Multiple unit sounds

Multiple unit sounds

Requests for features in the spring code.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Multiple unit sounds

Post by SpikedHelmet »

At the moment units do not play the entirety of their unit sounds (as defined in SOUNDS.tdf). They will only play the first selection of a given sound command (ie, of select1, select2, select3, only select1 will ever work).

There's a relatively easy way around this (and perhaps more flexible), to simply come up with some random variable play-sound in the script. It would de essentially the same thing but still, is this going to be remedied anytime soon?

Thanks.
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Argh
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Post by Argh »

I'm actually going to try coding an alternative way to have units "acknowledge" tonight.
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rattle
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Post by rattle »

I'd like OTA'ish selection and ok sounds as well. It's just that I want them to play when the unit is being selected which isn't possible by script yet.
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BlackLiger
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Post by BlackLiger »

Code should be something like the current code, except where it defines which sound to use, you have

Code: Select all

SELECT=2 ;this is the number of sounds this unit has for this function
Select1=<insert soundname>
Select2=<insert soundname>
etc.

Then

BTW this is pseudo code....

Code: Select all

On select UNIT
Numb = RandomNumber between 1 and SELECT
Play "Select" Numb
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rattle
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Post by rattle »

Would be pratical if COB had all sorts of events available like a way to catch event messages instead of this crappy function system. Ah well it's pointless to request this for the current spring anyway.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

Argh wrote:I'm actually going to try coding an alternative way to have units "acknowledge" tonight.
couldn't you just play the sound in StopMoving()? doesn't sound like a hard thing to do... :\
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rattle
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Post by rattle »

There's no way to play the select sound by script. Everything else should work out just fine...
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PauloMorfeo
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Post by PauloMorfeo »

One of the things i loved in the ill fated TA:Kingdoms was the fact that most of the unit aknolegments were transformed into a non-annoying soft beep and only ocasionally would we be hearing the unit's specific sound.

Really usefull after we have heard 10000^n times your peeper aknowledging you new move order.
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KDR_11k
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Post by KDR_11k »

rattle wrote:There's no way to play the select sound by script. Everything else should work out just fine...
Spring supports TA:K's sound command AFAIK. Not sure what it's called.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Yes, but the script has no way to know the unit has been selected. It can know the unit started moving, stopped moving, fired, aimed, etc.... but it can't know the unit has been selected.
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rattle
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Post by rattle »

Exactly. The command is play-sound("soundwithoutfileending", volume) by the way.
Tronic
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Post by Tronic »

It would be nice if the units also made sounds while moving, etc, and not just when getting commands.

What comes to those ack-sounds (when commands are given) there really should be more of them and random picking, or perhaps some more advanced logic... For example, if the same unit is given commands multiple times in a short period (possibly before it finishes the last), it could get less and less verbose every time, and not play any sounds at all if spammed too much.

Obviously, actually recording or generating the sounds requires a lot of time and skill, which is probably the greatest obstacle here.

Additionally, music, optimally one that changes based on the situation, would be nice.
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rattle
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Post by rattle »

rattle wrote:Exactly. The command is play-sound("soundwithoutfileending", volume) by the way.
...
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