Nowa play-lista w 100 radach - parę pytań

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Dział "Tworzenie Modyfikacji" służy do zadawania pytań odnośnie tworzenia modyfikacji, edytowania plików gry, oraz pisania tzw. tutoriali, czyli poradników odnośnie modyfikowania gry.
Nie zadajemy tutaj pytań odnośnie modyfikacji gotowych (nie dyskutujemy o nich!), prócz prób ich połączenia etc.


Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].

Nowa play-lista w 100 radach - parę pytań

Postprzez Canthir w 13 Lip 2012, 04:11

Hej

Chcę dodać trochę więcej muzyki, żeby leciało z megafonu w Barze. Czy wystarczy, że dodam pliki kolejno megafon_music_(4, 5, 6, ...).ogg czy jeszcze w jakimś skrypcie muszę ustawić, żeby gra wiedziała, że tam tych plików ma więcej?

Będę wdzięczny za wyjaśnienie jak działać, żeby zdziałać.

Pozdrawiam

edit:
Pierwsze testy zakończyły się niepomyślnie. Nic nie gra... W sumie to cisza w eterze odkąd zainstalowałem utAMKa, zarówno w samych 100 Radach jak całym terytorium Rostok muzyki nie było i nie ma. Może coś jest sypnięte w skrypcie, tylko którym?
Смертельные аномалии, опасные мутанты, анархисты и бандиты, не остановят "Долг", победоносной поступью идущей на помощь мирным гражданам всей планеты!

Kiedy idziesz do Strefy, to sobie za konotuj: z towarem wróciłeś - cud boski, z życiem uszedłeś - daj na mszę, kula patrolu - fart, a cała reszta - jak los zdarzy.
- A&B Strugaccy; Piknik na Skraju Drogi

Nie da się tu żyć bez gorzałki... Chcę już o wszystkim zapomnieć. Cholera, to samo dzień po dniu. Kiedy to się wszystko skończy? To chyba przeznaczenie... Daj mi spokój! Życie i tak jest do dupy.

zdjęcia Zony
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Canthir
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Posty: 309
Dołączenie: 02 Lis 2010, 17:50
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Kozaki: 193

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Re: Nowa play-lista w 100 radach - parę pytań

Postprzez Gro3a w 13 Lip 2012, 14:15

Zależy czy chcesz żeby to grało w barze u Barmana czy na wierzy koło bazy powinności. Musisz dodać jeszcze ścieżki i nazwy piosenki w pliku "sound_theme" znajdujący się w folderze gamedata\scripts.
Otwierasz go za pomocą notatnika i szukasz linijek:

Kod: Zaznacz wszystko
ph_snd_themes["music"] = {  "characters_voice\\scenario\\megafon\\megafon_music_1",
                           "characters_voice\\scenario\\megafon\\megafon_music_2",
                           "characters_voice\\scenario\\megafon\\megafon_music_3"

jak dodasz niżej nazwy swoich dźwięków, będą one odtwarzane koło powinności. Najlepiej jakby były w folderze razem z powyższymi plikami.
Z kolei jak chcesz by były odtwarzane u Barmana szukasz linijek:

Kod: Zaznacz wszystko
ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}


i dodajesz pod spodem ścieżkę i nazwę twojego utworu. Ma to wyglądać mniej więcej tak:

Kod: Zaznacz wszystko
ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"                                "characters_voice\\scenario\\bar\\radio_music\\XXXXX",

gdze XXXXX to nazwa twojego utworu.

Twoje pliki powinny być w folderze:

gamedata\sounds\characters_voice\scenario\bar\radio_music\XXXXX (dla barmana)

gamedata\sounds\characters_voice\scenario\megafon\XXXXX (odtwarzane koło powinności)

Powinno zadziałać. Jeśli nie, to podaj loga.
Nie ma miłości, jest tylko żądza. Nie do człowieka, a do pieniądza.

Dziękuję Ci Boże, za te wspaniałe dni, bez których nie mógłbym teraz żyć. Dziękuje Ci za te wspaniałe chwile, bo w swym życiu nie miałem ich aż tyle. Za wszystkie spędzone w samotności i za te szczęśliwe, pełne miłości...
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Gro3a
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Posty: 718
Dołączenie: 05 Maj 2012, 22:26
Ostatnio był: 20 Cze 2025, 00:23
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Kozaki: 294

Re: Nowa play-lista w 100 radach - parę pytań

Postprzez Canthir w 13 Lip 2012, 17:07

Nie mam tego pliku... Byłbyś łaskaw przekopiować i przesłać zawartość via pw?
Ale dziwne, że nie działa bez tego pliku, bo jak nie ma w 'gamedata' to chyba bierze ze spakowanego archiwum = powinno działać. A nie działa :/
Смертельные аномалии, опасные мутанты, анархисты и бандиты, не остановят "Долг", победоносной поступью идущей на помощь мирным гражданам всей планеты!

