Documentation - Archomeda/csl-ambient-sounds-tuner GitHub Wiki

Available sound types

There are six categories in total in which you can define your custom sounds for your sound pack. Each category can only contain a certain set of sound types that are given below.

When a DLC is required for a certain sound, it will be listed next to the item in superscript, e.g. After Dark DLC. Note that, even if you make use of a sound that's DLC only, your sound pack works just fine without that DLC. Ambient Sounds Tuner ignores the sounds that require a particular DLC that is currently not installed.

Ambients

For XML files: Each XML element within Ambients is named Ambient, check the [example](Example XML file structure).

  • Agricultural
  • City
  • Forest
  • Industrial
  • Plaza
  • Sea
  • Stream
  • Suburban
  • World

AmbientsNight

For XML files: Each XML element within AmbientsNight is named AmbientNight, check the [example](Example XML file structure).

  • Agricultural
  • City
  • Forest
  • Leisure
  • Suburban
  • Tourist

Animals

For XML files: Each XML element within Animals is named Animal, check the [example](Example XML file structure).

  • Cow
  • Pig
  • Seagull

Buildings

For XML files: Each XML element within Buildings is named Building, check the [example](Example XML file structure).

  • Advanced Wind Turbine
  • Building Airport
  • Building Bus Depot
  • Casino After Dark DLC
  • Cemetery
  • Coal Power Plant
  • Building Commercial
  • Crematory
  • Elementary School
  • Building Fire Station
  • Fusion Power Plant
  • Building Harbor
  • High School
  • Building Hospital
  • Dam Power House
  • Combustion Plant
  • Building Industrial
  • Building Metro Station
  • Nuclear Power Plant
  • Oil Power Plant
  • Building Police Station
  • Building Power Plant Small
  • Solar Power Plant
  • Building Train Station
  • University
  • Water Outlet
  • Water Intake
  • Water Treatment Plant
  • Wind Turbine
  • Zoo After Dark DLC
  • On Fire
  • On Upgrade

Vehicles

For XML files: Each XML element within Vehicles is named Vehicle, check the [example](Example XML file structure).

  • Aircraft Sound
  • Ambulance Siren
  • Fire Truck Siren
  • Large Car Sound
  • Metro Movement
  • Police Car Siren
  • Scooter Sound
  • Small Car Sound
  • Train Movement
  • Transport Arrive

Miscs

For XML files: Each XML element within Miscs is named Misc, check the [example](Example XML file structure).

  • Building Bulldoze Sound
  • Building Placement Sound
  • Prop Bulldoze Sound
  • Prop Placement Sound
  • Road Bulldoze Sound
  • Road Draw Sound
  • Road Placement Sound
  • Zone Fill Sound

Note that the UI clicks are not available. This is not a bug; it's a technical limitation.

AudioInfo

Each AudioInfo can contain the following elements:

Element Name Description
Clip The path to the sound file (supports audio files that are supported by Unity, e.g. ogg files)
Volume The default volume
MaxVolume The maximum allowed volume in the settings
Pitch The pitch level
FadeLength The fade length
IsLoop Is loop?
Is3D Is 3D?
IsRandomTime Is random time?
Variations A list of Variation elements

I'm not even sure what effect 25% of these options have in the game.

Variation

Each Varation can contain the following elements:

Element Name Description
Probability The probability when this variation can occur
AudioInfo The AudioInfo element

Please note that while you can have infinite recursion between Variation and AudioInfo elements, I'm not sure if it's natively supported by the game. It's best to not have variations within a variation.

Also note that you can set volumes per variation. While this supported by the game, it's not supported by the mod. The main volume will override the volume of the variations. The same is true for MaxVolume.

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