like to get along with everybody around here, as an independent faction of scrap collectors.
[Sound]
nickname = dx_REM_0203_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0203.wav
; I completely understand your concerns about these new regulations.
[Sound]
nickname = dx_REM_0204_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0204.wav
; But the situation is complicated. The Xenos are becoming stronger, and without any assistance, the Junkers could be at risk.
[Sound]
nickname = dx_sm13_0004_li_news
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\dx_sm13_0004_li_news.wav
[Sound]
nickname = dx_REM_0101_Sinclair
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_sinclair01.wav
[Sound]
nickname = dx_REM_0101_King
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_king01.wav
; Tutorial
[Sound]
nickname = dx_REM_0101_Tutorial_King01
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial1.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King02
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial2.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King03
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial3.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King04
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial4.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King05
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial5.wav
; The Rebus
[Sound]
nickname = dx_REM_0101_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\The_Rebus.wav
[Sound]
nickname = dx_REM_0103_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_LSF.wav
[Sound]
nickname = dx_REM_0104_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_greetings.wav
[Sound]
nickname = dx_REM_0105_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_appreicate.wav
[Sound]
nickname = dx_REM_0201_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_topic.wav
[Sound]
nickname = dx_REM_0202_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_Order.wav
[Sound]
nickname = dx_REM_0203_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_difficult.wav
[Sound]
nickname = dx_REM_0204_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_efforts.wav
[Sound]
nickname = dx_REM_0205_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_offers.wav
[Sound]
nickname = dx_REM_0206_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_imagine.wav
[Sound]
nickname = dx_REM_0207_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_welcomesyou.wav
[Sound]
nickname = dx_REM_0208_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_informations.wav
[Sound]
nickname = dx_REM_0209_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_contact.wav
[Sound]
nickname = dx_REM_0210_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_nexttime.wav
[Sound]
nickname = dx_REM_0301_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_senses.wav
[Sound]
nickname = dx_REM_0302_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_ready.wav
[Sound]
nickname = dx_REM_0303_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_network.wav
[Sound]
nickname = dx_REM_0304_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_voices.wav
[Sound]
nickname = dx_REM_0305_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_correct.wav
[Sound]
nickname = dx_REM_0401_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_introduce.wav
[Sound]
nickname = dx_REM_0402_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_BD_GC.wav
[Sound]
nickname = dx_REM_0501_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_senses.wav
[Sound]
nickname = dx_REM_0502_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_edo.wav
[Sound]
nickname = dx_REM_0601_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_aachenfeld.wav
[Sound]
nickname = dx_REM_0701_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_espionage.wav
[Sound]
nickname = dx_REM_0702_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_evidence.wav
[Sound]
nickname = dx_REM_0703_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_source.wav
[Sound]
nickname = dx_REM_0704_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_attention.wav
; Trent Kusari
[Sound]
nickname = dx_s080x_0101_trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Trent\Trent_Kusari.wav
; Priest Kusari
[Sound]
nickname = dx_s080x_0101_priest
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0101_priest_explain.wav
[Sound]
nickname = dx_s080x_0102_priest2
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0102_priest_sakura.wav
[Sound]
nickname = dx_s080x_0103_priest3
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0103_priest_emperor.wav
[Sound]
nickname = dx_s080x_0104_priest4
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0104_priest_girl.wav
; Jonner & Blix
[Sound]
nickname = dx_s081x_0000_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0000_jonner_sir.wav
[Sound]
nickname = dx_s081x_0101_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0101_jonner_journey.wav
[Sound]
nickname = dx_s081x_0102_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0102_jonner_coordinates.wav
[Sound]
nickname = dx_s081x_0103_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0103_jonner_information.wav
[Sound]
nickname = dx_s081x_0104_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0104_jonner_friend.wav
[Sound]
nickname = dx_s081x_0105_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0105_jonner_answers.wav
[Sound]
nickname = dx_s081x_0105_jonner_dummy
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0105_jonner_answers.wav
; Trent
nickname = dx_REM_s062x_0201_trent
type = voice
is_2d = true
attenuation = 0
file = AUDIO\DIALOGUE\TRENT\dx_s062x_0201_trent.wav

View File

@@ -7081,581 +7081,4 @@ nickname = dx_Rem_0xB9C36A42_fem
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Juni\0xB9C36A42_fem.wav
; REM Story Arc Audio Entries
[Sound]
nickname = dx_REM_0101_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent01.wav
[Sound]
nickname = dx_REM_0102_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent02.wav
[Sound]
nickname = dx_REM_0201_Trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_trent0201.wav
; Alright. So what's the Plan?