Kiedy idziesz do Strefy, to sobie za konotuj: z towarem wróciłeś - cud boski, z życiem uszedłeś - daj na mszę, kula patrolu - fart, a cała reszta - jak los zdarzy.
- A&B Strugaccy; Piknik na Skraju Drogi

Nie da się tu żyć bez gorzałki... Chcę już o wszystkim zapomnieć. Cholera, to samo dzień po dniu. Kiedy to się wszystko skończy? To chyba przeznaczenie... Daj mi spokój! Życie i tak jest do dupy.

zdjęcia Zony
Awatar użytkownika
Canthir
Opowiadacz

Posty: 309
Dołączenie: 02 Lis 2010, 17:50
Ostatnio był: 19 Sty 2022, 16:46
Miejscowość: Szn
Frakcja: Powinność
Ulubiona broń: Akm 74/2
Kozaki: 193

Re: Nowa play-lista w 100 radach - parę pytań

Postprzez Gro3a w 14 Lip 2012, 14:39

Dodam zawartość tego pliku tutaj, w razie gdyby ktoś jeszcze miał taki sam problem.
Plik "sound_theme" "od środka" wygląda tak:

Kod: Zaznacz wszystko
---------------------------------------------------------------------------------------------------------------------
--   Ńőĺěŕ îçâó÷ęč
--   ŕâňîđ:  Äčäĺíęî Đóńëŕí  (Stohe)
--   update: ×óăŕé Ŕëĺęńŕíäđ (Chugai)
----------------------------------------------------------------------------------------------------------------------
nstl = 64

snd_ini = ini_file("misc\\script_sound.ltx")

theme = {}
ph_snd_themes = {}           
ph_snd_themes["music"] = {  "characters_voice\\scenario\\megafon\\megafon_music_1",
                           "characters_voice\\scenario\\megafon\\megafon_music_2",
                           "characters_voice\\scenario\\megafon\\megafon_music_3"
                           }
ph_snd_themes["humor"] = {  "characters_voice\\scenario\\escape\\comandir_megafon_1",
                     "characters_voice\\scenario\\escape\\comandir_megafon_2",
                     "characters_voice\\scenario\\escape\\comandir_megafon_3",
                     "characters_voice\\scenario\\escape\\comandir_megafon_4",
                     "characters_voice\\scenario\\escape\\comandir_megafon_5",
                     "characters_voice\\scenario\\escape\\comandir_megafon_6",
                     "characters_voice\\scenario\\escape\\comandir_megafon_7",
                     "characters_voice\\scenario\\escape\\comandir_megafon_8",
                     "characters_voice\\scenario\\escape\\comandir_megafon_9",
                     "characters_voice\\scenario\\escape\\comandir_megafon_10",
                     "characters_voice\\scenario\\escape\\comandir_megafon_11",
                     "characters_voice\\scenario\\escape\\comandir_megafon_12",
                     "characters_voice\\scenario\\escape\\comandir_megafon_13",
                     "characters_voice\\scenario\\escape\\comandir_megafon_14",
                     "characters_voice\\scenario\\escape\\comandir_megafon_15",
                     "characters_voice\\scenario\\escape\\comandir_megafon_16",
                     "characters_voice\\scenario\\escape\\comandir_megafon_17"
                           }    
ph_snd_themes["epic"] = { "characters_voice\\scenario\\escape\\megafon_1",
                     "characters_voice\\scenario\\escape\\megafon_2",
                     "characters_voice\\scenario\\escape\\megafon_3",
                     "characters_voice\\scenario\\escape\\megafon_4"
                           }                     
ph_snd_themes["alarm1"] = { "characters_voice\\scenario\\megafon\\megafon_alarm_1",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_10",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_11",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_12",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_13"
                           }
ph_snd_themes["alarm2"] = { "characters_voice\\scenario\\megafon\\megafon_alarm_2",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_3",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_4",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_5",
                           "characters_voice\\scenario\\megafon\\megafon_alarm_6"
                         }
ph_snd_themes["siren"] =  { "ambient\\siren2" }
ph_snd_themes["bomb"] = {"detectors\\bomb_timer"}
ph_snd_themes["detector"] = {"detectors\\da-2_beep1"}


ph_snd_themes["radio_music"] = {"characters_voice\\scenario\\bar\\radio_music\\radio_music_1"}

ph_snd_themes["dolg_speech"]      = {[[characters_voice\scenario\bar\barman_megafon\megaphone_barman_1]],
                              [[characters_voice\scenario\bar\barman_megafon\megaphone_barman_2]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_1]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_2]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_3]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_4]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_5]],
                              [[characters_voice\scenario\megafon\megafon_music_1]],
                              [[characters_voice\scenario\megafon\megafon_music_2]],
                              [[characters_voice\scenario\megafon\megafon_music_3]]}
ph_snd_themes["dolg_alarm"]         = {[[characters_voice\scenario\bar\dolg_megafon\megaphone_duty_alarm]]}
ph_snd_themes["dolg_megafon_1_hit"] = {[[characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_1]]}
ph_snd_themes["dolg_megafon_2_hit"] = {[[characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_2]]}
ph_snd_themes["dolg_megafon_kill"]   = {[[characters_voice\scenario\bar\dolg_megafon\duty_gunfire_mega_3]]}
ph_snd_themes["arena_introduce_pseudodog"]   = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_pseudodog]]}
ph_snd_themes["arena_introduce_snork"]      = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_snork]]}
ph_snd_themes["arena_introduce_bloodsucker"]= {[[characters_voice\scenario\bar\arena_megafon\mega_arena_bloodsucker]]}
ph_snd_themes["arena_introduce_burer"]      = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_burer]]}
ph_snd_themes["arena_introduce_savage"]      = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_zver]]}
ph_snd_themes["arena_actor_afraid"]         = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_coward]]}
ph_snd_themes["arena_fight_begin"]         = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_start]]}
ph_snd_themes["arena_fight_victory"]      = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_win_1]]}
ph_snd_themes["arena_fight_victory_notime"]   = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_win_2]]}
ph_snd_themes["arena_fight_lose"]         = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_out_of_time_win]]}
ph_snd_themes["arena_fight_death"]         = {[[characters_voice\scenario\bar\arena_megafon\mega_arena_dead]]}

