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Old February 26, 2009, 14:29   #31
buzzkill
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I'd like more unique 'system beep' type sounds for things that happen on and offscreen. I often miss messages, and some events don't have messages, like when enemies first come into view (offscreen). Adding more sounds and setting up the sound effect/messages in a toggle format, similar to the terminal options, could also be implemented as an effective way to eliminate some messages and -more- prompts.
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Old February 26, 2009, 14:51   #32
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Hey Taqq, I know this sound set will work with NPPAngband as well. You'd have to check with your specific variant maintainer to see if they've incorporated Craig's Sound Patch into any other versions.

You can see what kinds of events are tagged by reading the config file - it's pretty interesting!
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Old March 1, 2009, 08:32   #33
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Been playing with the sounds some more - suggestion: tie the level feeling, instead of depth, to the sound when entering the level. It's a bit disconcerting to have a "seems like a quiet, peaceful place" and then hear a great big iron door slam. I want an exciting sound when I "feel there is something special here!"

It would be pretty trivial to change play_ambient_sound() in dungeon.c to check for feeling instead of level.
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Old March 1, 2009, 10:17   #34
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Quote:
Originally Posted by Big Al View Post
Been playing with the sounds some more - suggestion: tie the level feeling, instead of depth, to the sound when entering the level. It's a bit disconcerting to have a "seems like a quiet, peaceful place" and then hear a great big iron door slam. I want an exciting sound when I "feel there is something special here!"

It would be pretty trivial to change play_ambient_sound() in dungeon.c to check for feeling instead of level.
As people may have noticed, my attention has been elsewhere recently and I've not been filing tickets for UI or game enhancements. If anyone wants to write patches to enhance sound support, please file a bug and attach said patch and I'll commit it fairly promptly.
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Old March 4, 2009, 05:46   #35
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First off, I really like the suggestion of making the level feeling tied to different sound cues. That would be awesome.

However:

Quote:
Originally Posted by Big Al View Post
It's a bit disconcerting to have a "seems like a quiet, peaceful place" and then hear a great big iron door slam.
Ha, that was kind of my intent! It's a mysterious & deadly dungeon, after all...

No reason you should be concerted all the time.
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Old March 6, 2009, 14:58   #36
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In timed.c I find (what seems to be) the only reference to MSG_RES_ACID.

{ "You feel resistant to acid!", "You are no longer resistant to acid.",
"You feel more resistant to acid!", "You feel less resistant to acid.",
PR_STATUS, 0, MSG_RES_ACID },

Does that mean that the 'res_acid' sound is played for all of those
effects? (Even when you become less / no longer resistant to acid)

(From sound.cfg)
# You become resistant to acid.
res_acid = pls_man_sniff.wav

I'm trying to follow how it works.
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Old March 6, 2009, 17:20   #37
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A few lines later:
Code:
	/* Turning off, always mention */
	if (v == 0)
	{
		message(MSG_RECOVER, 0, effect->on_end);
		notify = TRUE;
	}

	/* Turning on, always mention */
	else if (p_ptr->timed[idx] == 0)
	{
		message(effect->msg, 0, effect->on_begin);
		notify = TRUE;
	}

	else if (notify)
	{
		/* Decrementing */
		if (p_ptr->timed[idx] > v && effect->on_decrease)
			message(effect->msg, 0, effect->on_decrease);

		/* Incrementing */
		else if (v > p_ptr->timed[idx] && effect->on_decrease)
			message(effect->msg, 0, effect->on_increase);
	}
As you can see, when you recover from an effect, it plays MSG_RECOVER, otherwise it plays effect->msg (eg. MSG_RES_ACID or whatnot).
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Old March 6, 2009, 20:18   #38
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Quote:
Originally Posted by Big Al View Post
As you can see, when you recover from an effect, it plays MSG_RECOVER, otherwise it plays effect->msg (eg. MSG_RES_ACID or whatnot).
Thanks, I missed that.

Incidentally it seems like the 'store_enter' sounds are not used. (No MSG_STORE_ENTER in the source files). Or am I missing something again?
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Old March 8, 2009, 02:13   #39
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Hi,

I've finally had the chance to sit down and play through these - they're great.

I can see how I'm going to use them already - particularly for exploring the dungeon. I'll be adding definitions to each room, so that when you enter it for the first time, you'll get the appropriate noise played.

With regards to sounds and monsters: the most likely thing you'll want to do is have sounds for various monster types. That way it'll be possible to convey the presence of nearby monsters (not visible) using sound.

I'll have to prototype just how that'll work. I suspect ambient noise based on nearby monsters. That way you can get alerted if you're running around the dungeon as to what is nearby.

Plus the ability to use the 'stand still for a turn' to poll nearby monster noises.

Firstly though, sound appears broken in Unangband, so I'd better sort that out.

Andrew
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Old March 15, 2009, 23:11   #40
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Thanks for the sounds, they are very very fun.

It's pretty humorous now pegging a monster with a stream of magic missles.
It reminds me of 'Kung Fu Hustle' since it sounds like you are hitting them over the head with a xylophone.

- Frank
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