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Request: Controling new chat message sound

Posted: 12 Aug 2009, 09:44
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.)

Re: Request: Controling new chat message sound

Posted: 12 Aug 2009, 11:03
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.

Re: Request: Controling new chat message sound

Posted: 12 Aug 2009, 11:51
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.

Re: Request: Controling new chat message sound

Posted: 12 Aug 2009, 13:50
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.

Re: Request: Controling new chat message sound

Posted: 12 Aug 2009, 16:17
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.

Re: Request: Controling new chat message sound

Posted: 12 Aug 2009, 16:52
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.