ph_snd_themes["bar_start_megafon"]      = {[[characters_voice\scenario\bar\barman_megafon\megaphone_barman_1]],
                              [[characters_voice\scenario\bar\barman_megafon\megaphone_barman_2]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_1]],
                              [[characters_voice\scenario\bar\dolg_megafon\mega_duty_propaganda_2]]}

ph_snd_themes["mon_monolith_damaged"]         = {[[characters_voice\scenario\sarcofag\monolith_damaged]]}
ph_snd_themes["mon_monolith_heavy_damaged"]      = {[[characters_voice\scenario\sarcofag\monolith_heavy_damaged]]}
ph_snd_themes["mon_monolith_alarm"]            = {[[characters_voice\scenario\sarcofag\monolith_alarm]]}
ph_snd_themes["mon_monolith_recharged"]         = {[[characters_voice\scenario\sarcofag\monolith_recharged]]}

ph_snd_themes["sar_monolith_call"]         = {[[characters_voice\scenario\sarcofag\monolith_call_1]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_2]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_3]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_4]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_5]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_6]],
                                    [[characters_voice\scenario\sarcofag\monolith_call_7]]}

ph_snd_themes["gar_seryi_shooting"]   = {[[characters_voice\scenario\garbage\distance_shooting]]}
ph_snd_themes["gar_seryi_shooting_2"]   = {[[characters_voice\scenario\bandits\bandit_replic_2]]}
ph_snd_themes["aes_battle1"] =        {"ambient\\battle_1"}
ph_snd_themes["aes_battle2"] =        {"ambient\\battle_2"}
ph_snd_themes["gar_bandits_seryi"] =   {[[characters_voice\scenario\garbage\grey_bandit_1]],     
                              [[characters_voice\scenario\garbage\grey_bandit_2]],
                              [[characters_voice\scenario\garbage\grey_bandit_3]],
                              [[characters_voice\scenario\garbage\grey_bandit_4]],
                              [[characters_voice\scenario\garbage\grey_bandit_5]]}
ph_snd_themes["radar_drone"] = {"ambient\\radar_1"}
ph_snd_themes["radar_thunder"] = {"ambient\\radar_2"}
ph_snd_themes["radar_sparks"] = {"ambient\\radarsparks_1"}
ph_snd_themes["aes_teleport"] = {"anomaly\\teleport_incoming"}

ph_snd_themes["yan_antenna"] = {{"characters_voice\\scenario\\yantar\\psy_voices_1"}} --' Ńňĺđĺî

ph_snd_themes["radar_meh_on"] = {"ambient\\cooling_run"}
ph_snd_themes["radar_meh_off"] = {"ambient\\cooling_stop"}                               
ph_snd_themes["system_message_1"]   = {[[characters_voice\scenario\yantar\system_message_1]]}
ph_snd_themes["system_message_2"]   = {[[characters_voice\scenario\yantar\system_message_2]]}
ph_snd_themes["system_message_3"]   = {[[characters_voice\scenario\yantar\system_message_3]]}
ph_snd_themes["system_message_4"]   = {[[characters_voice\scenario\yantar\system_message_4]]}
ph_snd_themes["system_message_5"]   = {[[characters_voice\scenario\yantar\system_message_5]]}
ph_snd_themes["agro_test"]   = {[[weapons\grenade1]]}
ph_snd_themes["bar_arena_public"]   = {"characters_voice\\scenario\\bar\\arena_public\\new_arena_public_1",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_1",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_2",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_3",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_4",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_5",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_6",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_7",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_8",
                           "characters_voice\\scenario\\bar\\arena_public\\new_arena_public_9"
                           }
ph_snd_themes["bar_arena_public_death"]   = {"ambient\\arena\\crowd_wave_1",
                           "ambient\\arena\\crowd_wave_2",
                           "ambient\\arena\\crowd_wave_3"
                           }
ph_snd_themes["bar_arena_fight_1"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_1_ready"}
ph_snd_themes["bar_arena_fight_1_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_1_finish"}
ph_snd_themes["bar_arena_fight_2"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_2_ready"}
ph_snd_themes["bar_arena_fight_2_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_2_finish"}
ph_snd_themes["bar_arena_fight_3"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_3_ready"}
ph_snd_themes["bar_arena_fight_3_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_3_finish"}
ph_snd_themes["bar_arena_fight_4"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_4_ready"}
ph_snd_themes["bar_arena_fight_4_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_4_finish"}
ph_snd_themes["bar_arena_fight_5"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_5_ready"}
ph_snd_themes["bar_arena_fight_5_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_5_finish"}
ph_snd_themes["bar_arena_fight_6"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_6_ready"}
ph_snd_themes["bar_arena_fight_6_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_6_finish"}
ph_snd_themes["bar_arena_fight_7"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_7_ready"}
ph_snd_themes["bar_arena_fight_7_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_7_finish"}
ph_snd_themes["bar_arena_fight_8"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_8_ready"}
ph_snd_themes["bar_arena_fight_8_end"]   = {"characters_voice\\scenario\\bar\\arena_sound\\bar_fight_8_finish"}

