As an example of how can it be done in 40k.
First, there is a global switch:
enableUnitResponseSounds: true # set back to false once you get tired of the sounds :)
Then there are 8 attributes on soldier types (4 actions x 2 genders):
soldiers:
- type: STR_SOLDIER
femaleFrequency: 50
selectUnitMale: [200, 201, 202, 203, 204]
selectUnitFemale: [300, 301, 302, 303, 304, 305]
startMovingMale: [210, 211, 212, 213]
startMovingFemale: [310, 311, 312, 313]
selectWeaponMale: [220, 221, 222, 223]
selectWeaponFemale: [320, 321, 322, 323]
annoyedMale: [230, 231, 232, 233]
annoyedFemale: [330, 331, 332, 333, 334, 335]
Lastly, extraSounds are needed, but that's not new:
extraSounds:
- type: BATTLE.CAT
files:
#Footman
200: Resources/Audio/Human/Footman/Ready1.wav
201: Resources/Audio/Human/Footman/What1.wav
202: Resources/Audio/Human/Footman/What2.wav
203: Resources/Audio/Human/Footman/What3.wav
204: Resources/Audio/Human/Footman/What4.wav
210: Resources/Audio/Human/Footman/Yes1.wav
211: Resources/Audio/Human/Footman/Yes2.wav
212: Resources/Audio/Human/Footman/Yes3.wav
213: Resources/Audio/Human/Footman/Yes4.wav
220: Resources/Audio/Human/Footman/Warcry1.wav
221: Resources/Audio/Human/Footman/YesAttack1.wav
222: Resources/Audio/Human/Footman/YesAttack2.wav
223: Resources/Audio/Human/Footman/YesAttack3.wav
230: Resources/Audio/Human/Footman/Pissed1.wav
231: Resources/Audio/Human/Footman/Pissed2.wav
232: Resources/Audio/Human/Footman/Pissed3.wav
233: Resources/Audio/Human/Footman/Pissed4.wav
#Sorceress
300: Resources/Audio/Human/Sorceress/Ready1.wav
301: Resources/Audio/Human/Sorceress/What1.wav
302: Resources/Audio/Human/Sorceress/What2.wav
303: Resources/Audio/Human/Sorceress/What3.wav
304: Resources/Audio/Human/Sorceress/What4.wav
305: Resources/Audio/Human/Sorceress/What5.wav
310: Resources/Audio/Human/Sorceress/Yes1.wav
311: Resources/Audio/Human/Sorceress/Yes2.wav
312: Resources/Audio/Human/Sorceress/Yes3.wav
313: Resources/Audio/Human/Sorceress/Yes4.wav
320: Resources/Audio/Human/Sorceress/Warcry1.wav
321: Resources/Audio/Human/Sorceress/YesAttack1.wav
322: Resources/Audio/Human/Sorceress/YesAttack2.wav
323: Resources/Audio/Human/Sorceress/YesAttack3.wav
330: Resources/Audio/Human/Sorceress/Pissed1.wav
331: Resources/Audio/Human/Sorceress/Pissed2.wav
332: Resources/Audio/Human/Sorceress/Pissed3.wav
333: Resources/Audio/Human/Sorceress/Pissed4.wav
334: Resources/Audio/Human/Sorceress/Pissed5.wav
335: Resources/Audio/Human/Sorceress/Pissed6.wav
Attached full mod for testing/inspiration.
Attached battle.cfg for testing.Youtube video as preview:
Needs OXCE 5.6.3 (to be released later),
for testing you can use this build:
https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-0e9152b0a-2019-09-04-win64.7zPS: the players can
mute/unmute the sounds using the
ctrl+X hotkey (or by editing options.cfg, entry "oxceEnableUnitResponseSounds")