[Sound]
nickname = dx_REM_0101_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison01.wav
[Sound]
nickname = dx_REM_0102_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison02.wav
[Sound]
nickname = dx_REM_0103_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison03.wav
[Sound]
nickname = dx_REM_0201_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0201.wav
; Don't worry, Trent. Just let me handle all the conversation
[Sound]
nickname = dx_REM_0201_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0201.wav
; Don't move! State your business.
[Sound]
nickname = dx_REM_0202_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0202.wav
; My name is Harrison. I am one of Liberty's newest diplomats. My task is to define the conditions for the new tax agreement
[Sound]
nickname = dx_REM_0202_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0202.wav
; Welcome to Rochester
[Sound]
nickname = dx_REM_0203_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0203.wav
; Thanks for your combat assistance, but the Junkers don't not accept any regulations
[Sound]
nickname = dx_REM_0204_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0204.wav
; We like to get along with everybody around here, as an independent faction of scrap collectors.
[Sound]
nickname = dx_REM_0203_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0203.wav
; I completely understand your concerns about these new regulations.
[Sound]
nickname = dx_REM_0204_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0204.wav
; But the situation is complicated. The Xenos are becoming stronger, and without any assistance, the Junkers could be at risk.
[Sound]
nickname = dx_REM_0205_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0205.wav
; The taxation is meant to protect you and streamline operations.
[Sound]
nickname = dx_REM_0206_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0206.wav
; Think of it as a way to formalize your status. If we can establish a reasonable tax structure, we can guarantee your safety from the Xenos and provide you access to resources that minght be otherwise cut off.
[Sound]
nickname = dx_REM_0205_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0205.wav
; Resources? You mean the ones we lose access to because you take half our income in taxes?
[Sound]
nickname = dx_REM_0207_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0207.wav
; What if we structured it differently? A tiered tax plan based on your scrapping profits.
[Sound]
nickname = dx_REM_0208_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0208.wav
; How about starting with 2% ?
[Sound]
nickname = dx_REM_0209_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0209.wav
; We can work together to create a tax system that doesn't weaken your operations.
[Sound]
nickname = dx_REM_0210_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0210.wav
; And in exchange for your cooperation, we will collaborate on tech-sharing, providing you with upgraded defenses against any criminal threat.
[Sound]
nickname = dx_REM_0211_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0211.wav
; The Junkers would pay a modest tax that would steadily increase based on gross income, while Liberty promised development grants to improve salvage operations."
[Sound]
nickname = dx_REM_0206_Junker
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_Junker0206.wav
; Alright, Harrison. You've got your deal. But remember, if Liberty thinks about overstepping its boundaries, you'll find us hard to deal with.
[Sound]
nickname = dx_REM_0212_Harrison
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_harrison0212.wav
; Agreed. This partnership will put us both in a stronger position.