ph_snd_themes["x18_sound_1"] = {"ambient\\x18\\x18_hit_8"}
ph_snd_themes["x18_sound_2"] = {"ambient\\x18\\x18_metal_2"}
ph_snd_themes["x18_sound_3"] = {"ambient\\x18\\x18_metal_3"}
ph_snd_themes["x18_sound_4"] = {"ambient\\x18\\x18_metal_4"}
ph_snd_themes["x18_sound_5"] = {"ambient\\x18\\x18_metal_5"}
ph_snd_themes["x18_sound_6"] = {"ambient\\x18\\x18_creak_2"}
ph_snd_themes["x18_sound_7"] = {"ambient\\x18\\x18_creak_1"}
ph_snd_themes["x18_sound_8"] = {"ambient\\x18\\x18_hit_7"}
ph_snd_themes["x18_sound_9"] = {"ambient\\x18\\x18_footsteps_2"}
ph_snd_themes["x18_sound_10"] = {"ambient\\x18\\x18_move_4"}
ph_snd_themes["x18_sound_11"] = {"ambient\\x18\\x18_footsteps"}
ph_snd_themes["x18_sound_12"] = {"ambient\\x18\\x18_move_3"}

ph_snd_themes["x16_engine1_run"] = {"ambient\\x16\\x16_engine1_run"}
ph_snd_themes["x16_engine1_stop"] = {"ambient\\x16\\x16_engine1_stop"}

ph_snd_themes["x16_engine2_run"] = {"ambient\\x16\\x16_engine2_run"}
ph_snd_themes["x16_engine2_stop"] = {"ambient\\x16\\x16_engine2_stop"}

ph_snd_themes["x16_hum_2"] = {"ambient\\x16\\x16_hum_2"}
ph_snd_themes["x16_switch_1"] = {"ambient\\x16\\switch_1"}
ph_snd_themes["x16_switch_2"] = {"ambient\\x16\\switch_2"}

ph_snd_themes["x18_firedoor"] = {"anomaly\\fireball_idle"}
ph_snd_themes["mon_poltergeist"] = {"anomaly\\anomaly_gravy_hit1"}

ph_snd_themes["psy_voices"] = {{[[characters_voice\scenario\yantar\psy_voices_1]]}} --' Ńňĺđĺî

ph_snd_themes["heli_explosion"] = {[[weapons\heli_explosion]]}

ph_snd_themes["trader_door_open_start"]      = {[[device\door_start]]}
ph_snd_themes["trader_door_close_start"]   = {[[device\door_closing]]}
ph_snd_themes["trader_door_close_stop"]      = {[[device\door_stop]]}
ph_snd_themes["trader_door_locked"]         = {[[device\door_locked]]}
ph_snd_themes["trader_door_unlock"]         = {[[device\door_servomotor]]}
ph_snd_themes["wood_small_open"]         = {[[device\wood_small_open]]}
ph_snd_themes["wood_small_close_start"]      = {[[device\wood_small_close_start]]}
ph_snd_themes["wood_small_close_stop"]      = {[[device\wood_small_close_stop]]}
ph_snd_themes["wood_large_open"]         = {[[device\wood_large_open]]}
ph_snd_themes["wood_large_close_start"]      = {[[device\wood_large_close_start]]}
ph_snd_themes["wood_large_close_stop"]      = {[[device\wood_large_close_stop]]}
ph_snd_themes["metal_small_open"]         = {[[device\metal_small_open]]}
ph_snd_themes["metal_small_close_start"]   = {[[device\metal_small_close_start]]}
ph_snd_themes["metal_small_close_stop"]      = {[[device\metal_small_close_stop]]}


-----------------------------------------------------------------------------------------------------------------------------------
--   Theme  functions
-----------------------------------------------------------------------------------------------------------------------------------
function weather_class(avail_types, npc)
   local type = "weather_good"
   if level.rain_factor() < 0.07 then
      type = "weather_good"
   else
      type = "weather_bad"
   end
   return type
end

function combat_class(avail_types, npc)
   if npc:best_enemy() ~= nil or
      npc:best_danger() ~= nil
   then
      return ""
   end
   return "state"
end

-------------------------------------------------------------------------
-- ÇÂÓĘČ ŃŇŔËĘĹĐÎÂ
-------------------------------------------------------------------------
local sounds_base = stalker_ids.sound_script + 10000
function id()
   sounds_base = sounds_base + 1
   return sounds_base - 1
end

theme = {
   -- ďîăîäŕ
   weather = {   exec = sound_theme.weather_class,
            types = {weather_bad   = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
                   weather_good   = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}} }},

   -- ńîńňî˙íč˙ ňĺëŕ
   state = {   exec = sound_theme.combat_class,
            types = {state   = {min_snd = 60, max_snd = 90, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}}} },
   

