Author Topic: Warcraft 3 unit response sounds mod  (Read 13567 times)

Offline Meridian

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Warcraft 3 unit response sounds mod
« on: September 03, 2019, 03:25:49 pm »
As an example of how can it be done in 40k.

First, there is a global switch:

Code: [Select]
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):

Code: [Select]
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:

Code: [Select]
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-win64.7z

PS: the players can mute/unmute the sounds using the ctrl+X hotkey (or by editing options.cfg, entry "oxceEnableUnitResponseSounds")
« Last Edit: September 04, 2019, 03:48:17 pm by Meridian »

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #1 on: September 03, 2019, 03:35:00 pm »
nice nice nice  8)

Offline doctor medic

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Re: Warcraft 3 unit response sounds mod
« Reply #2 on: September 03, 2019, 06:22:25 pm »
well shit that is really impressive,no idea it was even possible

Offline Meridian

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Re: Warcraft 3 unit response sounds mod
« Reply #3 on: September 04, 2019, 03:29:20 pm »
By popular demand, the sounds can now be defined also on units (e.g. HWPs or mind-controlled aliens):

Code: [Select]
units:
  - type: STR_FLOATER_SOLDIER
    selectUnitSound:   [200, 201, 202, 203, 204]
    startMovingSound:  [210, 211, 212, 213]
    selectWeaponSound: [220, 221, 222, 223]
    annoyedSound:      [230, 231, 232, 233]
  - type: STR_FLOATER_NAVIGATOR
    selectUnitSound:   [300, 301, 302, 303, 304, 305]
    startMovingSound:  [310, 311, 312, 313]
    selectWeaponSound: [320, 321, 322, 323]
    annoyedSound:      [330, 331, 332, 333, 334, 335]

Also, on armors (if your unit types depend on armor, like for example in 40k):

Code: [Select]
armors:
  - type: STR_PERSONAL_ARMOR_UC
    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]

Or even by soldier name, if you want to RPG it ad absurdum :P

Code: [Select]
unitResponseSounds:
  - name: Starving Poet
    selectUnitSound:   [200, 201, 202, 203, 204]
    startMovingSound:  [210, 211, 212, 213]
    selectWeaponSound: [220, 221, 222, 223]
    annoyedSound:      [230, 231, 232, 233]
  - name: Ivan Dogovich
    selectUnitSound:   [300, 301, 302, 303, 304, 305]
    startMovingSound:  [310, 311, 312, 313]
    selectWeaponSound: [320, 321, 322, 323]
    annoyedSound:      [330, 331, 332, 333, 334, 335]


The sounds by soldier name have highest priority and if there are any sounds by name, the rest is ignored.

The sounds by armor/soldier/unit type are used next.
If there is any conflict, armor sounds win.


Test build is available on: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-0e9152b0a-2019-09-04-win64.7z
« Last Edit: September 04, 2019, 03:47:00 pm by Meridian »

Offline Solarius Scorch

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Re: Warcraft 3 unit response sounds mod
« Reply #4 on: September 04, 2019, 10:33:07 pm »
I have a request: can we have a % chance to play these sounds? Hearing them sometimes (say, 1 in 10 times) would be fun, hearing them every time would make me unable to play.

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #5 on: September 04, 2019, 11:30:43 pm »
I have a request: can we have a % chance to play these sounds? Hearing them sometimes (say, 1 in 10 times) would be fun, hearing them every time would make me unable to play.

don´t need to worry about that, i´m testing and they don´t overlap even if you spam, works fluid even sometimes you hear nothing

Offline Solarius Scorch

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Re: Warcraft 3 unit response sounds mod
« Reply #6 on: September 05, 2019, 10:59:01 am »
don´t need to worry about that, i´m testing and they don´t overlap even if you spam, works fluid even sometimes you hear nothing

I was not talking about overlapping. I am talking about not hearing a voice with every damn click. I would rather hear it at random.

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #7 on: September 05, 2019, 01:22:30 pm »
hey Meridian by this point i got to ask for the split on deathSound: [331, 332] for male and female , since when they die the voice match the their death

Also Solarius Scorch they don´t answer on every click
https://gaming.youtube.com/watch?v=gYInoUKzoHQ&feature=share

Offline Meridian

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Re: Warcraft 3 unit response sounds mod
« Reply #8 on: September 05, 2019, 05:16:29 pm »
hey Meridian by this point i got to ask for the split on deathSound: [331, 332] for male and female , since when they die the voice match the their death

Also Solarius Scorch they don´t answer on every click
https://gaming.youtube.com/watch?v=gYInoUKzoHQ&feature=share

what do you mean?
soldiers already have death sounds by gender (since 1994); and AI units don't have genders at all (they are all males internally)

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #9 on: September 05, 2019, 06:46:19 pm »
on armor? if so nice, problem solved! i admit haven´t tested :P

Offline Meridian

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Re: Warcraft 3 unit response sounds mod
« Reply #10 on: September 05, 2019, 07:42:51 pm »
on armor? if so nice, problem solved! i admit haven´t tested :P

There is no death sound on armor. Is it needed?

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #11 on: September 05, 2019, 07:59:53 pm »
it´s needed and also divided by sex, meaning my scout´s F or M need different death sound´s, also different when using armor  ::)

Offline Meridian

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Re: Warcraft 3 unit response sounds mod
« Reply #12 on: September 06, 2019, 01:05:56 pm »
Global variables to change the unit response frequency:
1. select unit, default 100%
2. start moving, default 100%
3. select firearm, default 100%
4. annoyed, default 20%

Code: [Select]
unitResponseSoundsFrequency: [100, 100, 100, 20]

Death sounds by armor and gender:

Code: [Select]
armors:
  - type: STR_PERSONAL_ARMOR_UC
    deathMale:     [200, 201, 202, 203, 204]
    deathFemale:   [300, 301, 302, 303, 304, 305]

Also Solarius Scorch they don´t answer on every click

They would answer on every click... unless someone else is talking or they haven't finished their own previous response yet.
(technically, all these unit responses are hardcoded to use only one mixing channel and they check whether the channel is already used or not too)

latest build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-d8bb2c1a8-2019-09-06-win64.7z
« Last Edit: September 06, 2019, 01:08:06 pm by Meridian »

Offline luke83

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Re: Warcraft 3 unit response sounds mod
« Reply #13 on: September 06, 2019, 01:12:26 pm »
Very nice, i always wanted this option, good job. At some point i will add this to my mod.

Offline bulletdesigner

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Re: Warcraft 3 unit response sounds mod
« Reply #14 on: September 06, 2019, 04:03:26 pm »
Yes, you're right they answer every click, was some bad numbers on my part, but again you can simulet my error and leave some sounds empty

Also thks for the both sex part