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:
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antspit - ???
build
chop
cow
door
fanfar
god
heal
howl
plums
sheep
res/sfx/fight
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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
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cabin
cave
chr
cmb
fishing
resting
res/sfx/music/themes
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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