[CF-Devel] Sounds
Michael Toennies
mtx93 at tzi.de
Wed Nov 29 07:21:03 CST 2000
Hi
Ah, yes. I have put in the sound 2 weeks ago and forget the spell flag.
As i rebuild it with new sounds, i skip it and then i wonder about
the sound numbers.
Btw: how many spells are in game at this moment?
Has anyone a idea how we can group then on sound side?
Except from fire/ice/lighting spells, which main groups
like summon, invoke etc. are from interest and need/should
have an identification sound?
I want give my friend a list for spell sounds we want.
MichToen
>
Michael Toennies wrote:
>
>
>
> What about this:
>
>
>
> a signed short16 as sound ID. If it >=0, its a effect like hit,
>
dead, etc.
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> If it <0, its a sound spell.
>
>
Look at the code/docs - it already does this. To quote from the
>
protocol file:
>
>
S->C: sound <x><y><num><type>
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Informs the client to play a sound. All arguments are
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binary data.
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x,y are signed 1 byte values which are offsets from the player.
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num is the sound number stored as a short (16 bit).
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(IT is up to client to determine which sound to
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play based on that.) Since sound numbers seldom change
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(and in fact,
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new sounds will have a higher number than the old sounds - old
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sounds numbers will not change in meaning like what can
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happen with
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the images), this should not be much of a problem.
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type is a 1 byte value which determines sound type. Currently, 0
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is normal sound, 1 is spell sound. This may be extended in the
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future.
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>
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In the case of the example you posted, all of those sounds
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generated are spell
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sounds (as denoted by the type 1)
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