functions to set/disable sounds made on new chat message
(afaik currently only the game can set the chat sounds in it's modfile which is quite retarded to say the least.)
Request: Controling new chat message sound
Moderator: Moderators
Re: Request: Controling new chat message sound
Yes it would be cool if chat messages would be different from other messages. Maybe even diff sounds for ally chat and points too.
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- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Request: Controling new chat message sound
You can set the volume of the user interface (incoming chat, mapmarks) separately by issuing "/set snd_volui X", where X is a value between 0 and 100. X=100 will play those sounds at your master volume, 50 at half the volume, 0 will disable it.
If you want different sounds for certain events, go convince the mod maintainer.
If you want different sounds for certain events, go convince the mod maintainer.
Re: Request: Controling new chat message sound
Won't that disable widget sounds too?Auswaschbar wrote:You can set the volume of the user interface (incoming chat, mapmarks) separately by issuing "/set snd_volui X", where X is a value between 0 and 100. X=100 will play those sounds at your master volume, 50 at half the volume, 0 will disable it.
That is precisely the reason why I want the function. A new game release for a trinket sound is ridiculous.Auswaschbar wrote:If you want different sounds for certain events, go convince the mod maintainer.
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- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Request: Controling new chat message sound
No, widget sounds use a different channel (snd_volgeneral iirc).Regret wrote:Won't that disable widget sounds too?Auswaschbar wrote:You can set the volume of the user interface (incoming chat, mapmarks) separately by issuing "/set snd_volui X", where X is a value between 0 and 100. X=100 will play those sounds at your master volume, 50 at half the volume, 0 will disable it.
It might be possible with soem lua ( never tested it in this way), but sending your new sound to the modmaker is definitely the best solution.Regret wrote:That is precisely the reason why I want the function. A new game release for a trinket sound is ridiculous.Auswaschbar wrote:If you want different sounds for certain events, go convince the mod maintainer.
Re: Request: Controling new chat message sound
Then what I want can be already done by setting the volume to 0 and playing sounds using Lua.Auswaschbar wrote:No, widget sounds use a different channel (snd_volgeneral iirc).