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Thread: Faction-Specific Music

  1. #1

    Default

    Faction-Specific Music


    While the other tutorial on how to add music was helpful there were limitations on what I could do with the game based on that tutorial. So this tutorial is designed to enhance on the music tutorial by Trajan.

    Making a music folder

    First of all you need to make sure you have a music folder in your mod. If you don't you need to add one. In this instance DotS means the mod folder to the mod I am associated with. It is a simple task. You literally just create a new folder in your mod data folder and call the folder 'sounds'.
    Spoiler Alert, click show to read: 


    Inside the 'sounds' folder

    Here you can see the contents of the sounds folder. There is a folder called 'music' and here is where you put all your mp3s. Also you will see some other files such as events.dat etc. I copied these from the sounds folder in the original M2TW data folder although I do not think this is necessary.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Adding music

    Later I will show you how to make all music faction-specific but first I will show you how to get the new mp3s working in your game... I will use our theme as an example.

    So you go into the descr_sounds_music folder which I have shown here. To make the song heard on start up you need to use the name of the theme you want (in this case Dominion_of_the_SwordEDITMinus_Hastings_Banda) and add the ending '.mp3'. However if the song is a wav file add the ending '.wav'

    The song name needs to go in the region I have highlighted labelled Frontend.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    To add music to the campaign music for a specific music_type (which I will show you how to change later) you simply copy the name of your added mp3s or wav files (that you have added to the 'sounds' folder) into the state MUSIC_STRATMAP_SUMMER section.

    Here the area I have labelled 'a' is where you add your music for the campaign map.

    The area I have labelled 'b' is for the campaign load music. In this example it is the same as the original M2TW game. When I want to change the music for the campaign music load up for that music_type I will delete the files labelled (Frontend_1)_Amen.mp3 (Euro_Loading_1)_Time_and_Again.mp3 (Euro_Loading_2)_The_Widow.mp3 and add the names of the songs I want that I have placed in the sounds/music folder.
    Spoiler Alert, click show to read: 


    Okay so now to make faction-specific music...

    Defining Music_Types

    Go into the file called descr_sounds as shown here and add all your music_types

    These should be the names of all your factions. They don't have to be the same names as your factions e.g. for our faction the cumans I have named their music 'steppe' but to make things easier generally I'd recommend having the music_types the same names as the factions.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Defining Music_Type for each faction

    Now you have defined your music_types go to world folder, then go to maps, then base, there you will see descr_sounds_music_types. Go into that and edit the file how I have done so here.

    The regions define the music_type played in the battle map so here if you are Norwegian but fighting in the province called Aberffraw_Province you will hear the battle music defined in the England Music_Type
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Adding the Music_Types to your descr_sounds_music folder

    Last of all you need to add all your new music_types to your descr_sounds_music folder. Simply copy and paste a whole music_type series of code e.g. for steppe music_type:
    Spoiler Alert, click show to read: 
    music_type steppe


    ;;; BATTLE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music
    (Arabic_Tension_1)_Kebabka.mp3
    (Arabic_Tension_2)_Starsand.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music
    (Arabic_Mobilize_1)_High_Winds.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music
    (Arabic_Battle_1)_Crack_your_head_with_a_Tabla.mp3
    (Arabic_Battle_2)_Wind_Cuts.mp3
    end

    ;;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3

    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music
    Huun_Huur_Tu_Prayer.mp3
    jalghan_ay_calgan_ay_yalghan_ay_yalan_ay.mp3
    Kargyraa.mp3
    Steppe_Kargyraa_Sevek_Aldyn_ool.mp3
    Tuvan_Internationale.mp3

    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music
    (Frontend_1)_Amen.mp3
    (Euro_Loading_1)_Time_and_Again.mp3
    (Euro_Loading_2)_The_Widow.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music
    (Arabic_Camp_Battle_1)_Honour_Of_Sultan.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music

    end

    ;;; CAMPAIGN RESULT



    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music

    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music

    end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




    You copy and paste this until you have the correct number of music_types. You then change the music_type name and the songs. Here I have added a song called NEWSONG.mp3 and changed the music type to armenia e.g.
    Spoiler Alert, click show to read: 
    music_type armenia


    ;;; BATTLE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music
    (Arabic_Tension_1)_Kebabka.mp3
    (Arabic_Tension_2)_Starsand.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music
    (Arabic_Mobilize_1)_High_Winds.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music
    (Arabic_Battle_1)_Crack_your_head_with_a_Tabla.mp3
    (Arabic_Battle_2)_Wind_Cuts.mp3
    end

    ;;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3

    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music
    (Arabic_Lose_1)_Fly_Away.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music
    NEWSONG.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music
    (Frontend_1)_Amen.mp3
    (Euro_Loading_1)_Time_and_Again.mp3
    (Euro_Loading_2)_The_Widow.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music
    (Arabic_Camp_Battle_1)_Honour_Of_Sultan.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music
    (Arabic_Win_1)_Balalip.mp3

    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music

    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music

    end

    ;;; CAMPAIGN RESULT



    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music

    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music

    end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    Last edited by Space_Ed; October 02, 2010 at 04:27 PM. Reason: Rasclart

  2. #2
    kaiser1993's Avatar Senator
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    Default Re: Faction-Specific Music

    good tutorial +rep
    I'm following it at the moment so I'll come back if I run into problems

  3. #3

    Default Re: Faction-Specific Music

    Quote Originally Posted by kaiser1993 View Post
    good tutorial +rep
    I'm following it at the moment so I'll come back if I run into problems
    Cool. Setting it all up so you've got it all working takes quite a while. All in all it took me about 4 hours just to set up the faction specific music for all the factions.

  4. #4
    kaiser1993's Avatar Senator
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    Default Re: Faction-Specific Music

    I've added 10 new factions with their own music and it works, but if I add another faction the music doesnt play for it. Is there a limit?

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Faction-Specific Music

    31 factions is the hard coded limit. Any faction after that simply gets ignored.










  6. #6

    Default Re: Faction-Specific Music

    Quote Originally Posted by kaiser1993 View Post
    I've added 10 new factions with their own music and it works, but if I add another faction the music doesnt play for it. Is there a limit?
    There is a limit on the number of factions you can have. I think its 31.

    Well what I did was make every faction have its own music type. I'm sure there isnt a limit on the number of music types you can have but like I said there is a limit on the number of factions so essentially that limits the number of music types to the number of factions you can have.

    For your faction that the music doesnt for check in the three desc_sounds, descr_sounds_music_types and descr_sounds_music files that the faction is coded in properly. It is possible the faction isnt in your descr_sounds_music_types file.

  7. #7
    kaiser1993's Avatar Senator
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    Default Re: Faction-Specific Music

    its working now

  8. #8
    kaiser1993's Avatar Senator
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    Default Re: Faction-Specific Music

    I have a problem, the music on the main menu doesn't plays heres my descr_sounds_music.txt
    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;MUSIC TATW 1.0
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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    DEFAULT: priority 9999 randomdelay 0 pan .5 volume 0
    DEFAULT: dry_level 1.0 wet_level 0.0 fadeout 1
    DEFAULT: pref MUSIC STREAMED

    required_samples_cutoff 3

    ;; music events timeout in seconds
    ;; music state will change to the previous one if no events occured within the time out
    music_timeout 60
    music_retrigger 5

    ;; music events fade time in seconds
    ;; fading is used when the music changes from one state to another
    music_fade_in 0
    music_fade_out 3
    music_fade_out_timeout 10


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; Hastings Tutorial Custom Music


    event Hastings_Tutorial_Tension
    folder data/sounds/music
    end

    event Hastings_Tutorial_Mobilize
    folder data/sounds/music
    end

    event Hastings_Tutorial_Battle
    folder data/sounds/music

    end

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;; Historical Battle Music


    event Arabic_Tension
    folder data/sounds/music
    (Arabic_Tension_1)_Kebabka.mp3
    (Arabic_Tension_2)_Starsand.mp3
    end



    event Mediterranean_Tension
    folder data/sounds/music
    (Mediterranean_Tension_1)_By_The_Marmara.mp3
    (Mediterranean_Tension_2)_Secret_Sandals.mp3

    end


    event Euro_Tension
    folder data/sounds/music
    (Euro_Tension_1)_BladeGrass.mp3
    (Euro_Tension_2)_Call_Of_The_Sheep.mp3
    (Euro_Tension_3)_Fear_Frozen.mp3
    end


    event Aztec_Tension
    folder data/sounds/music
    (Aztec_Tension_1)_Octli.mp3
    (Aztec_Tension_2)_Memories_of_Mictlan.mp3
    end



