[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev_todo:fix_sound
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Fri Sep 28 05:00:55 CDT 2007
A page in your DokuWiki was added or changed. Here are the details:
Date : 2007/09/28 05:00
User : kbulgrien
Edit Summary: Grammatical improvement to last edit.
@@ -8,9 +8,9 @@
* Send which sound to play, as a string instead of number.
* Or send numbers, but first let the client fetch a table of which numbers correspond to which sound names.
* Eliminate the need for the ~/.crossfire/sounds file
* Make new sounds
- * Allow more data-centric elements in the game define sounds to play:
+ * Allow data-centric elements in the game control playing of sounds and remove code-centric sound triggers:
* Archetypes could specify a sound to associate with particular items. The sound might need to be played only under certain conditions. For example, maybe when a fountain/drink is applied, a water splashing or drinking sound is played, or when a save bed is applied someone booes/hisses ;-), etc. Different sounds might be played when different doors are opened - some doors might creak, others squeak, whereas the current system is restricted to one sound for all doors.
* Imagine that not only the sound is identified, but some use flag is also required. IE. If the item is applied, one sound is played, but if it is dropped, another, etc. Damage to items could trigger special sounds.
* Also, imagine that an audio cue indicating acid damage to an item may more effectively warning that the player may need to consider not meleeing this particular monster.
* When a player steps in a puddle... etc... a special sound might be played.
@@ -22,9 +22,9 @@
* Sounds could be associated with other commands: IE ready_skill, killpets, usekeys, peaceful, etc.
* Probably to prevent hard-coding symptoms, all commands could have a sound association capability, but many would be set NULL where it is up to the developers whether a particular command should or should not have a sound mapped to it.
* Perhaps system events could be mapped to sounds as appropriate.
* For example, death of another player signals a sound.
- * Sounds could be associated to announce changes in core statistics or protections. This might make it easier for players to accept clients that have these stats hidden on tabbed notebooks and might serve as a clue that something critical changed (stat/level loss) that might mean they might want to change tactics if fighting a monster that steals XP etc.
+ * Sounds could announce changes in core statistics or protections. This might make it easier for players to accept clients that have these stats hidden on tabbed notebooks and might serve as a clue that something critical changed (stat/level loss) that might mean they might want to change tactics if fighting a monster that steals XP etc.
* The ability to map sounds to particular spells should be retained.
* Magic mouths could support sound playing. For example, in the red town tower, there is an invisible key in one room. A magic mouth says "Klang" as a clue that the player might want to cast detect invisible... An audio cue could be played in addition to the textual cue.
* Along the lines of the current ~/.crossfire/sounds (client/sound-src/sounds.dist) file, sounds would be given a logical name/code rather than a file name so that a player could customize their sound preferences by changing the location/name of a sound.
* Some care must be taken to make sure that playing sound did not get to be out of hand as it would be bad to drown the player in audio clutter or cause sounds to no longer be synchronous with game play in the event that sounds take a long time to play. In this vein, perhaps the sound server could selectively ignore the playing of a particular sound if it is played too closely in succession.
IP-Address : 66.137.82.229
Old Revision: http://wiki.metalforge.net/doku.php/dev_todo:fix_sound?rev=1190973164
New Revision: http://wiki.metalforge.net/doku.php/dev_todo:fix_sound
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