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Sign upEnable sound hooks for soundpack builders #29832
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nexusmrsep
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Apr 22, 2019
nexusmrsep
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Apr 23, 2019
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Added new approach for activity sounds - needed something to get sound effects out of the loop of As a result I created Tested with hooks: |
nexusmrsep
added some commits
Apr 25, 2019
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Another BIG change for this PR: Problem: Solution:
What does that mean realy? |
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Next thing I'm working on is preparing the game's sound engine to work properly with vehicles. In the Part 1 I enabled, previously non-existent:
And also I adjusted the sound volume of engine starting failures, so the volume is now dependent on engine noise factor. |
Night-Pryanik
reviewed
Apr 28, 2019
doc/SOUNDPACKS.md Outdated
Night-Pryanik
reviewed
Apr 28, 2019
doc/SOUNDPACKS.md Outdated
Night-Pryanik
reviewed
Apr 28, 2019
doc/SOUNDPACKS.md Outdated
Night-Pryanik
and others
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Apr 28, 2019
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I've added extended support for vehicle sfx:
To sum it up:
This concludes this PR.
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nexusmrsep
marked this pull request as ready for review
May 5, 2019
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Full list of SFX events/hooks as of now:
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: |
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Jenkins failed to AStyle check, and either of my local 3.1 and 3.0.1 AStyle version could not find anything to astyle in |
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AdonaiJr
commented
May 6, 2019
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Thank you so much for pushing it a bit further! My dream is seeing those Vulkan audio video on youtube happen once again! |
nexusmrsep commentedApr 22, 2019
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edited
Summary
SUMMARY: Infrastructure "Enable sound hooks for soundpack builders"Purpose of change
Let me start from a statement: Sounds and music are very important for every game, as they bring in the vibe, the atmosphere, and provide better immersion if correctly applied.
Idea for this PR emerged in my conversation with @ralreegorganon.
We discussed sound packs, and realized that not many
sounds::soundtriggers were actually defined with actual hooks for physical sfx triggers. A brief investigation showed that there was no reason that it should be like that, and initial base infrastructure was already insounds::sound, just rarely used.I also noticed that
SOUNDPACKS.mddocumentation file was fairly outdated and missing a ton of existing hooks, not to mention hooks that should be there.Creating
soundset.json- a vital file for sound packs, where sfx are linked to sound files - is a lot harder for sound developers without having all the hooks listed properly in one place.I aimed to change that in this PR, in hope for better sound pack to emerge.
Kudos to all who work on them anyway.
Describe the solution
All in all, this will allow a huge number of sounds to be played.
It would be futile to list them here, but check out the updated
SOUNDPACKS.mdto see the full list.Describe alternatives you've considered
Vocalizing every speech in the game. Nah, that's far future.
Additional context
N/A