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    DEFAULT: streamed


    BANK: music_bank





    ;;;;;;;;;;;;;;;;;;;;; Rohan ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type rohiric


    ;;; FRONTEND


    state MUSIC_FRONTEND
    event
    folder data/sounds/music/Title
    Title4.mp3
    Title2.mp3
    Title3.mp3
    Title2.mp3
    Title5.mp3
    Title6.mp3
    Title7.mp3
    end


    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\rohiric
    Tension2.mp3
    Tension1.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\rohiric
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\rohiric
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Northmen
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen2.mp3
    WinCrushing1.mp3
    WinCrushing.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Northmen
    LoseAverage.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Northmen
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\rohiric
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\rohiric
    Campaign15.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\rohiric
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\rohiric
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Northmen
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen2.mp3
    WinCrushing.mp3
    WinCrushing1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Northmen
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Northmen
    LoseAverage.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Northmen
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CREDITS

    state MUSIC_CREDITS1 delay 3
    event
    folder data/sounds/music\Credits
    Credits1.mp3
    end

    state MUSIC_CREDITS2
    event
    folder data/sounds/music\Credits
    Credits2.mp3
    Credits3.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; GONDOR ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type gondorian




    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\gondorian
    Tension2.mp3
    Tension1.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\gondorian
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\gondorian
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Gondor
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Gondor
    WinAverageGondor.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Gondor
    WinCrushing.mp3
    WinCrushingGondor2.mp3
    WinCrushingGondor.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Gondor
    LoseClose.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Gondor
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Gondor
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\gondorian
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\gondorian
    Campaign15.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\gondorian
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\gondorian
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    CampaignPreBattle3.mp3
    CampaignPreBattle4.mp3
    end





    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Gondor
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Gondor
    WinAverageGondor.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Gondor
    WinCrushing.mp3
    WinCrushingGondor2.mp3
    WinCrushingGondor.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Gondor
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Gondor
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Gondor
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end


    ;;; CREDITS

    state MUSIC_CREDITS1 delay 3
    event
    folder data/sounds/music\Credits
    Credits1.mp3
    end

    state MUSIC_CREDITS2
    event
    folder data/sounds/music\Credits
    Credits2.mp3
    Credits3.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; Dale ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type dale




    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Gondor
    Tension.mp3
    Tension1.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Gondor
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Gondor
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    Battle16.mp3
    Battle17.mp3
    Battle18.mp3
    Battle19.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Gondor
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Gondor
    WinAverageGondor.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Gondor
    WinCrushing.mp3
    WinCrushingGondor2.mp3
    WinCrushingGondor.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Gondor
    LoseClose.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Gondor
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Gondor
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Gondor
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Gondor
    Campaign15.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Gondor
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Gondor
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    CampaignPreBattle3.mp3
    CampaignPreBattle4.mp3
    end





    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Gondor
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Gondor
    WinAverageGondor.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Gondor
    WinCrushing.mp3
    WinCrushingGondor2.mp3
    WinCrushingGondor.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Gondor
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Gondor
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Gondor
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Gondor
    LoseAverageGondor.mp3
    end


    ;;; CREDITS

    state MUSIC_CREDITS1 delay 3
    event
    folder data/sounds/music\Credits
    Credits1.mp3
    end

    state MUSIC_CREDITS2
    event
    folder data/sounds/music\Credits
    Credits2.mp3
    Credits3.mp3
    end




    ;;;;;;;;;;;;;;;;;;;;; Eriador ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type eriador




    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Northmen
    Tension.mp3
    Tension1.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Northmen
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Northmen
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    Battle16.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Northmen
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen2.mp3
    WinCrushing1.mp3
    WinCrushing.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Northmen
    LoseAverage.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Northmen
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Northmen
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Northmen
    Campaign15.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Northmen
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Northmen
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Northmen
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Northmen
    WinAverageNorthmen2.mp3
    WinCrushing.mp3
    WinCrushing1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Northmen
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Northmen
    LoseAverage.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Northmen
    LoseCrushing.mp3
    LoseCrushing2.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Northmen
    Draw.mp3
    end