[Sound]
nickname = dx_sm13_0004_li_news
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\dx_sm13_0004_li_news.wav
[Sound]
nickname = dx_REM_0101_Sinclair
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_sinclair01.wav
[Sound]
nickname = dx_REM_0101_King
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Story_Arcs\story_king01.wav
; The Rebus
[Sound]
nickname = dx_REM_0101_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\The_Rebus.wav
[Sound]
nickname = dx_REM_0103_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_LSF.wav
[Sound]
nickname = dx_REM_0104_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_greetings.wav
[Sound]
nickname = dx_REM_0105_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_appreicate.wav
[Sound]
nickname = dx_REM_0201_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_topic.wav
[Sound]
nickname = dx_REM_0202_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_Order.wav
[Sound]
nickname = dx_REM_0203_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_difficult.wav
[Sound]
nickname = dx_REM_0204_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_efforts.wav
[Sound]
nickname = dx_REM_0205_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_offers.wav
[Sound]
nickname = dx_REM_0206_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_imagine.wav
[Sound]
nickname = dx_REM_0207_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_welcomesyou.wav
[Sound]
nickname = dx_REM_0208_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_informations.wav
[Sound]
nickname = dx_REM_0209_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_contact.wav
[Sound]
nickname = dx_REM_0210_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_nexttime.wav
[Sound]
nickname = dx_REM_0301_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_senses.wav
[Sound]
nickname = dx_REM_0302_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_ready.wav
[Sound]
nickname = dx_REM_0303_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_network.wav
[Sound]
nickname = dx_REM_0304_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_voices.wav
[Sound]
nickname = dx_REM_0305_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_correct.wav
[Sound]
nickname = dx_REM_0401_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_introduce.wav
[Sound]
nickname = dx_REM_0402_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_BD_GC.wav
[Sound]
nickname = dx_REM_0501_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_senses.wav
[Sound]
nickname = dx_REM_0502_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_edo.wav
[Sound]
nickname = dx_REM_0601_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_aachenfeld.wav
[Sound]
nickname = dx_REM_0701_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_espionage.wav
[Sound]
nickname = dx_REM_0702_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\Rebus_evidence.wav
[Sound]
nickname = dx_REM_0703_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_source.wav
[Sound]
nickname = dx_REM_0704_Rebus
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Rebus\TheRebus_attention.wav
; Trent Kusari
[Sound]
nickname = dx_s080x_0101_trent
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Trent\Trent_Kusari.wav
; Priest Kusari
[Sound]
nickname = dx_s080x_0101_priest
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0101_priest_explain.wav
[Sound]
nickname = dx_s080x_0102_priest2
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0102_priest_sakura.wav
[Sound]
nickname = dx_s080x_0103_priest3
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0103_priest_emperor.wav
[Sound]
nickname = dx_s080x_0104_priest4
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Priest\dx_s080x_0104_priest_girl.wav
; Jonner & Blix
[Sound]
nickname = dx_s081x_0000_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0000_jonner_sir.wav
[Sound]
nickname = dx_s081x_0101_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0101_jonner_journey.wav
[Sound]
nickname = dx_s081x_0102_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0102_jonner_coordinates.wav
[Sound]
nickname = dx_s081x_0103_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0103_jonner_information.wav
[Sound]
nickname = dx_s081x_0104_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0104_jonner_friend.wav
[Sound]
nickname = dx_s081x_0105_jonner
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\Jonner\dx_s081x_0105_jonner_answers.wav
; Tutorial
[Sound]
nickname = dx_REM_0101_Tutorial_King01
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial1.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King02
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial2.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King03
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial3.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King04
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial4.wav
[Sound]
nickname = dx_REM_0101_Tutorial_King05
type = voice
is_2d = true
attenuation = 0
file = Audio\Rem_Audio\tutorials\king_tutorial5.wav
; Trent
nickname = dx_REM_gcs_f06ap013_trent
type = voice
is_2d = true
attenuation = 0
file = AUDIO\DIALOGUE\TRENT\dx_gcs_f06ap013_trent.wav
nickname = dx_REM_s062x_0201_trent
type = voice
is_2d = true
attenuation = 0
file = AUDIO\DIALOGUE\TRENT\dx_s062x_0201_trent.wav
file = Audio\Rem_Audio\Juni\0xB9C36A42_fem.wav

View File

@@ -88,6 +88,7 @@ DLL = remres.dll ; Dynamic Infocards
sounds = audio\interface_sounds.ini
sounds = audio\music.ini
sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)