Request: Controling new chat message sound

Request: Controling new chat message sound

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Request: Controling new chat message sound

Post by Regret »

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.)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Request: Controling new chat message sound

Post by Beherith »

Yes it would be cool if chat messages would be different from other messages. Maybe even diff sounds for ally chat and points too.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Request: Controling new chat message sound

Post by Auswaschbar »

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.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Request: Controling new chat message sound

Post by Regret »

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.
Won't that disable widget sounds too?
Auswaschbar wrote:If you want different sounds for certain events, go convince the mod maintainer.
That is precisely the reason why I want the function. A new game release for a trinket sound is ridiculous.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Request: Controling new chat message sound

Post by Auswaschbar »

Regret wrote:
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.
Won't that disable widget sounds too?
No, widget sounds use a different channel (snd_volgeneral iirc).
Regret wrote:
Auswaschbar wrote:If you want different sounds for certain events, go convince the mod maintainer.
That is precisely the reason why I want the function. A new game release for a trinket sound is ridiculous.
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
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Request: Controling new chat message sound

Post by Regret »

Auswaschbar wrote:No, widget sounds use a different channel (snd_volgeneral iirc).
Then what I want can be already done by setting the volume to 0 and playing sounds using Lua.
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