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Add a new optional Commands2 parameter 'playsSound' #791
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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. 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. |
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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).
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).
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).
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).
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).
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).
As suggested by @fidoj, we should add a new optional Commands2 parameter
playsSound
that overrides the default sound emission behavior.The text was updated successfully, but these errors were encountered: