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Automated Cursor Sounds

ermaccer edited this page Aug 27, 2021 · 4 revisions

0.5.7 update added a new method of setting up announcers - automated.

More than (or equal to) 100 characters might crash the game, this is not 100% confirmed.

How to use this feature?

You will need to set (bHookCursorTable should be on too) iCursorTableOperationType to 2, this will ignore reading soundAnn.dat entries and load snd files automatically.

How are SND files loaded?

They are loaded during game startup, but since M.U.G.E.N loads sound files rather slow, this will increase boot time. You have an option to change this behaviour so the loader part runs in a seperate thread - this has small caveat.

You can toggle thread method by setting bUseThreadForLoading to true or false, this is enabled by default.

Method Pros Cons
Startup Loads all sound files during engine startup. Increases load time (the more characters the longer).
Thread Does not impact startup loading time. If a character SND file is not loaded, you will need to wait until it is loaded upon character selection. This happens only once.

All sound files are loaded once then reused.

The method is up to you, if you have a small roster you can safely use startup method. You might set this to startup if your cpu is old and can't handle threads fast enough.

How to configure?

There are 2 ini settings iCursorDefaultGroup and iCursorDefaultIndex, set them to group and index values that you want to play from character .SND.