   sleep            = {min_snd = 10, max_snd = 15, rnd = 75, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- ďđîńüáŕ î ďîěîůč
   help            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   help_see         = {min_snd = 5, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   help_see_tutor      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   help_heavy         = {min_snd = 5, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   help_thanx         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   wounded_psy         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   wounded_psy_shoot   = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- îęđčę
   hail            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- îćčäŕíčĺ
   wait            = {min_snd = 7, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- speech
    speech            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    speech1            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- óăđîçű
   threat_weap         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   threat_back         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   threat_stop         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- đĺŕęöčč
--   reac_hear            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   reac_see            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
--   reac_crps_monstr      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
--   reac_crps_enemy         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
--   reac_crps_neutral      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
--   reac_crps_friend      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   reac_nothing         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   reac_box            = {min_snd = 1, max_snd = 2, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   reac_music            = {min_snd = 1, max_snd = 2, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   reac_joke            = {min_snd = 1, max_snd = 2, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- áîëňîâí˙
   talk_hello            = {min_snd = 5, max_snd = 7, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   talk_hello_friend      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   talk_bye            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   talk_accept            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   talk_reject            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   talk_abuse            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- đĺŕęöčč íŕ ţçŕíčĺ
   use_yes_fight         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_yes_sleep         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_yes_kamp         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_yes_default         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_no_fight         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_no_sleep         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_no_weapon         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_no_default         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   use_abuse            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- áîé
   fight_attack         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   zombied_fight_attack   = {min_snd = 5, max_snd = 10,rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   fight_search         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   fight_enemy            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- ňîđăîâë˙
   trade_yes            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   trade_no            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- čăđŕ íŕ ăóáíîé ăŕđěîřęĺ
   intro_music            = {min_snd = 3, max_snd = 5, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   harmonica            = {min_snd = 3, max_snd = 5, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- čăđŕ íŕ ăčňŕđĺ
   guitar               = {min_snd = 3, max_snd = 5, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- řóňęč, ďđčáŕóňęč
   intro_joke            = {min_snd = 3, max_snd = 5, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   joke               = {min_snd = 3, max_snd = 5, rnd = 25, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- Čńňîđčč
   story_01            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [2] = {theme = "story_reac_cool_info", min = 1, max = 1},
                        [3] = {theme = "story_reac_continue", min = 2, max = 3},
                        [5] = {theme = "story_reac_laughter", type = "all"}}},
   story_02            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [2] = {theme = "story_reac_yes", min = 1, max = 2},
                        [3] = {theme = "story_reac_continue", min = 1, max = 1},
                        [4] = {theme = "story_reac_action_right", min = 1, max = 1},
                        [5] = {theme = "story_reac_cool_teller", min = 1, max = 1},
                        [6] = {theme = "story_reac_continue", min = 1, max = 1},
                        [7] = {theme = "story_reac_belief_story, story_reac_final_happy, story_reac_yes", min = 2, max = 4}}},                                 
   story_03            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [1] = {theme = "story_reac_continue", min = 1, max = 1},
                        [2] = {theme = "story_reac_final_tragic", min = 1, max = 1},
                        [3] = {theme = "story_reac_belief_story", min = 2, max = 3}}},
   story_04            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [1] = {theme = "story_reac_continue", min = 1, max = 1},
                        [2] = {theme = "story_reac_final_tragic", min = 1, max = 1},
                        [3] = {theme = "story_reac_belief_story", min = 2, max = 3}}},
   story_05            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [1] = {theme = "story_reac_advice_sceptic, story_reac_advice_support", min = 1, max = 1}}},
   story_06            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = {   [2] = {theme = "story_reac_continue", min = 1, max = 1},
                        [3] = {theme = "story_reac_cool_teller", min = 1, max = 1},
                        [4] = {theme = "story_reac_action_right", min = 1, max = 1},
                        [5] = {theme = "story_reac_yes", min = 1, max = 1},
                        [6] = {theme = "story_reac_disbelief_teller, story_reac_belief_story", min = 2, max = 3},
                        [7] = {theme = "story_reac_cool_teller", min = 1, max = 1},
                        [8] = {theme = "story_reac_wonder", min = 1, max = 1},
                        [9] = {theme = "story_reac_disbelief_story, story_reac_belief_story, story_reac_yes", min = 2, max = 4}}},

   legend_01            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = { [1] = {theme = "story_reac_doubt", min = 1, max = 1},
                        [2] = {theme = "story_reac_wonder, story_reac_disbelief_story", min = 1, max = 1},
                        [3] = {theme = "story_reac_yes", min = 2, max = 3},
                        [4] = {theme = "story_reac_yes, story_reac_belief_story", min = 2, max = 4}}},
   legend_02            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = { [1] = {theme = "story_reac_doubt", min = 1, max = 1},
                        [2] = {theme = "story_reac_disbelief_story", min = 1, max = 1},
                        [3] = {theme = "story_reac_wonder", min = 1, max = 1},
                        [4] = {theme = "story_reac_laughter", min = 1, max = 1},
                        [5] = {theme = "story_reac_yes, story_reac_belief_story", min = 2, max = 4}}},
   legend_03            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = { [1] = {theme = "story_reac_cool_info", min = 1, max = 1},
                        [2] = {theme = "story_reac_yes, story_reac_doubt", min = 2, max = 4}}},                        
   legend_04            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = { [1] = {theme = "story_reac_fear", min = 1, max = 1},
                        [2] = {theme = "story_reac_yes, story_reac_belief_story", min = 2, max = 4}}},
                        
   legend_05            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {},
               depence   = { [1] = {theme = "story_reac_yes", min = 2, max = 3},
                        [2] = {theme = "story_reac_doubt", min = 1, max = 1},
                        [3] = {theme = "story_reac_disbelief_story, story_reac_belief_story", min = 2, max = 4}}},

   story_reac_action_right      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_action_wrong      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_advice_sceptic   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_advice_support   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_belief_story      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_continue         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_cool_info      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_cool_teller      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_disbelief      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_disbelief_story   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_disbelief_teller   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_doubt         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_fear            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_final_happy      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_final_tragic      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_laughter         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_old_story      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_uncertain      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_wonder         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   story_reac_yes            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   

