ConVicT wrote:Ratchet wrote:
On the other hand, 0.4's Sound folder contains "1voicemale.ogg" "2voicemale.ogg" "3voicemale.ogg" "announcerGO.ogg" "cycle_turn.ogg" "cyclrun.ogg" "cyclrun.wav" "expl.ogg" "grind.ogg" "zone_spawn.ogg"
I f***ing hate that 3..2..1... I had forgotten all about it. That's what I'd have asked to be changed, if there's gonna be changes, and the turn sound of course but mainly the 3.2.1, because if there are short rounds, it can get really irritating. Only ever been useful to me one time in fort when I ran to make coffee because I died first and thought the round would take a while, then I heard "THREE, TWO, ONE, WHISTLE!"
Also, there are other sounds, which are: default.m3u, doIknowyou.ogg, fortresswalk.aatrack, fortresswalk.ogg, titletrack.ogg, when.ogg.
Just listened to them all again and the explosion sound is just as facked up as the rest.
Play 0.4 on mute for now!
Ah, for as long as I could remember I have been using 0.4 Armagetron Advanced completely without sound by turning the sound output off due to the enjoyment of listening to music while mindlessly playing, but just recently I have been using the sound.
I agree with you for the 3...2...1.. thing which is why I commented these lines in eSoundMixer.cpp
Code: Select all
m_SoundEffects[ANOUNCER_1].LoadWaveFile(vpath.GetReadPath("sound/1voicemale.ogg") );
m_SoundEffects[ANOUNCER_2].LoadWaveFile(vpath.GetReadPath("sound/2voicemale.ogg") );
m_SoundEffects[ANOUNCER_3].LoadWaveFile(vpath.GetReadPath("sound/3voicemale.ogg") );
And any other sound I did not like. It was truly the repetitiveness of hearing this that frustrated me enough to finding it in the code and commenting it. The only sound I hear from my Armagetron Advanced client is the engine and the custom music replacing doIknowyou.ogg, fortresswalk.aatrack, fortresswalk.ogg, titletrack.ogg, when.ogg.
I didn't see a way to disable the music and not the cycle nosies so I also added in my client a way to turn off the music and not the cycle sounds simply because music_volume does not work.
ConVicT wrote:I've not played too much on 0.4 (because of the sounds!), but spawning zones make a sound? I've never ever heard it, and I was playing 0.4 when I played CTWF; lot's of spawning zones there.
Yeah there are another lines in the code which allows a sound to be played when zones spawn and several other things.
Code: Select all
m_SoundEffects[ZONE_SPAWN].LoadWaveFile(vpath.GetReadPath("sound/zone_spawn.ogg") );
As for the clanky turning sound, I have never heard this because only the engine seemed to work on my client but then again I am using an older build.
Phytotron wrote:Does 0.4 handle sounds the same way as all previous versions, as in using cycturn.wav, et al, and placing them in the same directory (which, not incidentally, can be treated and distributed the same as movie packs)?
I do not know about the previous versions of tron but if you make a "moviesounds" folder in %appdata% / Armagetron Advanced then put an engine.wav it will run what is in that folder with the correct name. This can be found in the gCycle.cpp
Code: Select all
static eLegacyWavData cycle_run("moviesounds/engine.wav","sound/cyclrun.wav");
Or in my case (Mac OS X) you will put the file here:
Code: Select all
/Users/whoami/Library/Application Support/Armagetron Advanced/moviesounds
Wouldn't a nice way to fix this be by making users have the ability to change the music in the folder without needing to recompile and using what I believe exist (movie sounds) to change the sound of their cycle?