    ;;; CREDITS

    state MUSIC_CREDITS1 delay 3
    event
    folder data/sounds/music\Credits
    Credits1.mp3
    end

    state MUSIC_CREDITS2
    event
    folder data/sounds/music\Credits
    Credits2.mp3
    Credits3.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; ELVES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




    music_type elves




    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Elves
    Tension.mp3
    Tension1.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Elves
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Elves
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Elves
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Elves
    WinAverageElves.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Elves
    WinCrushing.mp3
    WinCrushing1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Elves
    LoseClose.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Elves
    LoseAverageElves.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Elves
    LoseCrushing.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Elves
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Elves
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Elves
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Elves
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Elves
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    CampaignPreBattle3.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Elves
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Elves
    WinAverageElves.mp3
    WinAverage.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Elves
    WinCrushing.mp3
    WinCrushing1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Elves
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Elves
    LoseAverageElves.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Elves
    LoseCrushing.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Elves
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Elves
    LoseAverageElves.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; Dwarves ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




    music_type dwarves


    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Dwarves
    Tension1.mp3
    Tension2.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Dwarves
    Mobilize1.mp3
    Mobilize2.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Dwarves
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle134.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Dwarves
    WinClose.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Dwarves
    WinAverage.mp3
    WinAverageDwarves.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Dwarves
    WinCrushing.mp3
    WinAverageDwarves.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Dwarves
    LoseClose.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Dwarves
    LoseAverageDwarves.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Dwarves
    LoseCrushing.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Dwarves
    Draw.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Dwarves
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Dwarves
    Campaign12.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Dwarves
    Campaign1.mp3
    end

    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Dwarves
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Dwarves
    WinClose.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Dwarves
    WinAverage.mp3
    WinAverageDwarves.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Dwarves
    WinCrushing.mp3
    WinAverageDwarves.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Dwarves
    LoseClose.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Dwarves
    LoseAverageDwarves.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Dwarves
    LoseCrushing.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Dwarves
    Draw.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Credits
    CampaignVictory.mp3
    end
    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Dwarves
    LoseAverageDwarves.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; HARAD & RHUN MUSIC ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type rhun


    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\WickedMen
    Tension.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\WickedMen
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\WickedMen
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\WickedMen
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\WickedMen
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\WickedMen
    Campaign3.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\WickedMen
    PreBattle.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\WickedMen
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end




    ;;;;;;;;;;;;;;;;;;;;; HARAD & RHUN MUSIC ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type harad


    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\WickedMen
    Tension.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\WickedMen
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\WickedMen
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\WickedMen
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\WickedMen
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\WickedMen
    Campaign3.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\WickedMen
    PreBattle.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Campaign13.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\WickedMen
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\WickedMen
    Lose1.mp3
    end




    ;;;;;;;;;;;;;;;;;;;;; MORDOR ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type mordor



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; Isen ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type isengard



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; Goblins ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type goblins



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; Gundabad ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type gundabad



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end





    ;;;;;;;;;;;;;;;;;;;;; HelmsDeep ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type helmsdeep



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end




    ;;;;;;;;;;;;;;;;;;;;; osgiliath ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    music_type osgiliath



    ;;; BAttlE MAP


    state MUSIC_BATTLE_TENSION
    event
    folder data/sounds/music\Evil
    Tension.mp3
    Tension1.mp3
    Tension2.mp3
    Tension3.mp3
    Tension4.mp3
    end

    state MUSIC_BATTLE_MOBILIZE
    event
    folder data/sounds/music\Evil
    Mobilize1.mp3
    Mobilize2.mp3
    Mobilize3.mp3
    Mobilize4.mp3
    Mobilize5.mp3
    Mobilize6.mp3
    Mobilize7.mp3
    Mobilize8.mp3
    Mobilize9.mp3
    Mobilize10.mp3
    Mobilize11.mp3
    Mobilize12.mp3
    Mobilize13.mp3
    Mobilize14.mp3
    Mobilize15.mp3
    Mobilize16.mp3
    end

    state MUSIC_BATTLE_BATTLE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    Battle2.mp3
    Battle3.mp3
    Battle4.mp3
    Battle5.mp3
    Battle6.mp3
    Battle7.mp3
    Battle8.mp3
    Battle9.mp3
    Battle10.mp3
    Battle11.mp3
    Battle12.mp3
    Battle13.mp3
    Battle14.mp3
    Battle15.mp3
    end


    ;;; BATTLE MAP RESULT


    state MUSIC_RESULT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPMAP



    state MUSIC_STRATMAP_SUMMER
    event delay 5
    folder data/sounds/music\Evil
    Campaign1.mp3
    Campaign2.mp3
    Campaign3.mp3
    Campaign4.mp3
    Campaign5.mp3
    Campaign6.mp3
    Campaign7.mp3
    Campaign8.mp3
    Campaign9.mp3
    Campaign10.mp3
    Campaign11.mp3
    Campaign12.mp3
    Campaign13.mp3
    Campaign14.mp3
    Campaign15.mp3
    Campaign16.mp3
    Campaign17.mp3
    Campaign18.mp3
    Campaign19.mp3
    Campaign20.mp3
    Campaign21.mp3
    Campaign22.mp3
    Campaign23.mp3
    Campaign24.mp3
    Campaign25.mp3
    Campaign26.mp3
    Campaign27.mp3
    Campaign28.mp3
    Campaign29.mp3
    Campaign30.mp3
    Campaign31.mp3
    Campaign32.mp3
    Campaign33.mp3
    Campaign34.mp3
    Campaign35.mp3
    Campaign36.mp3
    end

    state MUSIC_STRATMAP_WINTER
    event delay 5
    folder data/sounds/music\Evil
    Campaign14.mp3
    end

    state MUSIC_CAMPAIGN_LOADING
    event
    folder data/sounds/music\Evil
    CampaignLoading.mp3
    end


    state MUSIC_PREBATTLE_SCROLL
    event
    folder data/sounds/music\Evil
    CampaignPreBattle.mp3
    CampaignPreBattle2.mp3
    end




    state MUSIC_RESULT_STRAT_WIN_CLOSE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_AVERAGE
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_WIN_CRUSHING
    event
    folder data/sounds/music\Evil
    Battle1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CLOSE
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_AVERAGE
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_LOSE_CRUSHING
    event
    folder data/sounds/music\Evil
    Lose1.mp3
    end
    state MUSIC_RESULT_STRAT_DRAW
    event
    folder data/sounds/music\Evil
    Lose2.mp3
    end


    ;;; CAMPAIGN RESULT


    state MUSIC_CAMPAIGN_VICTORY
    event looped
    folder data/sounds/music\Evil
    Battle1.mp3
    end

    state MUSIC_CAMPAIGN_DEFEAT
    event looped
    folder data/sounds/music\Evil
    Lose1.mp3
    end








    can anyone see anything wrong with the 'frontend' section?

  9. #9

    Default Re: Faction-Specific Music

    I know you know how to play with sounds etc from our previous conversations. That is delete .dat, .idx files for regeneration, snd text files in proper locations and .mp3 or .wav filles in proper locations. So u can't be wrong it all the common things.

    But what is this lad:-
    Code:
    folder data/sounds/music\rohiric
    It's just a example taken from above and your script is filled with the wrong symbol so do this pronto.


    Ok a pro advice. Open it with notepad and press Ctrl+H. This open up a replace box.
    And in box "find what" add wrong keystroke that is \ and in the replace with box add / and press replace all.
    Done.
    Last edited by Ishan; October 03, 2010 at 02:20 PM.

  10. #10
    DennisRoos's Avatar Tiro
    Join Date
    Jun 2009
    Location
    the Netherlands
    Posts
    205

    Default Re: Faction-Specific Music

    I have a problem with music:
    I have the mod Stainless Steel, and I am playing as the Teutonic Order. however the Order is using Britannia kingdoms campaign music, instead of Teutonic music.
    This is the descr_sounds_music_types folder for Stainless Steel:

    music_type northern_european
    ; england faction (see world\maps\base\descr_regions.txt)
    regions Dublin_Province Galway_Province Munster_Province York_Province Caernarvon_Province Nottingham_Province London_Province Exeter_Province Winchester_Province Tortosa_Province

    ; denmark
    regions Oslo_Province Nykoeping_Province Arhus_Province Skara_Province Bergen_Province Uppsala_Province Eikundarsund_Province Gotland_Province Roskilde_Province Lund_Province Turku_Province
    regions Talinn_Province Kalmar_Province

    ; scotland
    regions Inverness_Province Edinburgh_Province Aberdeen_Province

    ; hre
    regions Stettin_Province Hamburg_Province Antwerp_Province Magdeburg_Province Frankfurt_Province
    regions Metz_Province Prague_Province Nuremburg_Province Hohenstauffen_Province Vienna_Province
    regions Bern_Province Innsbruck_Province Salzburg_Province Worms_Province