   -- ÓÍČĘŔËÜÍŰĹ ŇĹĚŰ   
   -- Escape
   esc_tolik_help            = {min_snd = 7, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_guard_camp            = {min_snd = 7, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_factory_raid         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_factory_attack         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_factory_victory         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_factory_go            = {min_snd = 3, max_snd = 7, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_fox_alert            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_tolik_to_wolf         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_tolik_to_lager         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_tolik_thanks         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_wolf_thanks            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_wolf_say_thanks         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_lager_killer         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_fanat_dialog         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_fanat_ready            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_direction_fire         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_bridge_soldiers         = {min_snd = 10, max_snd = 25, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_bandit_shustryi         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_shustryi_help         = {min_snd = 5, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_wolf_radio            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_wolf_radio_1         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_petruha_raport         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_petruha_raport_radio   = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_petruha_call         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_fox_thanks            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   esc_shustryi_thanks         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
         
   -- Garbage DramMoment
   gar_dm_bandit_backoff1      = {min_snd = 5, max_snd = 8, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dm_bandit_backoff2      = {min_snd = 5, max_snd = 8, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dm_bandit_demand      = {min_snd = 8, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dm_newbie_no_money      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dm_newbie_help_me      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dm_newbie_thank_you      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   gar_hellcar_alarm         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_hellcar_ambush         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_bandits_seryi         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_grey_grey            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_seryi_see_actor         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_dolg_blokpost         = {min_snd = 10, max_snd = 25, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_direction_fire         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_hellcar_to_battle      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   gar_hellcar_victory         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- DarkValley
   val_prisoner_captive_help_me    = {min_snd = 6, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_prisoner_captive_come_here  = {min_snd = 4, max_snd = 7, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_prisoner_captive_open       = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_prisoner_captive_thanx      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_rob_leader_call             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_rob_leader_jeer             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_rob_guard_jeer              = {min_snd = 6, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   --val_gate_soldiers               = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   --val_chase_soldiers              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   --val_opendoor_soldier            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_guards               = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_captive_phrase1      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_captive_phrase2      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_captive_phrase3      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase1         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase2         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase3         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase4         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase5         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase6         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_phrase7         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_dead                 = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_nap1_go_home         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   val_escort_phrase_invite        = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- Pripyat
   pri_followers_leader_phrase1_1  = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   pri_followers_leader_phrase1_2  = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   pri_followers_leader_phrase1_3  = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   pri_followers_final_phrase1     = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   pri_followers_final_phrase2     = {min_snd = 6, max_snd = 9, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- DeadCity
   cit_doctor_start_dlg            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   cit_doctor_end_dlg              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   cit_jail_guard_sneer            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   cit_base_guard                  = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   cit_base_guard_talk_to_actor2   = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   cit_jail_guard_sleep            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- Agroprom
   agr_factory_soldiers      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   -- desertir
   agr_dont_shoot         = {min_snd = 5, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_desertir_spam      = {min_snd = 5, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_stalker_help_1      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_stalker_help_2      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_stalker_help_3      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    agr_stalker_help_4      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    agr_krot_thanks_2      = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_krot_fear         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   agr_doctor_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
-- Radar

   -- Bar Rostok Duty Guards
   bar_dolg_base_guard_backoff      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_dolg_base_guard_no_talk      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_bar_osvedomitel_hello      = {min_snd = 15, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_bar_barmen_hello         = {min_snd = 2, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_bar_barmen_hello_room      = {min_snd = 10, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_dolg_leader_hello         = {min_snd = 10, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- Bar dolg guard
   bar_dolg_guard_stop            = {min_snd = 15, max_snd = 20, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_guard_prohodi            = {min_snd = 7, max_snd = 20, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_dolg_guard_busy            = {min_snd = 7, max_snd = 20, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- Bar dolg hangar bridge
   bar_dolg_hangar_bridge_hello   = {min_snd = 16, max_snd = 25, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   bar_guard_enter               = {min_snd = 6, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},     
   bar_guard_stop               = {min_snd = 6, max_snd = 10, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},     

   -- Bar dolg Petrenko
   bar_dolg_petrenko_hello         = {min_snd = 3, max_snd = 15, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   -- Bar psyh
   bar_psycho_pain               = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_psycho_goodluck            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_barman_psycho            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   bar_arena_public            = {min_snd = 5, max_snd = 7, rnd = 80, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- Rostok volkodav
   rostok_volkodav_talk_1                  = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},     
   rostok_volkodav_talk_2                  = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_volkodav_assistant_talk_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_volkodav_assistant_talk_2         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_volkodav_assistant_talk_3         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   -- Rostok kruglov
   rostok_kruglov_help_1                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_kruglov_help_2                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_kruglov_help_3                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_kruglov_help_4                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_kruglov_help_5                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   rostok_kruglov_help_6                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    rostok_kruglov_torrid                       = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   kruglov_stop_enemy_1                        = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   kruglov_stop_enemy_2                        = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   
   --yantar sounds
   yantar_professor_idle                  = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_professor_to_kruglov_1            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_professor_to_kruglov_2            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_kruglov_to_professor_1            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_kruglov_to_professor_2            = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_kruglov_to_actor                  = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_dream_talk_1                     = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_dream_talk_2                     = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_dream_talk_3                     = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_professor_talk_1                  = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_professor_radiation_quest_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_professor_radiation_quest_2         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_2         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_3         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_4         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_5         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_6         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_7         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_8         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_9         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_kruglov_radiation_quest_10         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_professor_brain_quest_bad_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_professor_brain_quest_bad_2         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_professor_brain_quest_good_1         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_professor_brain_quest_good_2         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    yantar_professor_brain_quest_good_3         = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_probe_1                        = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_probe_2                        = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
   yantar_probe_3                        = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   test_mega_remark                     = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

