One audio variant of a map: a set of sound banks and music that the client uses
for one kind of game on that map. A map lists its variants in FeaturesList of its
MapAudioDataProperties, and the client applies one
of them when it loads the map.
How the client picks a variant:
- It takes a key from the level property
AudioFeature. A game mutator sets that
property through an entry AudioFeature(<key>) in GameMutatorExpansions.
- If the game has a current
TFTSetData whose AudioFeature link is set, the key
is the feature of the linked object instead.
- It searches the list from the last entry to the first for an entry whose
feature equals the key. The first match is used.
- If no entry matches, it repeats the search with a second key that the map load
supplies, and then with
Default.
What applying a variant does: the client applies its music, loads its
bankUnits, and takes its event-name prefix for announcer voice events
(0x1ad40789).
The base object of the map audio (BaseData) is handled by the same rule before
the map's own list, so a map can add to the variants of its base or replace them.
Examples: - The mutator entry
MapID(11)?AudioFeature(DoomBots) selects, on map 11, the variant whose feature is DoomBots. - A map with one variant for every game gives that variant the
feature Default.