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Multiple unit sounds
Posted: 13 Oct 2006, 04:38
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.
Posted: 13 Oct 2006, 05:08
by Argh
I'm actually going to try coding an alternative way to have units "acknowledge" tonight.
Posted: 13 Oct 2006, 10:33
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.
Posted: 13 Oct 2006, 20:01
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
Posted: 13 Oct 2006, 20:44
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.
Posted: 14 Oct 2006, 12:43
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... :\
Posted: 14 Oct 2006, 13:38
by rattle
There's no way to play the select sound by script. Everything else should work out just fine...
Posted: 14 Oct 2006, 22:29
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.
Posted: 15 Oct 2006, 08:02
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.
Posted: 15 Oct 2006, 12:25
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.
Posted: 15 Oct 2006, 15:01
by rattle
Exactly. The command is play-sound("soundwithoutfileending", volume) by the way.
Posted: 30 Nov 2006, 07:51
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.
Posted: 30 Nov 2006, 13:31
by rattle
rattle wrote:Exactly. The command is play-sound("soundwithoutfileending", volume) by the way.
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