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Add a new optional Commands2 parameter 'playsSound' #791

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ulteq opened this Issue Feb 22, 2016 · 2 comments

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ulteq commented Feb 22, 2016

As suggested by @fidoj, we should add a new optional Commands2 parameter playsSound that overrides the default sound emission behavior.

@ulteq ulteq added the request label Feb 22, 2016

@ulteq ulteq changed the title from [Request] Adding a new optional Commands2 parameter 'playSound` to [Request] Adding a new optional Commands2 parameter 'playsSound` Feb 22, 2016

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graysonk95 Feb 25, 2016

In case my comment on #787 got overlooked:

"Likewise, could we also get a mute flag?

I would like to add a (working) high idle switch, but in order to do so, the high idle command beam must rev up the engine but not play the pump sound.
(A high idle switch is simulated through the use of a painfully slow command beam).

Voulk's high idle on his Thomas pack utilizes a command to rev up the engine, but he uses no pump sound at all, so his commands are effectively muted.
I use a pump sound on my HDX, so I have no way to do this without the high idle command hissing."

graysonk95 commented Feb 25, 2016

In case my comment on #787 got overlooked:

"Likewise, could we also get a mute flag?

I would like to add a (working) high idle switch, but in order to do so, the high idle command beam must rev up the engine but not play the pump sound.
(A high idle switch is simulated through the use of a painfully slow command beam).

Voulk's high idle on his Thomas pack utilizes a command to rev up the engine, but he uses no pump sound at all, so his commands are effectively muted.
I use a pump sound on my HDX, so I have no way to do this without the high idle command hissing."

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ulteq Oct 9, 2016

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Likewise, could we also get a mute flag?

playsSound 0 would basically be a mute flag.

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ulteq commented Oct 9, 2016

Likewise, could we also get a mute flag?

playsSound 0 would basically be a mute flag.

@ulteq ulteq added this to the 0.4.7.0 milestone Oct 9, 2016

@ulteq ulteq changed the title from [Request] Adding a new optional Commands2 parameter 'playsSound` to [Request] Adding a new optional Commands2 parameter 'playsSound' Oct 9, 2016

ulteq added a commit to ulteq/rigs-of-rods that referenced this issue Oct 9, 2016

@ulteq ulteq changed the title from [Request] Adding a new optional Commands2 parameter 'playsSound' to Adding a new optional Commands2 parameter 'playsSound' Oct 9, 2016

@ulteq ulteq changed the title from Adding a new optional Commands2 parameter 'playsSound' to Add a new optional Commands2 parameter 'playsSound' Oct 9, 2016

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 8, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source" and "modulation source", a soundscript (code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every command. These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 8, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source" and "modulation source", a soundscript (code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every `command` (=a player-controlled hydro in RoR jargon). These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 9, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source", "pitch modulation source" and "gain modulation source", a soundscript (in code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every `command` (=a player-controlled hydro in RoR jargon). These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 10, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source", "pitch modulation source" and "gain modulation source", a soundscript (in code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every `command` (=a player-controlled hydro in RoR jargon). These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 17, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source", "pitch modulation source" and "gain modulation source", a soundscript (in code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every `command` (=a player-controlled hydro in RoR jargon). These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).

only-a-ptr added a commit to only-a-ptr/rigs-of-rods that referenced this issue Mar 28, 2017

🔧 Audio: Eliminated dead "SoundLink" mechanism.
Aside of "trigger source", "pitch modulation source" and "gain modulation source", a soundscript (in code) had 2 more attributes: "sound link type" and "linked item ID". This was apparently designed for unfinished feature 'soundsources3', which was described in truckfile reference on the wiki (I removed it later).

The only "sound link type" ever used was SL_COMMAND which was hardcoded against these soundscript names: "tracks/linked/default_command/extend" and "tracks/linked/default_command/retract". For both of them, one instance would be created for every `command` (=a player-controlled hydro in RoR jargon). These soundscripts were never added as defaults and never documented, so I very much doubt anyone ever used them.

The respective trigger, "linked_command" could be specified in soundscript file, but there was no way to specify command ID, so it was useless. Removed.

** COMMANDS2 / PLAY_SOUNDS option **

During analyzing the code, I stubmbled upon a feature added by Ulteq in 2016: RigsOfRods#791.
The demand was for a commands2 flag to selectively mute the built-in hydropump sound (at least that's the way I understand it in retrospect). Until now, it only silenced the SL_COMMAND sounds (which were probably never used). I changed it to fullfill it's original purpose (hopefully).
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