Which creature soundset does EE Engine use ?
Gwendolyne
Member Posts: 461
Does EE engine also use Mxxx.2da soundset files or does it stick to ini files?
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and for different creatures their soundsets are based upon which .wav file is assigned to them
although some "sprites" have default sounds, for example; if you shapechange ( or use EE keeper to turn yourself into an iron golem ) you will actually make iron golem sounds when you attack, and i think the reason why that is the way it is, is because there are some .2da files that have some things to do with different creature types and sounds
but for actual words and dialog, the creature will have the specific .wav given to them in the appropriate slot
Classic IE engine uses both hardcoded features and ANIMSND.IDS to define which sounds are played when a creature performs an action (be selected, attack, die...). This information has been externalized into ini files by EE games. In addition, new animations slots do not provide their own 2da files and ANIMSND.ids has not been updated.
Then my question is: does EE Engine keeps on reading those Mxxx.2da files or not?
Maybe @kjeron has any clue about it?
There are a few bug reports about it:
https://support.baldursgate.com/issues/26797
https://support.baldursgate.com/issues/26798
https://support.baldursgate.com/issues/26799
But I don't know if anything has changed yet.
The only reliable place from some short testing was in the INI file.
I fear nothing has changed...
I will consider ini files doing what they are supposed to do and omit 2da files for EE versions.