   
    -- Brainlab sounds
   
    brainlab_system_message_1                   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    brainlab_system_message_2                   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    brainlab_system_message_3                   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    brainlab_system_message_4                   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    brainlab_system_message_5                   = {min_snd = 1, max_snd = 1, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},

    -- Military sounds
    mil_max_thanx                  = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_max_before_collect         = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_kolyan                     = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_max_to_kolyan              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_max_to_tolyan              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_laugh1             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_laugh2             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_laugh3             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_laugh4             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_laugh5             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase1            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase2            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase3            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase4            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase5            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase6            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrase7            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_crazy                      = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_about_sniper          = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_go_attack             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_patrol             = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_after_kill1           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_after_kill2           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_after_kill3           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_zoneguard          = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_patrol_base        = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_max_khutor_attack          = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_guard_to_max               = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_lukash_to_guard            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_lukash_to_actor            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_paul_frost                 = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_killer                = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_scull                 = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_max_to_actor               = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_collect_phrases            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_pavlik_to_ara              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_ara_to_pavlik              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_ara_ambush                 = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_hunter1                    = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_hunter2                    = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_hunter3                    = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_getready              = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_lukash_done           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush1            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush2            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush3            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush4            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush5            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_ambush6            = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_victory1           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_victory2           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_victory3           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_victory4           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_freedom_victory5           = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_before_attack1        = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_before_attack2        = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_fight                 = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_dolg_silent                = {min_snd = 3, max_snd = 5, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}},
    mil_cherep_hi                 = {min_snd = 1, max_snd = 3, rnd = 100, prior = 5, rnd_id = id(), into_id = id(), max_ids = {}}
}
   
--' Â ňĺěŕő äë˙ čăđîęŕ číňĺđâŕë çŕäŕĺňń˙ â ěčëëčńĺęóíäŕő!!!
actor_theme = {
   level_border_detector = {min_snd = 10, max_snd = 100,
                      sounds = {xr_sound.get_safe_sound_object([[detectors\geiger_1]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_1]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_1]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_1]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_2]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_2]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_4]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_5]]),
                              xr_sound.get_safe_sound_object([[detectors\geiger_6]]) }}
}
                                 
function select_sound_from_ltx(obj, section, ltx)
--   1. ďđîâĺđęŕ ďî story_id
   local c = obj:story_id()
   if ltx:line_exist(section, utils.to_str(c)) then
      return ltx:r_string(section, utils.to_str(c))
   end

--   2. ďđîâĺđęŕ ďî npc_profile
   c = obj:profile_name()
   if ltx:line_exist(section, c) then
      return ltx:r_string(section, c)
   end

--   3. ďđîâĺđęŕ ďî character_community
   c = obj:character_community()
   if ltx:line_exist(section, c) then
      return ltx:r_string(section, c)
   end
   
--   4. çŕăđóçęŕ äĺôîëňŕ
   if ltx:line_exist(section, "stalker") then
      return ltx:r_string(section, "stalker")
   else
      return nil
   end
end

-----------------------------------------------------------------------------------------------------------------------------------
local character_prefix = ""
local default_prefix = "characters_voice\\"
function check_prefix(s)
   local flag = string.sub(s, 1, 1)
   return flag, string.sub(s, 3)
end

function load_sound(obj)
   local k,v = 0,0
   
   -- çŕăđóçęŕ çâóęîâ íŕ îńíîâĺ äŕííűő ltx
   function load_sound_from_ltx(obj, name, tbl)      
      tbl.max_ids[obj:id()] = {}
      if snd_ini:section_exist(name.."_rnd") then      
         local s = select_sound_from_ltx(obj, name.."_rnd", snd_ini)         
         if s then
            local flag, path = check_prefix(s)
            if flag == "0" then
               character_prefix = obj:sound_prefix()
               obj:sound_prefix(default_prefix)
            end
               
            --printf("NPC[%s] flag[%s] prefix[%s] path[%s]", obj:name(), flag, obj:sound_prefix(), path)
            tbl.max_ids[obj:id()].rnd_max = obj:add_sound(path, nstl, snd_type.talk, 2, 1, tbl.rnd_id)

            if flag == "0" then
               obj:sound_prefix(character_prefix)
            end
         end
      end
      if snd_ini:section_exist(name.."_seq") then
         local s = select_sound_from_ltx(obj, name.."_seq", snd_ini)
         if s then
            local flag, path = check_prefix(s)
            if flag == "0" then
               character_prefix = obj:sound_prefix()
               obj:sound_prefix(default_prefix)
            end

            --printf("NPC[%s] flag[%s] prefix[%s] path[%s]", obj:name(), flag, obj:sound_prefix(), path)
            tbl.max_ids[obj:id()].into_max = obj:add_sound(path, nstl, snd_type.talk, 2, 1, tbl.into_id)
            tbl.max_ids[obj:id()].into_cycled = true

            if flag == "0" then
               obj:sound_prefix(character_prefix)
            end
         end
      end
      if snd_ini:section_exist(name.."_single") then
         local s = select_sound_from_ltx(obj, name.."_single", snd_ini)
         if s then
            local flag, path = check_prefix(s)
            if flag == "0" then
               character_prefix = obj:sound_prefix()
               obj:sound_prefix(default_prefix)
            end

            --printf("NPC[%s] flag[%s] prefix[%s] path[%s]", obj:name(), flag, obj:sound_prefix(), path)
            tbl.max_ids[obj:id()].into_max = obj:add_sound(path, nstl, snd_type.talk, 2, 1, tbl.into_id)
            tbl.max_ids[obj:id()].into_cycled = false

            if flag == "0" then
               obj:sound_prefix(character_prefix)
            end         
         end
      end
   end
   
   function load_theme_sound(npc, tbl)
      for k,v in pairs(tbl) do
         if v.types == nil then
            load_sound_from_ltx(npc, k, v)
         else
            load_theme_sound(npc, v.types)
         end
      end
   end

   load_theme_sound(obj, theme)

   -- äĺëŕĺě çŕăîňîâęó â db.sound
   db.sound[obj:id()] = {}
   
----   printf("All sounds loaded for %s, section %s", obj:name(), obj:section())
---   print_table(theme)
end


Gdybyś miał jeszcze z tym problemy pisz nawet na GG.
Nie ma miłości, jest tylko żądza. Nie do człowieka, a do pieniądza.

Dziękuję Ci Boże, za te wspaniałe dni, bez których nie mógłbym teraz żyć. Dziękuje Ci za te wspaniałe chwile, bo w swym życiu nie miałem ich aż tyle. Za wszystkie spędzone w samotności i za te szczęśliwe, pełne miłości...
Awatar użytkownika
Gro3a
Technik

Posty: 718
Dołączenie: 05 Maj 2012, 22:26
Ostatnio był: 20 Cze 2025, 00:23
Miejscowość: Lubawa - warmińsko-mazurski Sosnowiec
Frakcja: Samotnicy
Ulubiona broń: Sawn-off Double-barrel
Kozaki: 294

Re: Nowa play-lista w 100 radach - parę pytań

Postprzez Canthir w 16 Lip 2012, 07:15

Utworzyłem plik, skopiowałem treść, uruchomiłem grę, wczytałem save'a z Baru i... wycieczka na pulpit z jakimś błędem. Usunąłem linijki o nowych plikach, czyli zostawiłem, jak niby było oryginalnie i... znowu pulpit. To samo w innych lokacjach, gdzie nie ma radia. Usunąłem/schowałem plik i gra działa. Nie wiem co jest, chyba coś mod namieszał... :/

Instrukcję z CD-key mam w akademiku, jak po wakacjach wrócę to przeinstaluję i się z tym pobawię. Ew. u kumpla będę sprawdzał jak on przeinstaluje, bo obecnie też ma utAMKa.

No nic, dzięki za dobre chęci. Jak uda mi się zwalczyć przeciwności to dam znać.

edit: ok, chyba wiem co nie gra. Muszą być pliki z jednym kanałem (mono), a ja wrzucam uparcie stereo (bo nie znalazłem przy zapisywaniu opcji, ani indziej konwersji do mono) i jednak to przeszkadza i ogranicza. Pomęczę się w konwersję plików jeszcze raz i dam znać co i jak.
Смертельные аномалии, опасные мутанты, анархисты и бандиты, не остановят "Долг", победоносной поступью идущей на помощь мирным гражданам всей планеты!

Kiedy idziesz do Strefy, to sobie za konotuj: z towarem wróciłeś - cud boski, z życiem uszedłeś - daj na mszę, kula patrolu - fart, a cała reszta - jak los zdarzy.
- A&B Strugaccy; Piknik na Skraju Drogi

Nie da się tu żyć bez gorzałki... Chcę już o wszystkim zapomnieć. Cholera, to samo dzień po dniu. Kiedy to się wszystko skończy? To chyba przeznaczenie... Daj mi spokój! Życie i tak jest do dupy.

zdjęcia Zony
Awatar użytkownika
Canthir
Opowiadacz

Posty: 309
Dołączenie: 02 Lis 2010, 17:50
Ostatnio był: 19 Sty 2022, 16:46
Miejscowość: Szn
Frakcja: Powinność
Ulubiona broń: Akm 74/2
Kozaki: 193

Re: Nowa play-lista w 100 radach - parę pytań

Postprzez Gro3a w 16 Lip 2012, 13:59

Jak jeszcze raz Cie wywali do pulpitu to sprawdź loga "xray_nazwa użytkownika" (Mój komputer\dokumenty udostępnione\stalker-shoc\logs\) i wrzuć tu to co pisze pod koniec pliku. Jakoś spróbuje Ci pomóc.

PS. Sprawdź, czy nie zapomniałeś o nawiasach znajdujących się po wpisaniu ścieżek plików OGG. Bez nich też może to nie działać.

Żeby nie pisać post pod postem. Wzorowałem się na plikach tego moda:http://stalker.filefront.com/file/Fullmetal_FM;78341. Edytowałem u siebie plik "sound_theme" i u mnie działają moje piosenki. Wystarczy, że zmieniłem nazwy plików OGG i dodałem kilka innych. Niestety wadą (wg mnie) tego moda jest to, że nie posiada w ogóle oryginalnych piosenek, które mi się podobały.
Nie ma miłości, jest tylko żądza. Nie do człowieka, a do pieniądza.

Dziękuję Ci Boże, za te wspaniałe dni, bez których nie mógłbym teraz żyć. Dziękuje Ci za te wspaniałe chwile, bo w swym życiu nie miałem ich aż tyle. Za wszystkie spędzone w samotności i za te szczęśliwe, pełne miłości...
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Gro3a
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Posty: 718
Dołączenie: 05 Maj 2012, 22:26
Ostatnio był: 20 Cze 2025, 00:23
Miejscowość: Lubawa - warmińsko-mazurski Sosnowiec
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