Author Topic: [DONE][Suggestion] More GEO Sounds  (Read 357 times)

Offline bulletdesigner

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[DONE][Suggestion] More GEO Sounds
« on: October 12, 2021, 12:28:49 pm »
So, i´ve been playing high fleet a lot, and the grand emersion comes from the talking and sound´s in "geoscape". Meaning when we launch craft the engine roar, when we launch missiles the guy says something in French 8). I know that we have the custom sounds for alerts (i´m now starting to create), but more stuff needs custom sounds where the generic swish is.

crafts:
  - type: STR_AVENGER
    launchsound: 12
    picksound: 16

vars:
basepicksound: 13
startinterceptionsound: 20

when we launch craft engine sound 12
when we pick the craft in geo some guy reporting 16
when we pick a base some basie sound 13
when a interception start some alert sound 20

This sounds will give much height to the game, making launching a craft or an interception with more impact
« Last Edit: January 09, 2022, 06:58:13 pm by Meridian »

Offline Meridian

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Re: [Suggestion] More GEO Sounds
« Reply #1 on: October 12, 2021, 12:31:35 pm »
ok :)

Offline Meridian

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Re: [Suggestion] More GEO Sounds
« Reply #2 on: January 09, 2022, 06:53:29 pm »
1. added craft takeoff sound `takeoffSound`
- played only when leaving the base
- played at takeoff command, not when starting moving (5 minutes after the command)
- when sending multiple craft at once, only wing leader sound is played

Example:

Code: [Select]
crafts:
  - type: STR_SKYRANGER
    takeoffSound: [11, 12, 13]   # indices into GEO.CAT

2. added select craft sound `selectSound`
- played when selecting a craft on the globe directly
- or via multi-select GUI (when too many objects are close to each other)
- not played when redirecting craft after patrol alert popup
- not played when selecting craft as a destination
- not played when UFO tracking was lost

Both sounds can be just one number or a list of numbers.

3. reworked sounds on GUI init / window popup
- Highest priority: custom sound set explicitly in the code (e.g. select craft sound)
- Medium priority: sound defined by the interface ruleset
- Lowest priority: default window popup sound

Only one sound (with highest priority) will be played.

Example:

Code: [Select]
interfaces:
  - type: geoManufactureComplete
    sound: 90

4. Used the new approach also for UFO detected alert sound

5. Used the new approach also for Mission detected alert sound
« Last Edit: January 09, 2022, 06:59:32 pm by Meridian »

Offline Meridian

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Re: [Suggestion] More GEO Sounds
« Reply #3 on: January 09, 2022, 06:55:09 pm »
Custom `selectBaseSound` and `startDogfightSound` sounds

Select base:
- played when selecting a base on the globe directly
- or via multi-select GUI (when too many objects are close to each other)
- not played on Intercept button in Globe menu
- not played on Intercept button in UFO Detected GUI
- not played on Intercept button in Mission Site Detected GUI
- not played on Intercept button in Mission Site Info GUI

Start dogfight:
- only played when a dogfight is first opened
- minimize and restore doesn't play again

Both sounds can be just one number or a list of numbers.

Example:

Code: [Select]
selectBaseSound: [11, 12, 13]   # indices into GEO.CAT
« Last Edit: January 09, 2022, 06:57:58 pm by Meridian »