    ; france
    regions Bruges_Province Caen_Province Rheims_Province Rennes_Province Paris_Province Clermont_Province Groningen_Province
    regions Angers_Province Dijon_Province Bordeaux_Province Toulouse_Province Marseille_Province
    regions Lyon_Province

    factions england denmark scotland hre france ireland norway teutonic_order jerusalem knights_templar

    music_type eastern_european

    ; hungary
    regions Iasi_Province Budapest_Province Bran_Province Bucharest_Province Sofia_Province Scopia_Province
    regions Zagreb_Province Ragusa_Province Belgrade_Province Satu_Mare_Province Pecs_Province

    ; russia
    regions Novgorod_Province Moscow_Province Riga_Province Volga-Bulgar_Province Smolensk_Province Polotsk_Province Murom_Province Serdobinskaya_Province
    regions Ryazan_Province Sarkel_Province Kiev_Province Tmutarakan_Province Al-Mu'miniya_Province Kazan_Province Embi_Province Yelabuga_Province
    regions Bryansk_Province Astrakhan_Province Vjatka_Province Mensk_Province Yaroslavl_Province Jaiksk_Province Poltava_Province Azaq_Province

    ; poland
    regions Vilnius_Province Thorn_Province Halych_Province Cracow_Province Breslau_Province Warsaw_Province Konigsberg_Province Pskov_Province Zhytomyr_Province Hrodna_Province

    factions hungary russia kievan_rus lithuania poland cumans
    -------------------------------------------------------------------------------------------
    It also included southern European and Middle Eastern music, but I didn't think it was relevant.
    In this folder, the Northern European music is Britannia music, and the Eastern European music is Teutonic, but the Teutonic Order is in the list of Northern Europe. Will moving the Order to Eastern Europe fix the music?
    I know absolutely nothing about modding and coding, so I'm not going to change in the files without the advice of someone who knows more about this. Can you help please?

  11. #11

    Default Re: Faction-Specific Music

    Well according to that all of these factions: england denmark scotland hre france ireland norway teutonic_order jerusalem knights_templar have the same music.

    I'm not sure that the teutonic knights have their own music in Stainless Steel.

    EDIT: if you post the code for the desc_sounds_music text I can tell you if the teutonic knights are supposed to have different music to England. I suspect that the music is the same.
    Last edited by Space_Ed; October 18, 2010 at 06:04 PM.

  12. #12
    DennisRoos's Avatar Tiro
    Join Date
    Jun 2009
    Location
    the Netherlands
    Posts
    205

    Default Re: Faction-Specific Music

    I managed to fix it, by moving the Order to the Eastern European factions. I figured out that all the factions in the Northern European list were using music from the Britannia campaign while all the Eastern European factions used Teutonic campaign music.

  13. #13

    Default Re: Faction-Specific Music

    I need a help from you guys! What program opens Music.dat file? I want to modify music theme for faction, but i dont have list of songs in .dat file. I try to create new music type but it want work. So i want to change list of songs for a faction so it want be boring.

  14. #14

    Default Re: Faction-Specific Music

    Quote Originally Posted by sale70 View Post
    I need a help from you guys! What program opens Music.dat file? I want to modify music theme for faction, but i dont have list of songs in .dat file. I try to create new music type but it want work. So i want to change list of songs for a faction so it want be boring.
    You can't open it you can only extract music files from it and if you want to simple check what names each file have then you have to look into the snd txt files released by CA.

  15. #15

    Default Re: Faction-Specific Music

    Quote Originally Posted by Ishan View Post
    You can't open it you can only extract music files from it and if you want to simple check what names each file have then you have to look into the snd txt files released by CA.
    What's a CA?

  16. #16

    Default Re: Faction-Specific Music

    Quote Originally Posted by sale70 View Post
    What's a CA?
    CA=Creative Assembly
    Anyways read this.

  17. #17

    Default Re: Faction-Specific Music

    Thnx man, much help!

  18. #18

  19. #19
    Subuatai de Bodemloze's Avatar No rest for the wicked
    Join Date
    Mar 2008
    Location
    50 degrees, 26.2 minutes North, 119 degrees, 12.4 minutes West
    Posts
    2,436

    Default Re: Faction-Specific Music

    Good job Ed!
    +Rep Your doing a great job for DoTS.

  20. #20

    Default Re: Faction-Specific Music

    Quote Originally Posted by Subuatai de Bodemloze View Post
    Good job Ed!
    +Rep Your doing a great job for DoTS.
    Thanks

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