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GenericClick

Sound acknowledging a repair or sell click on a structure, and a click on a dialog control.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
sound
When omitted
none
rules.ini
[AudioVisual]
GenericClick=BUTTON1 ; a sound ID registered in SOUND.INI

Two very different sets of consumers share the setting.

Clicking the repair cursor on a structure plays it at that structure’s position, whichever way the toggle went — on for a damaged structure, and off again. Turning repair on for a structure already at full strength is the exception: that request still turns repair on, but it takes ScoldSound instead and puts up no wrench. Clicking the sell cursor on a structure with build-up artwork plays it at full volume rather than from the structure’s position, again for both directions of the toggle.

Both are gated on the structure belonging to a player-controlled house, so the same actions taken by a computer house — auto-repair, an AI selling off a structure, a trigger action — are silent. The sidebar itself never plays it.

The owner-drawn dialog controls play it without a position when the player operates them: pressing a button, ticking a check box, clicking a combo box or an item in its open drop-down list, selecting an item in a list box, and moving a track bar far enough to change its value. The mission restatement screen’s “More” button plays it on the frame it first draws pressed.