Hello. There has been some discussion about sound support. If no one works on it, i'll fix it, and try to improve. Here's how I see the stuff: * add a new line for archetypes, 'sound <event name>, <sound file>, <optional parameters like relative volume etc>' with <event name> something like 'cast, die, move', you get the clue * put .raw files with archetypes * assign generic sounds to archetypes. Ex: goblin archetype gets a 'sound die, goblin_horrible_death' line * change collect.pl to copy .raw files to crossfire/share/sounds (or wherever we want) and generate a /share/arch_sounds file containing a simple list with filenames * server will then read this file, give a unique identifier to each sound. When loading archetypes, link sound_event to that identifier * client can request arch_sounds file, then individual sound files (like 1024 bytes by 1024 bytes) * when a sound event needs to occur, server just sends the unique sound identifier Client can then have a sound cache, based on filename. An extension which could be nice: allow map-specific sounds. Like a special sound when your mega-monster dies :) I'd see this this way: * add sounds in same directory as map file, or in a sound subdir (whatever). This way, we know which sounds go with which maps. Also, give a unique sound to the file - like <mapnams>_<sound_event>.raw * at some point, collect the sounds, and copy'em to the same directory as other sounds from archetypes * override sound event on object from archetype, as any other field The only thing which I don't like with this is that it requires 2 passes: collect sounds from archetypes, collect sounds from maps. Comments or brilliant ideas? Nicolas _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel