Introduction To Commentary
To use Sound Master is pretty easy but it is good to learn which files we are going to modify.
A commentary is saved in two files: the headers file and the data file. Those files are different for the different languages and their name is hdr_xxx.big and dat_xxx.big where xxx should be replaced by your language identification like, for example, dat_ita.big, dat_eng.big and so on. Data files are located in the audio sub folder while header files are archived in the audio. big file.

In order to understand the logical structure of a commentary we should introduce two concepts speech and samples.
A commentary is composed by a set of speech. Each speech contains one or more samples. A speech is a set of phrases with an equivalent meaning that can be used in the game when a certain event happens. For example after a goal, or after a bad shot, or when the keeper gets the ball and so on. The name of the “speech” describes, in some way, when it is used. Each phrase in a speech is a sample.
So, for example you have the speech “ALMOST_PENALTY” with 5 samples, when it happens that the referee is very close to assign a penalty, the game selects randomly between one of the 5 samples available. Some speech have just one sample, some other could have more then 100 samples.
A special case of speech is the target speech. A target speech is assigned to a specific target object like, for example, a stadium, a team or a player. The full name of a target speech is composed by its base-name followed by the target identifier number. If the target object is present in the database, Sound Master also shows the name of the target object (player, team and so on) separated by an equal (‘=’) sign. If, instead, a target speech appears in the list without the target name, it is because the target object is not present in the database though the speech is still present in the commentary. This often happens with retired players.

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