VoiceSelect
The responses an object speaks when it is selected.
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of sounds
- When omitted
(empty)
[MYTANK] ; a UnitType registered in [VehicleTypes]VoiceSelect=MYTANK_Sel1,MYTANK_Sel2 ; sound IDs registered in SOUND.INIWhen the player selects an object of this type, it speaks one entry picked at random from the list. The response is a sound without a place, so it does not fade or pan with the object’s position on screen; see Placed sounds. Only objects of a house the player controls speak.
Selecting several objects at once with a band box or a group key produces one response, from the first object selected. Three commands are the exception. A press of SelectType, VeterancyFilter or HealthFilter, or of a filter’s add-lower form, can play one response for each object it adds to the selection. A filter press that only narrows the selection plays one response for each object it keeps.
Writing the list
Section titled “Writing the list”This section also applies to VoiceMove, VoiceAttack, VoiceDie and VoiceFeedback.
Each name is matched, without regard to letter case, against the sound IDs registered in SOUND.INI. A name that matches no sound is dropped. Do not put spaces after the commas: a name with a leading space matches nothing and is dropped.
A later rules file that sets the key replaces the earlier list. Writing the key with nothing after the = does not clear it, because the game ignores an empty assignment. To silence a type that an earlier file gave a list, write a value that matches no sound, such as <none>.