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. > > 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> > Informs the client to play a sound. All arguments are > binary data. > x,y are signed 1 byte values which are offsets from the player. > num is the sound number stored as a short (16 bit). > (IT is up to client to determine which sound to > play based on that.) Since sound numbers seldom change > (and in fact, > new sounds will have a higher number than the old sounds - old > sounds numbers will not change in meaning like what can > happen with > the images), this should not be much of a problem. > type is a 1 byte value which determines sound type. Currently, 0 > is normal sound, 1 is spell sound. This may be extended in the > future. > > > In the case of the example you posted, all of those sounds > generated are spell > sounds (as denoted by the type 1) > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel