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.
Client Sound Mods(?)
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Onionfighter
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Client Sound Mods(?)
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SacreDoom
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Re: Client Sound Mods(?)
I've managed to extract the sound codes myself, but.. ehh. I don't remember how.
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Onionfighter
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Re: Client Sound Mods(?)
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?
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painhertz
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Re: Client Sound Mods(?)
OMG U TRY STEAL MI IDEA!!!! I KEEL YOU!
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Onionfighter
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Re: Client Sound Mods(?)
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.
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boshaw
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Re: Client Sound Mods(?)
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
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painhertz
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Re: Client Sound Mods(?)
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.
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Onionfighter
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Re: Client Sound Mods(?)
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.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
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
- 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
- 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
- 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
- pavement/brick
- swimming
- drowning
teleport
summoned
log on
wake up
- 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
- domestic death
- wild death
- sex
- ant attack
- healing (deer)
- animal movement
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boshaw
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Re: Client Sound Mods(?)
Yes, very easy to disable them.Onionfighter wrote: I guess what this means is that it would be easy to disable the current sounds
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.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.
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.
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)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.
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
Code: Select all
arm-soak1
arm-soak2
axe
hit1
hit2
hit3
ip
miss
move-hit
move-miss
noatk
pow
Code: Select all
cabin
cave
chr
cmb
fishing
resting
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
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Onionfighter
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Re: Client Sound Mods(?)
Yeah, part of the point of such a mod would be to make to sounds less annoying.boshaw wrote:You also have to make sure you won't end up spamming audio to the point of where it's annoying.
This is what I was thinking.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
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.boshaw wrote: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)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.
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