Client Sound Mods(?)

Forum for alternative clients, mods & discussions on the same.

Moderator: Phades

Client Sound Mods(?)

Postby Onionfighter » Mon Dec 19, 2011 9:19 am

To the people who have poked around the client code,

Is the equivalent of this: viewtopic.php?f=27&t=5853 possible for sound?

Also, is it possible to attach sound files to actions/events that do not currently have sound files already attached?

Edit: My main goals for doing a sound mod would be to make the current sounds less annoying, to provide the player with some information about what is happening nearby, and to make the environment more immersive.

It would be cool to have a framework where people can pick and choose what sounds they want to represent different events.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Client Sound Mods(?)

Postby SacreDoom » Mon Dec 19, 2011 11:48 am

I've managed to extract the sound codes myself, but.. ehh. I don't remember how.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Re: Client Sound Mods(?)

Postby Onionfighter » Mon Dec 19, 2011 11:59 am

Do you remember if there is a sound trigger for everything (but empty for non-existent sounds) or is it only possible to mod events that already have sounds?
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Client Sound Mods(?)

Postby painhertz » Mon Dec 19, 2011 1:46 pm

OMG U TRY STEAL MI IDEA!!!! I KEEL YOU!
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: Client Sound Mods(?)

Postby Onionfighter » Mon Dec 19, 2011 2:36 pm

Back in April 2010, there was a short IP discussion about the crappy sound effects. Unfortunately, nothing came of it. It would be cool if sound effects could be added as a mod. Having a mod might also persuade the devs to add more sound functions, like sound volume based on distance.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Client Sound Mods(?)

Postby boshaw » Mon Dec 19, 2011 4:17 pm

As of right now the server invokes any music/audio through RMSG_SRC and RMSG_MUSIC messages which can be seen in Session.java. You'd have to make your own mod to invoke music/audio that's not usually invoked
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Client Sound Mods(?)

Postby painhertz » Mon Dec 19, 2011 10:05 pm

In all seriousness, I'd love to see a mod pack of sounds. the lack of sound in 85% of this game bugs the hell out of me.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: Client Sound Mods(?)

Postby Onionfighter » Tue Dec 20, 2011 7:05 am

boshaw wrote:As of right now the server invokes any music/audio through RMSG_SRC and RMSG_MUSIC messages which can be seen in Session.java. You'd have to make your own mod to invoke music/audio that's not usually invoked

I guess what this means is that it would be easy to disable the current sounds, and that sounds could probably be attached to certain animations or events. Unfortunately, actions that do not have animations (or some other kind of client indication) could not have sounds associated with them.

Also, for animations, I think that one thing the client could do is calculate how far from the center of the screen the animation is occurring, and then modify the volume of the effect to reflect that.

I am totally unqualified to do the programming part of any mod, but I can record and edit sounds. Anyway, there should be a list of needed/possible effects:

Key:
    in game
  • animation or other visual indicator exists

Actions
    destroy
  • ram
  • chop
  • drop item on ground
    drop item in water
    pick herb/other
  • open container
  • open gate
  • close gate
  • lift object
    fishing
    catch fish
    fail to catch fish
    crafting complete

Combat
  • aggro
  • punch miss
  • punch hit with 0 damage
  • punch hit with damage
  • sword/axe miss
  • sword/axe hit with 0 damage
  • sword/axe hit with damage
  • sword/axe miss
  • KO
  • kill
  • shoot with miss
  • shoot with 0 damage
  • shoot with damage
  • lose aggro
  • different moves
  • initiative gain
    flat-footed hits

Movement
    enter/exit door
    enter/exit mine/cave
    enter/exit basement/upstairs
    crawl,walk,run,sprint:
      pavement/brick
      brambles
      dirt
      forest
      sand
      shallow water
      grass/other grass
      cave/mine
      swamp
  • swimming
  • drowning
    teleport
    summoned
    log on
    wake up

Events
    skill up
  • fep event
    learn skill
  • gain kin
  • kin request denied
    prayer
  • ancestor sacrifice successful
    ancestor sacrifice unsuccessful
  • belief slider ready
  • change belief slider
  • incoming pm
  • someone said something
  • system message

Animals
  • domestic death
  • wild death
  • sex
  • ant attack
  • healing (deer)
  • animal movement

what am I missing? I haven't played in a bit, so I also may have mislabeled stuff.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Client Sound Mods(?)

Postby boshaw » Tue Dec 20, 2011 7:28 am

Onionfighter wrote:I guess what this means is that it would be easy to disable the current sounds

Yes, very easy to disable them.

Onionfighter wrote: and that sounds could probably be attached to certain animations or events. Unfortunately, actions that do not have animations (or some other kind of client indication) could not have sounds associated with them.

I was thinking about how one would trigger the sounds as well and I don't have a good conclusion about it tbh. You also have to make sure you won't end up spamming audio to the point of where it's annoying.
Also you should note all Objects (that draw) have a `Sprite' which can either be Animation or Static and really Animation is just Static (it extends it) with a list of static images that it rotates through based on a duration time.

Onionfighter wrote:Also, for animations, I think that one thing the client could do is calculate how far from the center of the screen the animation is occurring, and then modify the volume of the effect to reflect that.

The calculating part is easy to do and most certainly possible, the volume part is probably also doable, but I'm not actually sure how the audio/music works or even if you can play multiple audio at once (ie: have one sound far away and other that's coming from an up close object)



Also you should note that res/sfx already has some of these audio clips, but i'm unaware if the server actually sends the command to play them.
res/sfx:
Code: Select all
antspit - ???
build
chop
cow
door
fanfar
god
heal
howl
plums
sheep


res/sfx/fight
Code: Select all
arm-soak1
arm-soak2
axe
hit1
hit2
hit3
ip
miss
move-hit
move-miss
noatk
pow


then res/sfx/music is just the background music clips
Code: Select all
cabin
cave
chr
cmb
fishing
resting


res/sfx/music/themes
Code: Select all
blaze
ronald




Music is in some midi format which i'm not aware of nor have i taken the time to look into it. Audio are in ogg format.


Edit: Triggering the fight audio should be easy and just based on when those Images pop up after using a move. Same goes for when you aggro someone which would invoke FightView -> AvaView for each person you aggro and the same for losing aggro
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Client Sound Mods(?)

Postby Onionfighter » Tue Dec 20, 2011 7:48 am

boshaw wrote:You also have to make sure you won't end up spamming audio to the point of where it's annoying.

Yeah, part of the point of such a mod would be to make to sounds less annoying.

boshaw wrote:Edit: Triggering the fight audio should be easy and just based on when those Images pop up after using a move. Same goes for when you aggro someone which would invoke FightView -> AvaView for each person you aggro and the same for losing aggro

This is what I was thinking.

boshaw wrote:
Onionfighter wrote:Also, for animations, I think that one thing the client could do is calculate how far from the center of the screen the animation is occurring, and then modify the volume of the effect to reflect that.

The calculating part is easy to do and most certainly possible, the volume part is probably also doable, but I'm not actually sure how the audio/music works or even if you can play multiple audio at once (ie: have one sound far away and other that's coming from an up close object)


It has to be possible at some level, but maybe not with the way the current client works though. Although I do remember the destroy chopping sound being overlapped when multiple people were doing it. Those were at the same volume level, though.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Next

Return to The Wizards' Tower

Who is online

Users browsing this forum: Claude [Bot] and 0 guests