;
; Dialog definition file for Emperor
;
; Format:
;
;#include "<filename>"  ; inlcude contents of <filename>
;
;[<name>]               ; Dialog logical name
;Data    = <file>       ; file to play (no path, no extension)
;Priority= <lowest low normal high critical> ; importance of line of dialog
;Interrupt = <YES NO> ; stop current dialog if it is lower priority
;TimeOut = <milliseconds> ; time after which the line will get dropped 
;Group = <group list>
;
; DEFINITIONS
;
; DATA
;
;   Syntax:     Data = <filename>
;
;Name of sound file to play for this dialog without path or extension. 
;The Dialog system will search for the file in the dialog directory and/or 
;the CDROM drive at playback time.
;
;PRIORITY
;
;    Syntax:    Priority = <lowest low normal high critical>
;
;Priority is used to determine in what order lines are spoken when multiple 
;lines of dialog are submitted simultaneously.
;
;INTERRUPT
;
;    Syntax:    Interrupt = <yes no> 
;
;If interrupt is on then any dialog currently being spoken, which is of 
;lesser priority than this dialog, will be interrupted so that this dialog 
;line can be spoken immediately.
;
;TIMEOUT
;
;   Syntax:    TimeOut = <milliseconds>
;
;It is the time after which if the submitted line of dialog has not yet been 
;spoken it will get canceled; i.e. if the dialog is not spoken with in this 
;time limit then don't bother saying it. A timeout of 0 means never timeout. 
;The dialog system will not accept timeouts less then 3 seconds.
;
;VOLUME
;
;    Syntax:    Volume = <0..100>
;
;Volume level for this dialog. We assume that all sounds are normalized. 
;Use this attribute to set the mixing levels for game audio. The value 
;specified is the percentage of full volume; e.g. 25 means playback at one 
;quarter of full volume.
;
;GROUP
;
;    Syntax:    Group = <Common Atreides Harkonnen Ordos>
;
;Specifies the house that this dialog is associated with. Groups are also 
;used to specify where the final assets are stored, i.e. on a particular CD 
;or on the harddisk.
;
;
;
;[GlobalDefaults]       ; specify defaults for all following dialog
;[LocalDefaults]        ; overrides global defaults for following dialog
;                       ; in current file
;[SectionDefaults]      ; overrides local defaults for following dialog
;                       ; in current file
;

[TestEvent]
;Play = TL-G160
Play = UI-T052 

[Groups]
0 = InvalidHouse
1 = Atreides
2 = Harkonnen
3 = Ordos
4 = HD
5 = CD1
6 = CD2
7 = CD3
8 = CD4

[GlobalDefaults]
Priority  = normal
Interrupt = no
TimeOut   = 0
Group = HD InvalidHouse

;
; Include user interface dialog, e.b. "building", "unit ready", ...
;

; The following include/file contained old UI files called by old "AT", "OR",
; and "HK" script files before the audio changeover.  These were 'duplicate'
; lines that are already contained in "Unit_UI.TXT".  -pm
; #include "UIDialog.txt"


; The following include was used when the unit responses were under the "dialog"
; system.  With Idries' new scripts, they are now called under the "sfx" system.
; #include "Unit_UI.txt"

;
; Include house dialogs
;

#include "AtreidesDialog.txt"

#include "HarkonnenDialog.txt"

#include "OrdosDialog.txt"

#include "UIDialog.txt"

#include "UI_Comp.txt"
